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gregCore Wiki

The complete guidebook for the gregCore Data Center mod framework — Harmony patching, UI overlays, save engine, scripting, and multi-mod architecture.

Modular .NET 6 IL2CPP mod framework for Data Center — Harmony patching, UI overlays, save engine, scripting, and multi-mod architecture.

Current version: 1.2.3 · Game: Data Center 1.0.50.15 · Engine: Unity 6000.5 (IL2CPP) · Loaders: MelonLoader 0.7+ / BepInEx 6+ (Windows + Linux x64) · License: Apache-2.0

This wiki is the complete guidebook for gregCore, structured after the Oxide docs model:

  • Guides — task-oriented walkthroughs for players and mod developers.
  • Core — what the framework itself provides (architecture, events, config, saves).
  • Hooks — the full event/hook reference (1,850 game hooks in 22 groups).
  • Glossary — every term used across this wiki, defined once.
I want to… Read
Build my own mod (C#, Lua, JS) — step by step Guidebook → Guidebook Prerequisites → your track (Lua / C# / JS)
Play with mods, install gregCore, use the Mod Hub Player Getting Started → Player Installation → Player Mod Users Guide
Write my first Lua mod Developer First Lua Mod (then Developer Events Hooks Guide)
Write a C# mod Developer First CSharp Mod (then Developer Harmony IL2CPP)
Write a Rust mod Guidebook Rust 01 Setup (then Guidebook Rust 02 Project)
Understand the framework internals Core Overview → Core Events → Core Save Engine
Look up an event or API call Hooks Reference + Glossary
Fix something broken FAQ Troubleshooting
  1. Players install a loader (MelonLoader or BepInEx), drop gregCore.dll plus game_hooks.json / greg_hooks.json next to it, and launch the game once. Details: Player Installation.
  2. In game, press F1 for the central Mod Hub, look at the key bar on the right edge (the HUD) for mod hotkeys, and press F12 for the Lua console. Details: Player Mod Users Guide.
  3. Mod developers start with Lua: one folder under UserData/gregCore/Mods/Lua/<modId>/ with main.lua and an optional mod.json. Lifecycle functions (on_init, on_update, on_scene_loaded, on_shutdown, on_reload) are all optional. Details: Developer First Lua Mod.
  4. Events are the heart of gregCore: greg.on("greg.Group.Method", callback) subscribes to any of the 1,850 harmonized game methods, and greg.fire sends your own mod-to-mod events. Details: Core Events and Hooks Reference.
  5. Saves are safe by design: the SaveGuard backs up vanilla saves, stores mod data in inert sidecars (greg_<modId>.<save>.tsv), and every device carries a stable invisible gregID. Details: Core Save Engine and Developer Hardware IDs Inventory.
  6. Co-op stays vanilla: Data Center owns lobby, transport, and sessions. Mods are local-only and must never add a second networking stack. Details: Developer Native Coop.
  • Main repo: https://github.com/mleem97/gregCore
  • GregCore Collection on Steam (mods + framework, one click): https://steamcommunity.com/sharedfiles/filedetails/?id=3701575419
  • Framework source: src/ (gregCore.Main, gregCore.Core, gregCore.UI, gregCore.Bridge, gregCore.Hooks, gregCore.Patches, gregCore.Mod, gregCore.Abstractions, gregCore.Compatibility, gregCore.GameApi, gregCore.Shared, gregCore.SDK)
  • Canonical hook registry: framework/greg_hooks.json · patchable method dump: game_hooks.json
  • Examples (6 languages): examples/ · starter templates: templates/csharp, templates/lua/example-mod
  • Docs index in-repo: docs/INDEX.md · quick start: QUICKSTART.md · changelog: CHANGELOG.md

This wiki lives in the .wiki/ folder of the repository and is synced to the GitHub wiki via scripts/Sync-Wiki.ps1. Fix a typo or extend a page with a pull request that edits the corresponding .wiki/*.md file, following CONTRIBUTING.md (Conventional Commits, docs + CHANGELOG.md Unreleased entry for features).

Step-by-step tracks for Lua, C#, JS, Rust and modelling — from your first mod to release.

Framework internals: architecture, events, the save engine and multi-mod design.

Full event and hook reference — 1,850 game hooks in 22 groups, with usage and payloads.

Every term used across this wiki, defined once.

Symptom → cause → fix for install, Lua mods, UI, saves and builds.