To get started with modding, you need to have the .NET 6 SDK installed. You will also need a code editor, such as Visual Studio 2026 or VS Code. Both are free to use and is what will be used to actually write your mods.
To make your journey a little bit easier though, below are some very useful links to kickstart your mod making!
Making your first mod is simpler than it seems! If you are new to programming though, there may be a bit of a learning curve. For the first mod, it is recommended to use the Mod Template, as this does all the hard work for you.
To get started with this mod template, open PowerShell, then copy and run the following command:
- Set-ExecutionPolicy Bypass -Scope Process -Force; [System.Net.ServicePointManager]::SecurityProtocol = [System.Net.ServicePointManager]::SecurityProtocol -bor 3072; iex ((New-Object System.Net.WebClient).DownloadString('https://github.com/legovader09/Idle-Slayer-Mods/releases/download/mod-template/QuickStart.ps1'))
This will execute a script that will download the Mod Template project, and fill in all the important details to have a working mod right away.
The QuickStart script automates the process of setting up an Idle Slayer mod project by:
The script will ask you the following information:
After completing these steps, the script will open the project folder automatically so you can begin working on your mod.
Once your project is created, open the project file (.csproj) in your preferred C# IDE (Visual Studio, Rider, etc) to begin modifying the code. The template includes all the necessary references and a basic mod structure to allow you to use the mod right away.
Once you have built your project, a ZIP folder with your mod.dll, manifest.json, and banner.png gets created in a Publish folder located in your project directory, as well as sending a copy of your mod.dll to your Mods folder (either located where Mod Manager hosts the file, or your Idle Slayer game folder (automatically found or specificed during the Mod Creation script).
After building, you can simply launch Idle Slayer and you will see your mod loading in the console.
Debugging your code is simple. Once the game is launched, you can head back to your IDE (code editor) - in this example we use Visual Studio 2026, however most IDEs should have this feature.
Next, head to Debug -> Attach to Process and find Idle Slayer.exe in the list, click on it and then press Attach. Now you can set breakpoints on your code where you can see step-by-step what your code is doing. If you don't know what breakpoints are, I recommend searching it up.
The Mod Manager supports feature rich content enhancements outlined below. These are entirely optional and your mod will be compatible with the mod manager if you just provide the mod.dll file.
Here's an example of a mod manifest.json, this data will be used by the Mod Manager to display rich information, versioning, nexus mods links, and more. If you do not provide one with your mod, the Mod Manager will try to automatically populate key information, such as name, author, and version.
- {
- "name": "Auto Boost and Wind Dash",
- "author": "Doomnik",
- "description": "Automatically triggers boost and optionally wind dash on cooldown (enabled in config) with hotkeys B, and N.",
- "version": "1.1.5",
- "nexus_id": "4",
- "donate_url": "https://paypal.me/doomnikh",
- "github_url": "https://www.github.com/legovader09/Idle-Slayer-Mods",
- "dependencies": [
- "IdleSlayerMods.Common@1.1.9"
- ]
- }
The banner.png is used to display a custom banner for your mod in the Mod Manager. The image should be sized 160px x 80px as this is how it is rendered on the manager. If your banner image is bigger, it will auto center and crop the rest. If you do not provide a banner with your mod, the Mod Manager will automatically create a randomly generated one with a purple background, and the mod title displayed in the center.