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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 systems
Finish lineYou can prove “the loader sees my mod, my code ran, and one feature works” without guessing.
START
Use the interactive first-mod checklist

Six small checkpoints. Progress is stored only in your browser and can be reset whenever you want.

Open beginner journey →

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.

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.

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 stage

That separation is more useful than changing several unrelated files at once.

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.

Beginner ruleFirst make it load. Then prove one thing works. Only then make it clever.