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English | 日本語
Drag'n Wash ModFramework is a prerequisite mod for Drag'n Wash (BepInEx 5). It keeps all the code that hooks into the game in one place and gives other mods a stable API, so several mods can run together without breaking each other. The rule it's built around: every mod runs safely together.
| I want to | Read |
|---|---|
| Install mods, use the Mods screen, fix a problem | For players |
| Turn on the Inspector and the F1 tool window | Inspector (Installing) |
| Find out why the game crashed | Crash reports |
| Make my first mod on the framework | Getting started |
| Follow the rules that keep every mod safe together | Playing well with others (the mod author guide) |
| Look up what an API does | Core API, Text, Dialogue, Tool window, Console, Assets, Inspector, Flags and saves, Game events, Settings meta, Operations |
| Ship my mod with an installer, reload it while the game runs | Installer, Mod reload |
| Make a mod with no code | Overrides (values), Graphs (when this happens, do this) |
| Let an AI client read the game, or see the game's code as a graph | Bridge, Code graph |
| Find a quick answer | FAQ |
| Plugin | GUID | What mods get |
|---|---|---|
| Core | com.tomxv.dragnwash.modframework |
The Mods screen, rows in the game's Options screen, services, health checks, game facts |
| Text | …modframework.text |
See and replace any text before the game shows it |
| Dialogue | …modframework.dialogue |
The line or option about to be shown, with line ID, speaker and node |
| Tool window | …modframework.toolwindow |
One shared F1 window where each mod adds tabs |
| Assets | …modframework.assets |
Fonts for any language, textures and asset bundles, safe on Direct3D 12 |
| Flags and saves | …modframework.saves |
Save slots, flags and a history of every save |
| Inspector (experimental) | …modframework.inspector |
The scene's objects and values, which you can edit in the game, plus a gizmo and a free camera |
| Overrides (experimental) | …modframework.overrides |
Mods with no code that change values in the game from JSON files |
| Bridge (experimental) | …modframework.bridge |
Lets AI clients on this computer read the game over MCP, plus the code graph page and app |
The latest release is framework 1.6.0 (2026-09-26). It brings the Launcher: a small program that runs before the game from Steam's launch options and brings mods up to date before you play, and Update now on the Mods screen for the same thing from inside the game. The Installer is rebuilt in the launcher's look and sets it up for you, and the F1 window draws its text on macOS.
Before it, 1.5.0 (2026-09-23) was a whole new look: the Mods screen looks like a settings app on frosted glass, and every tab of the F1 window was gone through. Starts are faster, the Installer fetches ModFramework from its own release, and the core and every library now share one version number, 1.5.0.
Earlier, 1.4.3 (2026-09-21) turned the graphs editor into a tool you can really work in, with variables, rename, delete, a colour picker that shows the colour in the game, and a choice of which handler to run. You open it with the Graphs button in the F1 window, and the page fits whatever window it's in. In 1.4.2, a graph that answers a key names the other mods that have a setting on that key (ModFramework.WhoElseUses).
1.4.1 came out the same day with the Graphs library 0.1.0: mods with no code that do things. It added the first write operations and an editor of blocks and nodes on the Bridge's page. It also shows you what a graph changes before it runs, and puts it back when it stops. The core and the preloader went to 1.4.1, Overrides and the Bridge to 0.1.1, and the Inspector to 1.1.1, whose History now lists what other mods change. 1.4.0 was the same day too. It moved the core and preloader to 1.4.0, Tool window to 1.2.0, Dialogue to 1.2.0, Assets to 1.2.0, Text to 1.1.0, Flags and saves to 1.1.0 and Inspector to 1.1.0, and added the new Overrides 0.1.0 and Bridge 0.1.0. That's where mods with no code, the Operations registry and the Code graph come from, along with the Inspector's object explorer, animators, rigidbodies, and scenes and levels. Everything new is experimental, and the pages say so.
On main but not released yet: the code graph as an app that doesn't need the game (codegraph-standalone/). Since 1.0.0, a change that breaks a public API only ever comes with a new major version.
- Source, releases and issues: TomXV/dragnwash-modframework
- Steam guide: English · 日本語
- Design records in the repository: DESIGN.md, ROADMAP.md, API_PLAN.md, CONTENT_POLICY.md (what may be shipped from the game), GAME_BUILDS.md, CHANGELOG.md
- Mods built on it: Drag'n Wash Localization
This wiki is the framework's documentation for players and mod authors. The design and research behind it live in the repository's docs/. If something here is wrong or missing, please open an issue.
Unofficial fan project, not affiliated with Gator Dragon Games. It contains no game files.
Logo by NotaGames, after the game's own logo, used with permission.
Players
Mod authors
- Getting started
- Playing well with others (the guide)
- Going online
- Installer
- Mod reload
- Overrides (no code)
- Graphs (no code, makes things happen)
Tools (F1, developer tools)
- Inspector
- Console
- Code graph
- Bridge (AI clients, MCP)
API
日本語
- ホーム
- プレイヤー向け · ランチャー · FAQ · クラッシュレポート
- はじめての Mod · ほかの Mod と一緒に動かす · 外と通信する Mod · インストーラー · Mod の再読み込み · Overrides · Graphs
- Inspector · Console · コードのグラフ · Bridge
- 中核 API · 操作の登録簿 · Text · Dialogue · Tool window · Assets · Flags and saves · GameEvents · SettingMeta
Links
- Repository
- Releases
- Changelog
- Design records: DESIGN · ROADMAP · CONTENT_POLICY