A modding library for Core Keeper. Provides features that makes modding Core Keeper easier.
WARNING! Version 3.0.0 contains breaking changes.
- Custom items, blocks, enemies, NPC, etc.
- Easier access to Rewired input system, localization
- Custom chat commands
And much more!
To develop with CoreLib, you will need to install CoreLib package into your mod SDK project.
CoreLib packages use git packages, this means you MUST install git and add it to your PATH environment variable.
Note:
- After installing git make sure to close Unity and Unity hub completely!
- Unity Hub does not close when you close the window and needs to be exited from the Windows Notification Area
Navigate to your mod SDK project root, and open Packages
folder. And edit manifest.json
file with your favorite text editor.
Add following lines at the beginning:
"ck.modding.corelib": "https://github.com/CoreKeeperMods/CoreLib.git?path=/Assets/CoreLibPackage#main",
"ck.modding.sdk-extensions": "https://github.com/CoreKeeperMods/CoreLib.git?path=/Assets/SDKExtensions#main",
"ck.modding.markdig": "https://github.com/CoreKeeperMods/CoreLib.git?path=/Assets/Markdig#main",
If you want to install latest version of CoreLib use #main
at the end of every line. However it is highly recommended that you lock your version, and update it manually. To do that replace #main
with #tag
. For example #3.0.1
.
Please note that the CoreLibPackage version is separate from CoreLib submodules version on Mod IO. This is mainly because the package combines all submodules, and other tools.
To find out the correct version to target read the release notes for Core Lib Package
Now you can open your project and you will have Core Lib ready to be used.
You can access CoreLib documentation from within your editor, by navigating to CoreLib package folder and viewing README.md
With Core Lib also comes a package called SDK Extensions
. This package adds a few useful editors:
- Select dependencies from a dropdown (Including CoreLib)
- Updating asmdef file accordingly to your dependency declaration
- Building Burst assembly with your mod
Note: some of these features require manual changes to mod SDK project. Reference my fork of mod SDK project to see what changes you need.
Each submodule contains a markdown file with documentation.
Contents: