GnomiumAPI
Coming Soon...

The Complete Modding API
for Burglin' Gnomes

Zero-reflection modding made easy. 80 static classes and 844 members covering every game system. Write mods in minutes, not hours.

80
API Classes
844
Members
101
Tests Verified
0
Failures
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Why GnomiumAPI?

Stop writing boilerplate. Start building incredible mods.

// Without GnomiumAPI (painful):
Type pnType = null;
foreach (Assembly asm in AppDomain.CurrentDomain.GetAssemblies())
    if (asm.GetName().Name == "Assembly-CSharp")
        pnType = asm.GetType("PlayerNetworking");
UnityEngine.Object[] players = UnityEngine.Object.FindObjectsOfType(pnType);
// ...20 more lines of reflection to get health...

// With GnomiumAPI (easy):
var players = Players.GetAll();
float hp = Health.Get(players[0]);

Zero Reflection

All reflection is cached and wrapped. Your mods never touch System.Reflection directly. Just call simple static methods.

View Core API →
🎮

Player Systems

Health, inventory, movement, ragdoll, dismemberment, equipment, status effects, stamina, and more. Full player control.

View Player API →
🌍

World & Game Flow

Game state, progression, karma, time, gnomium, respawns, vortex sequences, level management, and map generation.

View World API →
👾

AI & Enemies

Full AI Director control: spawn configs, vision, suspicion, noise events, kidnapper system, entity management.

View AI API →
🏠

Objects & Interactables

Stealable objects, furniture, doors, lighting, crafting, rooms, signs, barrels, bathtubs, and every interactive thing.

View Objects API →
🌐

Networking & Events

NetworkManager access, host/client/server detection, game events, timers, input helpers, and lobby management.

View Network API →

API Architecture

Organized into clear categories with explicit parent/child relationships.

GnomiumAPI v1.3.0 | |-- Core Infrastructure | |-- Game // Type caching, singleton discovery | |-- Reflect // Cached reflection (fields, props, methods) | |-- Net // NetworkVariable helpers | |-- Assemblies // Assembly scanning & type discovery | |-- Player & Character | |-- Players // Discovery, position, state | |-- Health // HP, max HP, damage, heal | |-- Inventory // Items, slots, add/remove | |-- Status // Tied, fire, stun effects | |-- Movement // Speed, jump, crawl, wall slide | |-- Ragdoll // Ragdoll state, forces, puppet | |-- Equipment // Weapons, guns, durability | |-- Dismemberment // Limb system, regrow | |-- PlayerState // Crouch, run, crawl, ground | |-- Stamina // Running, jumping, wall slide | |-- Hands // Hand controller, reach, grip | |-- Gnomium // Carried gnomium, deposits | |-- Resources // Ceramics, chemicals, fabric... | |-- AdvancedMovement// Glider, ledge, wall climb, rope | |-- PlayerNetEx // God mode, velocity, events | |-- World & Game | |-- World // Game state, time, karma, level | |-- GameFlow // Reset sequences, vortex, revive | |-- Respawn // Medical terminal, respawn system | |-- House // GnomeHouse, vortex, spawns | |-- Rooms // Room manager, spatial queries | |-- MapGen // World generation, nav mesh | |-- GameSettings // Difficulty, server config, quota | |-- Scenes // Scene management, indices | |-- Objects & Interactables | |-- Objects // Stealables, furniture, signs | |-- WorldObjects // World tracking, gnomium items | |-- Interactables // All interactable objects | |-- Doors // Open, close, toggle | |-- Lighting // Fireplaces, toggleable lights | |-- Crafting // Recipes, crafting system | |-- Tasks // Task manager, papyrus | |-- Items // Item registry, spawning, metadata | |-- AI & Enemies | |-- Enemies // Enemy management, kill, damage | |-- AI // Director, vision, suspicion, noise | |-- NPCs // Bob, Fairy, MrStatue, Bibi | |-- Ghosts // Ghost/possession system | |-- Networking & Social | |-- Networking // NetworkManager, host/client/server | |-- Lobby // Lobby manager, controller | |-- Steam // Steam ID, player names | |-- VoiceChat // Dissonance voice integration | |-- Audio & Visuals | |-- Audio // Ambiance, sounds, volume | |-- GameCamera // Camera3D, FOV, position | |-- CameraFX // Shake, blind, screen effects | |-- Weather // Weather manager, fog, state | |-- Systems & Utilities |-- Events // OnPlayerSpawned, OnTick, etc. |-- Timers // One-shot & repeating timers |-- Keys // Input pressed/held/released |-- Coroutines // Start, stop, delayed actions |-- GamePhysics // Explosions, raycasts, pushables |-- FieldPatch // Temp field overrides |-- Pathfinding // A* graph, scanning |-- Notify // In-game popup notifications |-- HUD // Player HUD, menus, tutorials |-- Travel // Toilets, sewage, rat holes |-- Driving // Car driving, vehicles |-- Log // Info, Warn, Error, Debug logging |-- Enums // Runtime enum resolution

Quick Examples

See how simple it is to interact with every game system.

Player Management

// Get all players and the local player
var all = Players.GetAll();
var me  = Players.GetLocal();

// Heal yourself to full
Health.HealFull(me);

// Teleport to a position
Players.Teleport(me, new Vector3(0, 10, 0));

Event System

// Subscribe to game events
Events.OnPlayerDied += (player) => {
    Notify.Show("A player has fallen!");
};

// Set up a repeating timer
Timers.Every(5f, () => {
    Health.HealFull(Players.GetLocal());
});

World Control

// Read game state
float time  = World.GameTime;
float karma = World.Karma;
int   level = World.Level;

// Full vortex restart sequence
GameFlow.TriggerVortexStartSequence();

// Despawn all enemies
Enemies.DespawnAll();

AI & Enemy Control

// Get all enemies and kill them
Enemies.KillAll();

// Make noise to attract AI
AI.MakeNoise(position, 20f);

// Check if enemy can see player
bool seen = AI.CanSeePlayer(enemy);