Welcome! This guide is your starting point for creating mods for PlateUp!.
Whether you want to add new appliances, tweak gameplay, or build full content packs, this page will walk you through the basic setup and concepts you need before writing your first mod.
⚠️ This is an unofficial community guide.
Modding tools and APIs can change — always check the latest community resources.
By the end of this page, you should:
Helpful (but not strictly required):
If you’re brand new to C#, you may want to review the following topics:
Most PlateUp! mods are written in C# and compiled into .dll files and any assets are compiled into AssetBundles.
You will typically need:
Install a modern .NET SDK (community commonly uses .NET 4.7.2 or newer).
After installing, verify in command prompt with:
dotnet --version
Recommended options:
Choose whatever you’re comfortable with. For the purposes of this guide, Jetbrains Rider will be used.
You'll need to have an install of PlateUp! available to get started with mod development for:
Ensure to run the game at least once to ensure all required files and directories are created.
This guide will focus on using the PlateUp! Template Builder. This has 4 different downloadable templates available to get development kickstarted.
The following options available are:
This template is as bare-bones as it gets. No libraries, no utility mods, just a standard ECS system.
It uses the Yaraizen.PlateUp.ModBuildUtilities nuget package to automatically build your mod to the correct directory, and automatically reference the required game files.
This template is very similar to the Standalone one, although it uses KitchenLib to initialise itself, allowing access to all of it's general utilities and features.
This template is the same as the above KitchenLib one, although it also includes a blank Unity Project. This is where you'll add all your 3D assets, 2D assets, materials, sounds, etc. Any assets you need for your mod will be put into this Unity Project and compiled into an Asset Bundle.
This template is the same as KitchenLib with Assets, with some pre-loaded code and assets for a ready-to-ship mod. If you prefer an already functional project that you can change, this is the option for you.
These templates are not required, a development environment can be built from scratch, but this guide will not delve into this.
Every project directory will look slightly different depending on what template you decide on. Typically it will look similar to :
MyCoolMod/
├─ MyCoolMod.csproj
├─ Mod.cs
├─ .gitignore
└─ Changelogs/
└─ GitHub/
└─ v0.1.0.md
└─ Workshop/
└─ v0.1.0.bbcode
└─ UnityProject - MyCoolMod/
└─ .gitignore
└─ Assets/
└─ Packages/
└─ ProjectSettings/