Skip to content

Mods

Components Framework Setup Guide

Explain the recorded Components Framework role, folder, dependency check, and compatibility limits without extending its captured scope.

Components Framework setup

Components Framework is a shared library that lets dependent mods register new buildable spaceship components. It provides the recorded registration support before the game fixes its component list at startup. This guide keeps every conclusion within that captured role.

Shared-library purpose

Components Framework gives dependent mods a simple registration API before the component list is fixed. Its shared-library purpose is limited to registering new buildable spaceship components. It does not itself establish a separate gameplay addition.

The recorded supported case is to reuse an existing game component type with new geometry. A reshaped variant of an existing frame or thruster is the example given by the material. This page does not extend that recorded case to other component designs.

Why no visible content appears alone

This library has no visible content of its own and does nothing by itself. It is used alongside a mod whose page says that it depends on Components Framework. A framework-only placement is therefore not a content result to look for.

The dependency relationship comes from the dependent mod's own recorded page. Treat that page as the check for whether the framework belongs with that mod. If that relationship is unclear, mark it To be confirmed.

Use the recorded framework folder

Place Components Framework in the recorded BepInEx/plugins/ComponentsFramework/ folder. This is the only framework directory stated by the captured material. This page does not confirm another folder.

Keep the framework identifiable alongside the dependent mod when recording the setup. That makes the stated dependency relationship easier to review. It does not establish a different installation path.

Verify a dependent mod

First confirm that the dependent mod's page names Components Framework as a dependency. Then use that mod's own recorded purpose for the focused verification. The framework alone supplies no visible content for this check.

Record the result as applying to the dependency relationship you actually checked. A result for one dependent mod does not prove a wider compatibility result. Leave any broader result as To be confirmed.

Compatibility limits to confirm

The recorded limit covers reuse of an existing component type with new geometry. A component backed by an entirely new game type and behavior is not supported in the captured material. Compatibility beyond that stated limit remains To be confirmed.

Do not turn a checked dependent-mod relationship into a general conclusion. The captured material provides no wider compatibility promise. Keep unrecorded combinations outside this guide's conclusion.