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1 byte removed ,  23:36, 2 September 2021
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== Compile ==
 
== Compile ==
When you're done, create a subfolder for your mod in a folder called "DLLMods" in the game's root directory and put your compiled .dll file int it, or .cs files if you want the game to compile them for you. Note that if you let the game compile the C# files for you, you are limited to C# version 3, but '''using the game's compiler is required if you want to upload your mod to the Steam Workshop'''.
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When you're done, create a subfolder for your mod in a folder called "DLLMods" in the game's root directory and put your compiled .dll file in it, or .cs files if you want the game to compile them for you. Note that if you let the game compile the C# files for you, you are limited to C# version 3, but '''using the game's compiler is required if you want to upload your mod to the Steam Workshop'''.
    
If you use the game's compiler, note that it will inject error handling code into each function body, you can disable this behaviour while you are developing your mod using the launch paramater '''-DisableModErrors'''.
 
If you use the game's compiler, note that it will inject error handling code into each function body, you can disable this behaviour while you are developing your mod using the launch paramater '''-DisableModErrors'''.

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