Mod Manager & Phone App - v2.0.0 Major Rework! Functional Menu Config, New Controls & UI Overhaul!
Hey everyone,
Version 2.0.0 is here, and it's a massive step forward for the Mod Manager & Phone App! This version features a complete user interface overhaul for both the Main Menu panel and the in-game Phone App, alongside significant new functionality.
What's New & Improved in v2.0.0?
Complete UI Overhaul: Both the Main Menu panel and the Phone App interfaces have been completely redesigned for a cleaner look, better structure, and enhanced usability.
NEW! Functional Main Menu Config Panel: The "Config" tab on the Main Menu panel is now fully operational! You can:
View and configure settings for ALL compatible mods directly from the main menu.
Filter the view by selecting a specific mod from the list.
Use the "Show All" option to see every available setting. (Could show incompatible mod settings as well)
Save changes directly from the Main Menu using the new "Save" button.
Reset settings for the *currently selected* mod back to default using the "Reset" button.
Enhanced Settings Controls: Configuring settings is much better now with dedicated UI elements:
Boolean (`bool`) settings use visually improved Toggle Switches.
KeyCode settings use intuitive Key Rebind Buttons.
String, Int, Float, Double settings use cleaner Input Fields.
NEW! Enum settings use interactive Dropdowns. (Note: Known visual positioning bug, avoid using these for now).
NEW! Color settings use RGBA Sliders, Input Fields (0-255), and a Preview Image.
Improved Phone App Experience:
Includes a "Show All" option to view settings from all mods combined.
Visually indicates which mods in the list do not have compatible settings.
Features a brief boot-up animation when opened (once per game session).
Internal Preferences: You can now configure the Mod Manager itself (e.g., toggle startup notification, enable debug logs) via MelonPreferences.
Embedded Assets: As before, all UI elements are built-in. No external files needed, just install the DLL.
Internal Refactoring: Significant code restructuring for improved maintainability and stability.
>>> Important for Mod Developers <<<
Event System Changes: The dynamic update event system has been updated.
`ModSettingsEvents.OnPreferencesSaved` is now [DEPRECATED]. While it still fires alongside the new phone event for backward compatibility, you should update your code.
Use the new specific events: `ModSettingsEvents.OnPhonePreferencesSaved` (for Phone App saves) and `ModSettingsEvents.OnMenuPreferencesSaved` (for Main Menu Config saves).
Developer Documentation Moved to GitHub Wiki: All technical details on how to integrate your mod (MelonPreferences setup, category naming, using the new events, optional dependency handling, etc.) have been moved to a dedicated, more detailed Wiki.
Just want to say, what an incredible mod! I will be working to update all my mods to be compatible with this one.
Edit: I have requests that would be helpful for a mod developer that compiles for both IL2CPP and Mono Please bundle the settings icon in the DLL for mono Please remove the & from the dll title for IL2CPP Please add the branch type in the filename Example: ModManagerPhoneApp_Mono.dll or ModManager&PhoneApp_IL2CPP.dll Please sync up the MONO and IL2CPP versions. IL2CPP is updated with OnPhonePreferencesSave whereas MONO is using the deprecated OnPreferencesSaved
The Mono version has been discontinued. The currently available version will likely still work but is very outdated. I don't plan to support both versions, as I no longer have the time to maintain different versions in different modding environments for multiple mods. However, I still plan to release fixes and updates for the IL2CPP branch as needed. Should the game developer decide to switch to Mono as the new default branch, I will update the mod accordingly to support that instead.
When a mod is shown as "not supported," it means that either it does not use the default MelonLoader method of saving data (called MelonPreferences), or it handles things in a way that prevents the mod manager from assigning the settings to that specific mod. Ultimately, it’s up to the individual mod creator to implement compatibility so that their settings appear correctly under their mod in the manager.
I also saw you mention that it "mostly" works but as far as I’m aware, there are currently no bugs or issues with the mod manager. If you’ve found something that isn’t working as expected, please let me know so I can look into fixing it.
Can we please also get the main menu mod settings, with ability to enable/disable/restart? And ability to disable the mods from in game, then auto save and restart button :)
The main menu already does auto-saving as soon as you toggle any mod on or off. Adding a restart option would not be a good addition as that will very likely flag a lot of anti-viruses and it is also not possible to keep multiplayer working as the game would not be launched through steam directly this way, essentially disabling the steam overlay as well.
This mod is incredibly useful and a must-have for anyone using multiple mods. It gives you full control over settings and customization, making it so much easier to fine-tune your modded experience. The interface is clean, intuitive, and works flawlessly. Highly recommended!
It crashed my game This mod crashed my game. I don't know why since I've used it before but when I use it now it always crashes my game. Maybe it's an issue with the new update... Who knows?Nothing relevant seems to be in the logs
Have you tried disabling ALL other mods to see if there is a conflict? Are you using translation mods or mods like EuroCurrency?
Can you give me the Melonloader Log file so I can actually check if there is an actual issue? Also you can see below your comment that I have responded to that exact same issue by a different user already and as far as I know, there has not been an update to the game since that comment and my check was made.
Thanks for letting me know about the Wacatac.B!ml detection. I understand the concern, but it's almost certainly a false positive.
Here's why: In the last update cycle, I made the decision to massively obfuscate the code for all my mods. This wasn't done lightly – it was a direct response to discovering repeated instances of my mods being decompiled. Furthermore, participating in massive arguments across several modding communities on Discord unfortunately solidified my conclusion that this protection was necessary.
While obfuscation makes it harder to simply copy the code, the process can sometimes confuse antivirus programs and lead to generic flags like this. The mod itself is clean when downloaded and you can see the virustotal report when clicking the green checkbox on the files tab.
it was a direct response to discovering repeated instances of my mods being decompiled.
Can you explain to me why you believe this to be a problem? Your permissions/license already prohibits reusing your code so if someone does then there are actions that can be taken (by you or even nexus, like taking down the mod).
Reason I ask is because in my opinion this sort of behavior stifles innovation and learning. There's a reason open source is so popular. I'm interested in trying to make my first mod for this game and while I'm familiar with modding in general, this is my first Unity mod (IL2CPP to boot), and I am pretty lost on where to even begin. Reading through other project's source code that have similar features (phone app) to what you want is the best way, in my opinion, to learn. I can barely find any resources online (mostly for mono) that really help. I tried AssetRipper but the scripts are mostly empty. What I saw with dnSpy looked so confusing and not "real code" which I imagine is IL2CPP's fault. So if you know of any you could provide that would be helpful. Even if you just have some notes on the general structure of the game etc.
P.S. I also find it ironic that a mod is obfuscated to prevent code decompilation when the mod developer almost certainly performed code decompilation directly or indirectly to make said mod.
You're right, decompiling to learn is often essential in modding, especially IL2CPP. My temporary obfuscation wasn't aimed at stopping that.
The actual issue was discovering multiple instances where entire classes and large code blocks were directly copy-pasted verbatim from my mods into others, without credit or permission. It wasn't about inspiration, it was literal code ripping, including unique identifiers I'd placed. That's what prompted the initial reaction.
There's a difference between understanding game code to mod, and lifting original, complex systems from another creator.
While the AV issues forced the removal of obfuscation, the core problem I faced was specific code theft, not hindering people trying to learn.
Thanks for the response, and sorry for such a delay in mine. That does clear things up. Personally since this isn't something you're trying to sell, "stealing" code doesn't really seem to affect you but that could just be my naivety. But that's beyond the point now.
Do you have any pointers on what I should be doing to learn on my own? Like I said in my previous message, the decomp I got was basically unreadable. I'm a capable self starter dev and I love to explore and learn, but I feel like a fish out of water :P I just don't even know where to begin. My goal is to 1. make a phone app with settings for the mod and 2. hook into different events like when you succeed at giving a sample to a potential customer, or purchasing properties etc. And then also being able to unlock customers from code, but I can theoretically find that by looking at the console commands code (if I can find it). Any help at all would be amazing, even if it's just pointing me somewhere else!
All good, appreciate you replying. And yeah, I get where you're coming from.
Just to clarify though, I do actually make some money through Nexus' DP system. Wasn't expecting it at first, but after uploading a few mods I noticed the points adding up. It's not about the cash, but it still proves that what I’m releasing has value.
The main issue for me wasn’t people learning from my work. It was full systems being ripped straight out, identifiers and all, then reuploaded with zero credit. That kind of thing just sucks. We’re all building off each other to some extent, but taking someone’s hours of work and pasting it into your own mod like it’s yours... nah, that’s not okay.
Now onto your actual question – I haven’t personally messed with customers or properties yet, so can’t give much help there. But the best way to figure stuff like that out is to decompile the Mono version of the game. IL2CPP is a mess to read, Mono is way easier and gives you a better idea of where systems are handled.
For hooking into events like you mentioned (sample success, buying property, etc.), you'd want to use Harmony patches. That’s pretty much the standard way to patch into existing functions without editing the game directly.
And about making a phone app, it’s actually pretty simple. Just copy the button from an existing app and add your logic to the `onClick` event. That can toggle your own app's settings canvas or whatever you're adding. Most of the phone stuff is self-contained and easy to expand if you take a bit of time to look at how it's structured.
Cynet is not reliable at all, I have been in contact with them before about the false flag and they did whitelist it, but having to contact them every single time the mod is slightly updated, is just too much of a hassle.
So in short, it's a false positive.
Fun fact I have been offered 1k for my nexus account which I rejected, so no, I will not sell my account and let someone reupload my mods infected with malware.
oh you meant the game version 0.3.5, I have tested it myself and can confirm it does indeed work as intended. Make sure to remove all mods besides the mod manager to see if the issue persists, also make sure to use MelonLoader 0.7.0.
191 comments
Functional Menu Config, New Controls & UI Overhaul!
Hey everyone,
Version 2.0.0 is here, and it's a massive step forward for the Mod Manager & Phone App! This version features a complete user interface overhaul for both the Main Menu panel and the in-game Phone App, alongside significant new functionality.
What's New & Improved in v2.0.0?
>>> Important for Mod Developers <<<
Known Issues:
Feedback:
This was a major update! Please report any bugs, suggestions, or issues you encounter with v2.0.0 on the Bugs or Posts tab. Your feedback is crucial!
Download the latest version (v2.0.0) here:
Mod Manager & Phone App Files
Thanks for your continued support!
- Prowiler
Edit:
I have requests that would be helpful for a mod developer that compiles for both IL2CPP and Mono
Please bundle the settings icon in the DLL for mono
Please remove the & from the dll title for IL2CPP
Please add the branch type in the filename Example: ModManagerPhoneApp_Mono.dll or ModManager&PhoneApp_IL2CPP.dll
Please sync up the MONO and IL2CPP versions. IL2CPP is updated with OnPhonePreferencesSave whereas MONO is using the deprecated OnPreferencesSaved
I don't plan to support both versions, as I no longer have the time to maintain different versions in different modding environments for multiple mods.
However, I still plan to release fixes and updates for the IL2CPP branch as needed. Should the game developer decide to switch to Mono as the new default branch, I will update the mod accordingly to support that instead.
Ultimately, it’s up to the individual mod creator to implement compatibility so that their settings appear correctly under their mod in the manager.
I also saw you mention that it "mostly" works but as far as I’m aware, there are currently no bugs or issues with the mod manager.
If you’ve found something that isn’t working as expected, please let me know so I can look into fixing it.
Adding a restart option would not be a good addition as that will very likely flag a lot of anti-viruses and it is also not possible to keep multiplayer working as the game would not be launched through steam directly this way, essentially disabling the steam overlay as well.
This mod crashed my game. I don't know why since I've used it before but when I use it now it always crashes my game. Maybe it's an issue with the new update... Who knows? Nothing relevant seems to be in the logs
Have you tried disabling ALL other mods to see if there is a conflict?
Are you using translation mods or mods like EuroCurrency?
Can you give me the Melonloader Log file so I can actually check if there is an actual issue?
Also you can see below your comment that I have responded to that exact same issue by a different user already and as far as I know, there has not been an update to the game since that comment and my check was made.
Make sure to check your MelonLoader console and other mods for conflicts.
There are a few other reasons, but I won't go into them here.
Check ur files tho
Thanks for letting me know about the Wacatac.B!ml detection.
I understand the concern, but it's almost certainly a false positive.
Here's why:
In the last update cycle, I made the decision to massively obfuscate the code for all my mods.
This wasn't done lightly – it was a direct response to discovering repeated instances of my mods being decompiled.
Furthermore, participating in massive arguments across several modding communities on Discord unfortunately solidified my conclusion that this protection was necessary.
While obfuscation makes it harder to simply copy the code, the process can sometimes confuse antivirus programs and lead to generic flags like this.
The mod itself is clean when downloaded and you can see the virustotal report when clicking the green checkbox on the files tab.
Can you explain to me why you believe this to be a problem? Your permissions/license already prohibits reusing your code so if someone does then there are actions that can be taken (by you or even nexus, like taking down the mod).
Reason I ask is because in my opinion this sort of behavior stifles innovation and learning. There's a reason open source is so popular. I'm interested in trying to make my first mod for this game and while I'm familiar with modding in general, this is my first Unity mod (IL2CPP to boot), and I am pretty lost on where to even begin. Reading through other project's source code that have similar features (phone app) to what you want is the best way, in my opinion, to learn. I can barely find any resources online (mostly for mono) that really help. I tried AssetRipper but the scripts are mostly empty. What I saw with dnSpy looked so confusing and not "real code" which I imagine is IL2CPP's fault. So if you know of any you could provide that would be helpful. Even if you just have some notes on the general structure of the game etc.
P.S. I also find it ironic that a mod is obfuscated to prevent code decompilation when the mod developer almost certainly performed code decompilation directly or indirectly to make said mod.
You're right, decompiling to learn is often essential in modding, especially IL2CPP.
My temporary obfuscation wasn't aimed at stopping that.
The actual issue was discovering multiple instances where entire classes and large code blocks were directly copy-pasted verbatim from my mods into others, without credit or permission. It wasn't about inspiration, it was literal code ripping, including unique identifiers I'd placed. That's what prompted the initial reaction.
There's a difference between understanding game code to mod, and lifting original, complex systems from another creator.
While the AV issues forced the removal of obfuscation, the core problem I faced was specific code theft, not hindering people trying to learn.
Hope that clarifies my perspective.
Do you have any pointers on what I should be doing to learn on my own? Like I said in my previous message, the decomp I got was basically unreadable. I'm a capable self starter dev and I love to explore and learn, but I feel like a fish out of water :P I just don't even know where to begin. My goal is to 1. make a phone app with settings for the mod and 2. hook into different events like when you succeed at giving a sample to a potential customer, or purchasing properties etc. And then also being able to unlock customers from code, but I can theoretically find that by looking at the console commands code (if I can find it). Any help at all would be amazing, even if it's just pointing me somewhere else!
Just to clarify though, I do actually make some money through Nexus' DP system. Wasn't expecting it at first, but after uploading a few mods I noticed the points adding up. It's not about the cash, but it still proves that what I’m releasing has value.
The main issue for me wasn’t people learning from my work. It was full systems being ripped straight out, identifiers and all, then reuploaded with zero credit. That kind of thing just sucks. We’re all building off each other to some extent, but taking someone’s hours of work and pasting it into your own mod like it’s yours... nah, that’s not okay.
Now onto your actual question – I haven’t personally messed with customers or properties yet, so can’t give much help there. But the best way to figure stuff like that out is to decompile the Mono version of the game. IL2CPP is a mess to read, Mono is way easier and gives you a better idea of where systems are handled.
For hooking into events like you mentioned (sample success, buying property, etc.), you'd want to use Harmony patches.
That’s pretty much the standard way to patch into existing functions without editing the game directly.
And about making a phone app, it’s actually pretty simple. Just copy the button from an existing app and add your logic to the `onClick` event. That can toggle your own app's settings canvas or whatever you're adding. Most of the phone stuff is self-contained and easy to expand if you take a bit of time to look at how it's structured.
Hope that helps a bit.
https://www.virustotal.com/gui/file/806775196f07cf3f297ebe9371ba69b1efc577d60e16dac009fdb22af2bb6b79/detection
So in short, it's a false positive.
Fun fact I have been offered 1k for my nexus account which I rejected, so no, I will not sell my account and let someone reupload my mods infected with malware.
oh you meant the game version 0.3.5, I have tested it myself and can confirm it does indeed work as intended.
Make sure to remove all mods besides the mod manager to see if the issue persists, also make sure to use MelonLoader 0.7.0.