First of all, congrats to Colossal Order on the successful launch. I enjoyed what I've watched and played so far, and I'm very excited by how friendly the game is towards modding. 
I've been using Visual Studio to compile my own mod DLLs, which works well so far. However, it's a bit frustrating that I still have to restart the game every time I want to reload the DLL to view the changes I've made. Is there any way to force the game to reload the mod?
I did some snooping around in the game code using ILSpy, and found that the following call is made when the game launches (in the Starter class):
Among other things, this results in calls to LoadPluginAtPath for every mod found in the mod directory. LoadPluginAtPath appears to check whether the specified mod is already loaded in memory, and if so, it unloads the old version of the mod. However, when I make my mod call LoadPlugins() during gameplay (e.g. using a keypress), the DLL file does not seem to get reloaded. The game hitches for a moment, so it does appear to be doing something, but the old DLL still gets used in the end. I don't see any changes until after I quit and launch the game again. Any ideas?
I've been using Visual Studio to compile my own mod DLLs, which works well so far. However, it's a bit frustrating that I still have to restart the game every time I want to reload the DLL to view the changes I've made. Is there any way to force the game to reload the mod?
I did some snooping around in the game code using ILSpy, and found that the following call is made when the game launches (in the Starter class):
Code:
Singleton<PluginManager>.instance.LoadPlugins();