About Mache
From ThunderstoreThe Fundamental SoTF Modding Framework
Mache
Mache is a modding framework designed for Sons of the Forest. As a utility it provides support for modders, allowing simple creation of new game content and functions to tweak existing elements of the game. Mache provides access to a unified set of tools, menus, and actions that make the process of creating and implementing mods easier and more streamlined.
Usage
Press F1 to open the Mache mod menu
Modding API
Mod Menu
Easily register your own menu with Mache
Integrated Menu
You can implement interactable UI elements directly into the Mache menu for your mod! When registering your mod, Mache provides an OnFinishedCreating event that is executed when your mod's panel is fully initialized and ready to accept additional elements. Using the GameObject passed to this callback as the parent for your own UI elements will incorporate them into the existing scroll view of your mod's panel in the Mache menu. For example:
Mache.RegisterMod(() => new ModDetails
{
Name = "Example Mod",
Id = "your.unique.mod.id",
Version = "1.0.0",
Description = "Lorem ipsum dolor sit amet...",
OnFinishedCreating = (parent) =>
{
MenuPanel.Builder()
.AddComponent(new LabelComponent
{
Text = "Hello World!",
FontSize = 24
})
.AddComponent(new ButtonComponent
{
Text = "Press Me",
OnClick = (self) => MachePlugin.Instance.Log.LogMessage("Down the rabbit hole...")
})
.BuildToTarget(parent);
}
});
Custom/Standalone Menu
If you provide a value for OnMenuShow when registering your mod Mache will only display the given name, version, and description in its own window. Instead of placing options there it will create an "Open Settings" button that, when clicked, will execute your OnMenuShow callback. This is intended for use when you want to have a totally independent and fully self-managed menu. It is up to you how your mod responds when the user clicks this button.
Mache.RegisterMod(() => new ModDetails
{
Name = "Example Mod",
Id = "your.unique.mod.id",
Version = "1.0.0",
Description = "Lorem ipsum dolor sit amet...",
OnMenuShow = () => Log("Player clicked the 'Open Settings' button for your mod")
});
Expanded Item Database
Easily access the IDs and data of all in-game items
ItemData meatData = GameItem.Meat.GetData();
int meatId = GameItem.Meat.GetId();
Network Event Creation
NOTE: All network events must use unique identifiers, and the identifier for a given event must be the same across all clients!
There are two methods for creating and registering a custom network event:
- Auto serialize/deserialize
- With custom serialization/deserialization
Auto (De)Serialization
For auto serialization create a class that extends SimpleEvent<T>, for example:
public class ExampleEvent : SimpleEvent<ExampleEvent>
{
public string Message { get; set; }
public int MessageCount { get; set; }
// called when an event of this type has been receieved
public override void OnReceived()
{
for (int i = 0; i < MessageCount; i++)
{
MachePlugin.Instance.Log.LogMessage(Message);
}
}
}
Then register it with Mache:
EventDispatcher.RegisterEvent<ExampleEvent>();
Pros:
- Much easier
- Less boilerplate
Cons:
- Your event class must only implement fields that can be automatically serialized to JSON (generally value types and collections of value types)
- Only applies to classes that extend
SimpleEvent<T>
Custom (De)Serialization
For more complex scenarios it may be necessary to implement custom serialization and deserialization methods for your class, or if you want to create a network event for types you do not control you can define your own method of serializing/deserializng them. In these cases you must define your own serialize, deserialize, and event recieved callback methods, for example:
EventDispatcher.RegisterEvent("Some.Unique.Event.Id", SomeEvent.Serialize, SomeEvent.Deserialize, SomeEventHandler.OnReceived);
Pros:
- Maximum flexibility
- Can register events that serialize any type
Cons:
- This method is much more involved
- Significantly more boilerplate
Raising Network Events
Events can be raised anywhere and sent to all clients. Using the ExampleEvent from above:
EventDispatcher.RaiseEvent(new ExampleEvent
{
Message = "Hello World!",
MessageCount = 10
});Highlights
From source dataLoaders
Runs on BepInEx.
Footprint
Rated a light load on a server.
Dependencies
Needs 1 other project installed alongside it.
Mache on Nxeon
From our catalogue- One-click install
- Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
- Server type needed
- BepInEx
- Server load
- light
- Smallest plan we suggest
- Sons of the Forest — 4 GB (4 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 0.2.0, released 2023-03-10
Game versions by loader
| Loader | Game versions | Newest |
|---|---|---|
| BepInEx |
From 13 recorded builds of Mache.
Recent builds
| Build | Released | Game versions | Loaders |
|---|---|---|---|
| 0.2.0 | 2023-03-10 | n/a | BepInEx |
| 0.1.4 | 2023-03-07 | n/a | BepInEx |
| 0.1.3 | 2023-03-07 | n/a | BepInEx |
| 0.1.2 | 2023-03-06 | n/a | BepInEx |
| 0.1.1 | 2023-03-06 | n/a | BepInEx |
| 0.1.0 | 2023-03-05 | n/a | BepInEx |
Dependencies
- Required: BepInExPack IL2CPP
Declared by the newest build that lists any. Required ones are installed with it on one-click installs.
Run Mache on a Sons of the Forest server
Deploy a server above, then upload the file in Files.
What kind of mod it is
From the catalogLibraries & compatibility
Foundations and fixes other mods build on. Usually installed because something else needs it.
Compatibility
- Game
- Sons of the Forest
- Loaders
- BepInEx
- Requires
- One-click install needs a BepInEx server. 1 other project installed alongside it.
Verified at the source
- ✓ThunderstoreOfficial listing, checked 2026-10-02Open ↗
- ✓Authorwillis81808, as published on Thunderstore
- ✓LicenseNot published by the sourceFree


