Start here
Start here
Section titled “Start here”You do not need to understand the whole WorldBox API before you begin. Your first job is much smaller:
NeoModLoader is running ↓your mod compiles and loads ↓your own marker appears in Player.log ↓one small feature works ↓only then: bigger systemsSix small checkpoints. Progress is stored only in your browser and can be reset whenever you want.
Before you touch code
Section titled “Before you touch code”You only need a few things at the start:
- a WorldBox installation where NeoModLoader already starts;
- a text/code editor;
Player.log, because it is your evidence that compile/load/runtime stages actually happened;- a disposable test save whenever a recipe mutates world state.
You do not need Harmony, custom UI, a framework, a database, or a giant folder tree for the first successful load.
The five things you keep seeing
Section titled “The five things you keep seeing”If mod.json, Main.cs, NML and runtime all blur together, read the beginner mental model first. It explains what each piece does and which problem belongs to which layer.
A useful debugging habit
Section titled “A useful debugging habit”When something fails, describe the stage, not just “my mod is broken”:
NML not visible→ loader/setup stage
C# error / mod compilation failed→ compile stage
mod loads, but marker never appears→ load / entry-point assumption
marker appears, feature fails→ feature/runtime stage
works now, disappears after reload/restart→ persistence/lifecycle stageThat separation is more useful than changing several unrelated files at once.
After the first success
Section titled “After the first success”Pick one goal from Recipes. If the recipe depends on version-sensitive behavior, check the Compatibility Matrix and its evidence status before treating it as universal.