Start here
What a server, a game mode and a client script are and which languages write them — Getting started — then the server folder to a running server with your own mode, step by step: Setting up.
Start here
What a server, a game mode and a client script are and which languages write them — Getting started — then the server folder to a running server with your own mode, step by step: Setting up.
Server API
Every callback the world calls and every function a mode calls back — players, chat and HUD, combat, items, entities, zones, the clock and the weather — by topic, each with its syntax, arguments, return value and an example.
Client API
What a client script defines and calls on top of the game’s own Lua, written like a game mode: the callbacks, the functions for events, state bags, the HUD and the UI, the constants and the console commands. Getting started → the index.
The guides
One job per page, for any language: exporting the game’s tables, the terrain, the navigation mesh and the collision geometry from your own copy of the game, and putting a server on the public list. Guides.
The reference lists
Every item, soul, buff, mesh, preset, animation clip, door and container the game has, by the keys the API takes — plus the weather presets and the built-in chat commands. Reference.
C#
Modes are Lua 5.4 scripts or C# plugins. The same API, typed, with the whole of .NET behind it — the native tier Lua is built on: the C# server API.