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Creating a Plugin

This will go over the first steps of creating a plugin from scratch.

Getting started in Boo?

See: Getting started with boo plugin

Starting the project

Starting is easy. In the game folder, open up a terminal. On windows, you can do this by holding down shift, and right clicking in the window, then clicking "Open command line here". Then, run the following command to start in dev-mode (replace myplugin with the name of the your plugin, and WorldName with the name of your world):

empeld.exe --dev --plugins essentials,myplugin --world WorldName

You can see a full list of arguments by running

empeld.exe -h

To see other ways to start empeld from CLI, see Dev Mode

In CSharp

Setting up a Project

  • Start by opening up your IDE and creating a new C# library project
  • Add a reference to pluginbase.dll, essentials.dll, and OpenTK.dll in the project. Make sure copy-local is False (or unchecked)
  • Add the following attribute line to your AssemblyInfo.cs (Or equivalent file, or create the file if none exists)
[assembly: EmpeldPlugin]

Suggested Development

Setting up Running

It is recommended that you do a few additional steps while setting up your project to make it easier to work on.

  • Make the output path of your dll to be the plugins folder in the empeld install directory
  • Set the running application to be empeld.exe
    • Set the startup params to either:
    • --dev
    • --plugins essentials,myplugin -a myusername:mypassword -bgserver -join localhost
      • This will make sure your plugin is loaded, your logged in, and you're running in client-server mode
  • Create a 'content' folder next to your mode
    • Make sure to copy (or link) this content folder to your plugins folder, with the same name as your mod

You can see Arguments for a full list of supported arguments.


When it comes time to share your plugin, you need to give out two pieces:

  • The compiled dll, eg myplugin.dll
  • The zipped resources of your content folder with the same name

See Distributing for more detail.

See Next