Use the linked articles for examples and the runtime reference to identify the game assemblies behind these definitions.
Packages and configuration
Term
Meaning in this wiki
Mod package
A folder containing modinfo.json and the plugin DLLs or content files it needs. A content-only package may have no plugin DLL. See First plugin.
Plugin
A class loaded by BepInEx. A Rain World plugin commonly derives from BaseUnityPlugin and uses BepInPlugin metadata. Its component lifecycle and Rain World’s mod initialization are separate events. See Hook lifecycle.
Mod ID
The technical package identifier declared in modinfo.json. Use that ID when registering its Remix interface. Display names can change independently. See Remix settings.
Configurable
A typed Configurable<T> value owned by an options interface’s configuration holder. A UI control binds to it, and the configuration system handles saving. This is user configuration rather than an object’s campaign state. See Remix settings.
Simulation and identity
Term
Meaning in this wiki
Abstract object
The world record that can exist while its room has no active physical simulation. For an item, AbstractPhysicalObject stores its type, identity, position, and link to a realized object. See Abstract and realized objects.
Realized object
The physical instance used while the game simulates the object in a room. Its lifetime differs from the abstract record’s lifetime. See Object interaction.
EntityID
The identity value carried by an abstract entity. It is distinct from a C# object reference. Keeping an ID does not keep a realized object alive or make an arbitrary value save automatically.
WorldCoordinate
A location expressed through room and coordinate/node information for world simulation. It is different from a camera-space pixel position. See Camera coordinates.
Rooms and drawing
Term
Meaning in this wiki
World
The loaded world context containing abstract rooms and world simulation data. See Rooms and regions.
AbstractRoom
A room’s world-level record, including abstract entities. Its realized Room may be absent. See Abstract and realized objects.
Room
The realized room that updates objects, maintains physical-object collections, and supports drawing and sound. Adding a drawable effect uses Room.AddObject. See Drawable lifetime.
Sprite leaser
RoomCamera.SpriteLeaser holds the sprites used by a camera for one drawable. Multiple cameras require separate sprite ownership. See Drawable lifetime.
Hooks
Term
Meaning in this wiki
On hook
A generated delegate surface for wrapping a game method in C#. The wrapper can inspect arguments and place work before or after its continuation. See Hook lifecycle.
orig
The continuation supplied to an On hook. It proceeds through the remaining detour chain toward the original method. It is not a promise to bypass other mods.
IL hook
A manipulator that edits a method’s intermediate-language instruction list while the detour is constructed. Its emitted instructions execute later when the patched method runs.
Detour
A runtime redirection of method execution. Generated hook events provide a convenient interface to the underlying detour machinery.
Graphics and audio names
Term
Meaning in this wiki
Atlas
Texture content registered with Futile, containing one or more named elements. See Atlases and shaders.
Atlas element
The named image region selected by a sprite. An element name is distinct from the file path used to load its atlas.
Shader
The rendering program associated with a sprite or mesh. Rain World’s shader registry supplies wrappers used by Futile. Changing a shader does not load an image or create an atlas element.
SoundID
The registered identifier used to select a sound trigger. The trigger’s clip selection and playback instructions are separate from the identifier. See Sound playback.
Sources
Runtime reference identifies the inspected assemblies. The linked topic articles name the relevant readers, writers, and lifecycle methods.