Engine guides
ENGINE PLAYBOOK

.NET / XNA / FNA

Terraria, Stardew Valley, and Celeste have established loaders. Start with the one built for your game.

Read the original playbook
RECOMMENDED ROUTE

Existing loader → one small content mod → in-game test

Identification clues in a local game install:

FNA.dllMonoGame.Framework.dllContent/*.xnb
FROM IDEA TO TEST

A practical first workflow

STEP 01

Choose the game’s loader

Use tModLoader for Terraria, SMAPI for Stardew Valley, or Everest for Celeste. For Stardew dialogue and texture changes, start with a Content Patcher pack.

STEP 02

Isolate one experiment

Back up your saves and make a test world. In tModLoader, use a separate save directory. Add one item with placeholder art before expanding it.

STEP 03

Build, launch, and inspect

Use the loader’s build workflow and logs. In tModLoader, Build + Reload lives under Workshop → Develop Mods. Check that your item actually appears in the test world.

What can trip you up

  • Check the installed game, loader, .NET, and architecture versions together.
  • Keep decompiled reference material local; distribute your own code and assets.
MAKE IT YOURS

Start with this prompt

Adapt the game and idea to your own copy. This is a planning prompt, not a promise that a mod will work on every version.

Use universal-modder to plan a small Terraria mod using tModLoader. Search existing field notes, verify my installed versions, and propose one test item. Back up saves before changes. Ask before installing a loader. Start with placeholder art and verify the result in a separate single-player world.
READY FOR YOUR CODING AGENT
Set up your agent

Games in this family

Unofficial guide · universal-modder by rehan-remade, MIT · Reviewed October 4, 2026. Source: upstream engine playbook.