SBGItemFramework

v0.1.0·Updated 2026-07-21

Shared backbone for custom item mods. Register an ItemType and a use-handler; it owns the Harmony plumbing for inventory injection, localized names, hotkey labels, tooltips, and pool-spawn injection.

About this mod Author’s original text

SBGItemFramework

Shared backbone for Super Battle Golf custom-item mods. Each consumer mod hands the

framework a RegisteredItem description and an IItemHandler that owns the gameplay; the

framework deals with everything that would otherwise force every item mod to write the same

~300 lines of ItemCollection / PlayerInventory / LocalizedString / HotkeyUi plumbing

and to coordinate that plumbing pairwise with every other custom-item mod the user has

installed.

Not a gameplay mod. It does nothing on its own — install it because something else lists it

as a dependency.

Consumer flow

public sealed class MyItemPlugin: BaseUnityPlugin

{

private void Awake()

{

ItemKit.Register(RegisteredItem.Define((ItemType)1234, "My Item").WithHandler(new MyItemHandler()).WithIconFromVanillaItem(ItemType.OrbitalLaser).WithIconTint(new Color(0.65f, 0.85f, 1.0f)).WithMaxUses(2).WithTooltip("One-line description shown in the pause-menu probability grid.").WithConfigBindings(Config, bindMaxUses: true, bindSpawnWeights: true).Done());

}

}

public sealed class MyItemHandler: ItemHandlerBase

{

public override void OnUse(PlayerInventory inventory)

{

// Server-authoritative work goes through a Mirror Cmd; client-only fizz can run here.

}

}

The framework picks a non-conflicting integer for the ItemType is the consumer's

responsibility. Use anything >= 1000 to stay clear of the vanilla enum range; the

framework rejects ids `.zip --notes-file CHANGELOG.md

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
  3. For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
  4. Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.

Install locations vary a lot between mods — the bundled readme is the most reliable guide.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPack

File & checksum

Filename
SBGItemFramework-0.1.0.zip
File size
16.5 KiB