SIGNALIS
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How to Make Signalis Mods
作者: Cristiferbeast
A Simple Guide to the basics required to create a Signalis Mod
   
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Installing MelonLoader
So Modding can be a bit intimidating at first, but follow this simple guide and you'll be able to create your own mods for Signalis.
First up your going to need to Download Melonloader https://melonwiki.xyz/, this is what UnOff and VSL (So the majority of the Signalis Modding Community) use to load and create their mods. when installing it you want to use the Automatic Installer.
To use the Automatic Installer download it from their website and then navigate to the executable of Signalis and select it. This will set up MelonLoader for Signalis and allow further action.
This will in the process create a "Mods" folder as well as any other folders that you may need, if you are only using mods then this is all you need however for this guide we have to go further in order to make our own.
So next up you need to Download Visual Studio Community, this software will allow you to write C# code that can be read and executed by MelonLoader,
Setting up a C# .dll File
So, Run the Installer for the 2022 Version, you're going to need ".NET Desktop Development" and "Game Development with Unity" these are all you really need for coding Signalis Mods.
When the Installer is finished open it and create a new project.
For your application your going to need a specific type of project, this type is Class Library (.NET Framework) to find it just search Class Library on the search bar and select the .NET Framework one.
Name your project whatever it is you wish for this project, also be sure to not put spaces in this name else it will cause later issues, and pick the latest .NET Framework Version now we can get started setting up this new project.
To do that we are going to need to import reference files, navigate to the Reference tab on the side of the navigation bar and click on it and then click "add reference"
Click browse and then navigate to your Signalis Game Folder, open the MelonLoader folder within it and add the MelonLoader.dll then open the Managed Folder and add the following files
Assembly-CSharp.dll, II2Cppmscorlib.dll, UnhollowerBaseLib.dll, UnityEngine.InputLegacyModule.dll, UnityEngine.CoreModule.dll, UnityEngine.dll

So, With these references set up, navigate to where it says Class1.cs and right click it, rename it to whatever it is you wish to call your mod but it is helpful if it is not the same name as your file and much like with the name of your file, no spaces
when a screen shows up asking if you'd like to rename all references, be sure to hit yes every time

Now we have to set up the basic code, to do this right click onto the AssemblyInfo.cs file and paste this following code
using MelonLoader;
using MyProject; // The namespace of your mod class
// ...
[assembly: MelonInfo(typeof(MyMod), "My Mod Name", "version", "Author Name")]
[assembly: MelonGame("", "")]

You can now edit the details within the quotations regarding your mods name, version and your name
Next switch out the MyProject to instead say the name of your namespace, if you do not know this it is usually your file name but can be found in your class where it will be clearly stated.
Also, Switch out MyMod to instead by the name of your class
Then going back to your class, put " : MelonMod" next to when it is first added this will make sure that it all actually loads

And that is all the basic steps to begin modding, from here you can do anything that you know how to code.
(Suggested) Unity Explorer
A big suggestion by the community would be installing UnityExplorer, this mod allows you to see how Signalis works similar to how the Unity Engine works, and is vital in crafting code to make the mods you so want.
Installing it is rather simple, go to its download github and download the .zip file, extract the libraries within into your UserLib folder, and the mod file within into your Mods folder.