The IMod Interface Edit this page on GitHub



IMod Interface

The IMod interface can be found in(Game Directory)/Parkitect_Data/Managed/Assembly-CSharp.dll and looks roughly like this:

/// <summary>
///     An interface for user made mods.
/// </summary>
public interface IMod
{
    /// <summary>
    ///     Called to indicate this instance should load its logic.
    ///     This method is called during the loading routine of a savegame or a fresh game.
    /// </summary>
    void onEnabled();

    /// <summary>
    ///     Called to indicate this instance should unload its logic.
    ///     This method is called before the game quits.
    /// </summary>
    void onDisabled();

    /// <summary>
    ///     Gets the name of this instance.
    /// </summary>
    string Name { get; }

    /// <summary>
    ///     Gets the description of this instance.
    /// </summary>
    string Description { get; }

    /// <summary>
    ///     Gets an unique identifier of this mod.
    /// <summary>
    string Identifier{ get; }
}

ParkitectNexus Additions

In addition to the IMod interface, you can add a few properties which will automatically be filled by the ParkitectNexus mod loader. These properties are optional.

public class MyExampleMod : IMod
{
    // ...

    /// <summary>
    ///     Gets the path to the installation directory of this mod.
    /// <summary>
    /// <remarks>If a setter is implemented, this property is automatically set by the ParkitectNexus Client.</remarks>
    public string Path { get; set; }

    /// <summary>
    ///     Gets an unique identifier of this mod.
    /// <summary>
    /// <remarks>If a setter is implemented, this property is automatically set by the ParkitectNexus Client.</remarks>
    public string Identifier { get; set; }
}