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Mod the Gungeon

A modding platform for Enter the Gungeon by Dodgeroll Studios, published by Devolver Digital.

For end users

What does this add to the game?

By itself, nothing except a title screen. This is a mod loader - intended to be a base for mods to run, not a mod by itself.

How does this work?

If you're interested in the actual details, you can check the "For developers" section below. To simplify it, you run the installer, which modifies the game to insert all of this code into it. Then, when you start the game, Mod the Gungeon is started "inside" of it, with the ability to access anything from the game. It'll then start loading mods and doing all of the things it needs to do.

Who's working on this?

You can check the members of the Mod the Gungeon GitHub organization here. Note that, while there are 5 people there, 2 have officially quit the project while others remain mostly dormant. In other words, at this moment I'm pretty much the only person working on Mod the Gungeon.

Does this work for the latest update? Is this different from the version in the installer?

Currently, the master branch (the branch you're seeing above) of this repository houses a version of Mod the Gungeon dubbed "Mod the Gungeon Reloaded". Mod the Gungeon Reloaded is a mod rewritten completely from scratch, with almost no code taken from the original Mod the Gungeon. The version that's currently available in the installer is an outdated version of the old Mod the Gungeon that was updated only to run on the latest Gungeon update (but it doesn't even have its new items as give command IDs).

What are the differences between the "classic Mod the Gungeon" and Mod the Gungeon Reloaded?

Mod the Gungeon has moved away from C# mods in favor of Lua mods. This, while slightly complicating the code, allows for a greater amount of control over mods by Mod the Gungeon and makes writing mods a lot easier. For example, I was able to implement the ability to reload mods without restarting the game, saving both the mod developers' and the end users' time. Mods are now also sandboxed, so that they can't just delete all of your files.

How do I install this (Mod the Gungeon Reloaded)?

Since it's a work in progress, there isn't even a beta release yet. If you think you'll be able to do it, you can try building this repository (use the build.sh script or the build.bat script [NOTE: the build.bat script isn't finished yet]; you'll need to have Visual Studio or Mono installed). Then you can select the resulting MTG-DIST.zip in the Advanced tab in the installer, install, and have fun.

For developers

Licensing

The LICENSE_MODTHEGUNGEON file contains the licenses of the projects used by Mod the Gungeon. If an external project is used by Mod the Gungeon and its license is not in LICENSE_MODTHEGUNGEON, then it is an oversight and I ask you to report it on the issue tracker.

Legality

Dodgeroll Studios is fully aware of Mod the Gungeon's existence and goals. For the foreseeable future, there shouldn't be any worries about whether Mod the Gungeon would be forced to have its development stopped.

Underlying technology

  • Enter the Gungeon is written in C# using the Unity Engine.
  • Mod the Gungeon is written in C#.
  • MonoMod - The ultimate CLR assembly patcher.
  • A fork of Eluant - CLR/Lua bindings with a focus on stability, memory conservatism and with the best error reporting out of all other Lua bindings for the CLR.
  • YamlDotNet - The best YAML parser for the CLR.
  • SGUI - Scriptable GUI for Unity mods.

What are mods written in?

Lua.

Tutorials

Mod the Gungeon Reloaded is WIP, so no tutorials yet. Sorry!

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  • C# 98.1%
  • Lua 1.3%
  • Other 0.6%