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Jacobwasbeast fa195fdc2e Rebrand LegacyForge to Weave Loader
Rename across entire codebase:
- LegacyForge -> WeaveLoader (identifiers, namespaces, classes, DLLs)
- LegacyForgeRuntime -> WeaveLoaderRuntime (C++ project)
- LegacyForge.API/Core/Launcher -> WeaveLoader.API/Core/Launcher (C# projects)
- [LegacyForge] -> [WeaveLoader] (log prefixes)
- legacyforge -> weaveloader (config files, log files, backup suffixes)
- Display name "Weave Loader" in README, CONTRIBUTING, LICENSE
2026-03-06 23:31:18 -06:00

40 lines
1.2 KiB
C#

namespace WeaveLoader.API;
/// <summary>
/// The main interface all WeaveLoader mods must implement.
/// Default interface methods allow mods to only override what they need.
/// </summary>
public interface IMod
{
/// <summary>
/// Called before vanilla registries are populated.
/// Use for very early setup that must happen before any game content loads.
/// </summary>
void OnPreInit() { }
/// <summary>
/// Called after vanilla registries are populated.
/// This is the main initialization point -- register your blocks, items,
/// entities, recipes, and event handlers here.
/// </summary>
void OnInitialize();
/// <summary>
/// Called after the game client has finished its own initialization.
/// Use for client-side setup like custom renderers or UI.
/// </summary>
void OnPostInitialize() { }
/// <summary>
/// Called once per game tick (20 times per second).
/// Use for ongoing mod logic.
/// </summary>
void OnTick() { }
/// <summary>
/// Called when the game is shutting down.
/// Use for cleanup and saving mod state.
/// </summary>
void OnShutdown() { }
}