

This mod adds a mods tab to the settings menu, which allows you to configure your mods ingame.
All types usable in BepInEx 5.4.21 ConfigEntries are supported.
This mod works much the same as BepInEx ConfigManager in that how options appear is defined by their acceptable values -
an AcceptableValueRange creates a slider, an AcceptableValueList creates a dropdown, etc. Known issues include:
[Flags] enums are not currently supportedTo get started, download the package as a zip and take ModMenu.dll and ModMenu.xml from the downloaded files. Reference
ModMenu.dll in your project, add using ModMenu.Api to files in which you wish to use the API and you should be good to go!
For example usage of the API, see Assets/Scripts/Plugin.cs in the mod's source code.
Calling ModMenuCustomisation.HideEntry with one of your mod's config entries will prevent ModMenu from generating an
option for it in your mod's page.
ModMenu attempts to get mod icons and descriptions from Thunderstore metadata. If it fails (i.e. your mod was installed
manually), your mod will get a default description and icon. The API allows you to set the description and icon so they will
always be available through ModMenuCustomisation.SetPluginIcon and ModMenuCustomisation.SetPluginDescription. Metadata set
through these also overrides any Thunderstore metadata that does get found.
To add content to your mod page, the API allows you to provide an action that will be invoked while ModMenu is constructing
the page. To do this, call ModMenuCustomisation.RegisterContentBuilder. The action takes an OptionListContext, which provides
methods for easily constructing many premade option list items.
Below is a small example, you can find a full example in ModMenu's source code as mentioned above.
ModMenuCustomisation.RegisterContentBuilder((OptionListContext context) => {
context.AppendTextBox("A text box");
bool checkboxValue = false;
// second parameter is a getter, third parameter is a setter
// these can do anything you want really - you aren't limited to
// just mirroring a value.
context.AppendCheckbox("A checkbox", () => checkboxValue,
value => {
checkboxValue = value;
});
context.PrependHeader("Prepending stuff (appears at the start of the list)");
context.InsertHeader(5, "Inserting stuff (appears at the specified index in the list)");
// you can also get the root transform to do whatever you like with
Transform rootTransformOfList = context.Root;
});
Something worth keeping an eye on is the fact that the content builder will only be run once. ModMenu keeps track of the options that have been instantiated and which mod they're for and only enables/disables them as needed to improve performance.
(you should probably just use a mod manager like r2modman or gale though)
have fun :3
