Installation
For players
Section titled “For players”You install Sideload because another mod needs it. On its own it adds no gameplay, no menu and no phone app - it does nothing until a mod registers one, and every developer tool in it is off unless you switch it on.
With a mod manager (recommended)
Section titled “With a mod manager (recommended)”Install from Thunderstore with r2modman or Gale. MelonLoader and the support libraries are pulled in and placed correctly for you. Nothing else to do.
By hand
Section titled “By hand”- Install MelonLoader 0.7.3 for Schedule I.
- Drop
Sideload.dllintoSchedule I/Mods/.
That is the whole list. Since 1.11.0 the HTML parser, the script engine and its parser live inside
Sideload.dll, so there is no second step to get wrong and nothing left behind when you remove the mod.
Upgrading from 1.10.0 or older? You will have AngleSharp.dll, Jint.dll and Esprima.dll in UserLibs/ or
next to the mod in Mods/. Sideload still prefers those if it finds them, so an existing install keeps working
untouched. Delete them whenever you like.
Requirements
Section titled “Requirements”| Component | Version |
|---|---|
| Schedule I | IL2CPP, current Steam public build |
| MelonLoader | 0.7.3 or newer |
Sideload does not use S1API. It patches HomeScreen.Start itself, because S1API discovers phone apps by
type and Sideload declares them at runtime.
For mod authors
Section titled “For mod authors”You do not install Sideload into your project. You compile in one file:
<Compile Include="path\to\Sideload.cs" Link="Sideload.Api.cs" />Sideload.Api/Sideload.cs lives in the Sideload repo.
It has zero references - no MelonLoader, no Unity, no IL2CPP interop - and finds the running host by
reflection. Referencing Sideload.Api.dll instead behaves identically, at the cost of a second assembly your
users have to install.
Either way your mod ships as one DLL and works whether or not Sideload is present. See Your First App.
Settings
Section titled “Settings”Settings live in UserData/MelonPreferences.cfg under Sideload_01_Main.
AppKeys is the only one meant for players, and it is on. It lets an app be reached by a key with your
phone still in your pocket - press it and the app comes up ready to use. Only a key the app asked for is read,
only where the game would let you take your phone out anyway, and never while you are typing, paused, or in a
station, shop or the console. Turn it off and no app gets a key. See Keys and Typing.
Everything else there is a developer tool and is off by default; see Dev Loop and Testing for what each one does.