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Beginner glossary

A short dictionary for reading the rest of the site.

Term Plain meaning
Mod Code/content loaded to change or extend the game.
NML / NeoModLoader The mod loader used by the current documentation and WBML experiments.
mod.json Mod metadata and dependency information.
Main.cs The C# entry file used by our minimal starter structure.
GUID / addon ID Stable identity string. Do not casually change an ID after published data/content depends on it.
API Public functions/types exposed for other code to use.
Runtime What the actually running game/mod version does, as opposed to what old source or docs suggest.
Lifecycle When objects/mods/worlds are created, loaded, reused, replaced or shut down.
Persistence Data that survives beyond the current in-memory moment, usually involving save/load.
Player.log Main text log used here to verify compilation, loading, versions, markers and exceptions.
Marker A unique log line you intentionally emit so you can prove a code path ran.
Exception Runtime failure such as NullReferenceException or StackOverflowException.
Harmony patch Runtime method patching technique. Powerful, but more version-sensitive than a supported API.
Reflection Inspecting/accessing types or members dynamically. Useful for discovery, also version-sensitive.
Verified Reproduced by the project within an explicitly stated tested scope.
Observed Seen in runtime, but not yet understood or bounded enough to call fully verified.
SKIP A branch the test did not execute; it is not evidence that the behavior works.

If a term is still unclear, open the page that uses it and look for the practical example before the deep reference section.