Beginner glossary
Beginner glossary
Section titled “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.