kestrel-Mod_Menu icon

Mod Menu

Configure your mods ingame!

Last updated 18 hours ago
Total downloads 3362
Total rating 1 
Categories Mods Vanilla compatible
Dependency string kestrel-Mod_Menu-1.1.3
Dependants 0 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100

README

Mod Menu

This mod adds a mods tab to the settings menu, which allows you to configure your mods ingame.

The mod menu interface

For mod developers - notes and API reference

All types usable in BepInEx 5.4.21 ConfigEntries are supported.

This mod works much the same as BepInEx ConfigManager in that how options appear is defined by their acceptable values - an AcceptableValueRange creates a slider, an AcceptableValueList creates a dropdown, etc. Known issues include:

  • [Flags] enums are not currently supported

API reference

To get started, download the package as a zip and take ModMenu.dll and ModMenu.xml from the downloaded files. Reference ModMenu.dll in your project, add using ModMenu.Api to files in which you wish to use the API and you should be good to go!

For example usage of the API, see Assets/Scripts/Plugin.cs in the mod's source code.

Hiding config entries

Calling ModMenuCustomisation.HideEntry with one of your mod's config entries will prevent ModMenu from generating an option for it in your mod's page.

Explicitly setting mod description/icon

ModMenu attempts to get mod icons and descriptions from Thunderstore metadata. If it fails (i.e. your mod was installed manually), your mod will get a default description and icon. The API allows you to set the description and icon so they will always be available through ModMenuCustomisation.SetPluginIcon and ModMenuCustomisation.SetPluginDescription. Metadata set through these also overrides any Thunderstore metadata that does get found.

Custom content builders

To add content to your mod page, the API allows you to provide an action that will be invoked while ModMenu is constructing the page. To do this, call ModMenuCustomisation.RegisterContentBuilder. The action takes an OptionListContext, which provides methods for easily constructing many premade option list items.

Below is a small example, you can find a full example in ModMenu's source code as mentioned above.

ModMenuCustomisation.RegisterContentBuilder((OptionListContext context) => {
    context.AppendTextBox("A text box");

    bool checkboxValue = false;
    // second parameter is a getter, third parameter is a setter
    // these can do anything you want really - you aren't limited to
    // just mirroring a value.
    context.AppendCheckbox("A checkbox", () => checkboxValue,
        value => {
            checkboxValue = value;
        });

    context.PrependHeader("Prepending stuff (appears at the start of the list)");

    context.InsertHeader(5, "Inserting stuff (appears at the specified index in the list)");

    // you can also get the root transform to do whatever you like with
    Transform rootTransformOfList = context.Root;
});

Something worth keeping an eye on is the fact that the content builder will only be run once. ModMenu keeps track of the options that have been instantiated and which mod they're for and only enables/disables them as needed to improve performance.

Manual Installation Instructions

(you should probably just use a mod manager like r2modman or gale though)

  • Download and install Bepinex 5.4.21
    (if you have no idea what the versions mean try BepInEx_x64_5.4.21.0 and it might work. maybe)
  • Once BepInEx is installed, extract the zip into the BepInEx/plugins folder in the game's root directory.

have fun :3

kity