Details
Target: Obenseuer 0.5.08 (buildid 25969064), Unity 6000.0.77f1 Mono, BepInEx 6 Unity.Mono (be.788, the tested build) or BepInEx 5 (5.4.23 or later). Namespace: ObenseuerCore. Logs go to BepInEx\logs\obenseuer.moddingframework.items.log.
Everything not listed in this reference is internal and may change without notice. Items marked experimental may change too.
When you can call it
- Call everything from your mod’s normal code (
OnLoad, event handlers,Update), not from a background thread you started. The game only runs safely on the main thread (see the glossary).
What to check for and what comes back
- The catalogue is only filled after the game’s item database has started. Before that, or on the main menu when no scene has loaded it, every read gives its plain default (an empty list or
null). (The catalogue isItemDatabase.database, filled fromStreamingAssets/Items.jsonwhen the game’sItemDatabasecomponent starts.) - The reads only look. They add no items, raise no events and change no game methods. The framework installs nothing for this part, so there is no feature group that can turn off.
- Each call builds new
ItemDefobjects.PriceandMaxStackshow the difficulty setting at the time of the call. - If the game fails while the framework reads one item, that item is left out of the results. The first such failure of any read goes to the log, and later ones do not. (All members share one log key,
Items.Build.)