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A mod loader for Aloft to facilitate BepInEx plugins and ThunderKit asset bundles

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Important

This repository was rehomed into the Aloft Mods repository to improve the workflow experience.

AloftModLoader

A mod loader for Aloft to facilitate content-only asset bundle mods for Aloft. AloftModLoader aims to erase the boiler plate of creating a content only and plugs content directly into Aloft dynamically at run time.

Set up for development:

> mkdir Libraries

Copy in these files from BepInEx:

  • 0Harmony.dll
  • BepInEx.Core.dll
  • BepInEx.Unity.Common.dll
  • BepInEx.Unity.Mono.dll

From Aloft copy these files in:

  • Aloft.dll
  • Assembly-CSharp.dll
  • UnityEngine.dll
  • UnityEngine.CoreModule.dll
  • UnityEngineAssetBundleModule.dll

Installation for use:

Set up for development, build and then copy the two .dll outputs into the BepInEx/plugins folder.

  • AloftModLoader.dll
  • AloftModFramework.dll

For Creating New Content:

See creating a recipe to explore how to add a recipe to the game. Or see more in depth documentation for setting up a project.

Creating your first recipe

Our first recipe is going to be to turn Wood into Charcoal.

Right click in the asset browser and choose to create a new recipe.

Screenshot showing where to find the button to create a crafting recipe.

Tweak the settings for the recipe to turn wood into coal:

Screenshot showing the set up of the recipe

To create this recipe, wire up input items, which is referencing ItemIds. 3 = Wood. For output choose one of the fields: Output Vanilla Item, Output Item Id, Output Mod Item. Output Vanilla Item is useful for quickly picking the item without having to research IDs. Output Item Id is great for hooking a new recipe into another content mods Items. Output Mod Item is great for referencing items created inside the same content bundle.

Launch the game and explore the new recipe! Screenshot showing the new recipe in the game

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A mod loader for Aloft to facilitate BepInEx plugins and ThunderKit asset bundles

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