让每一次安装
都可以反悔
Every install,
reversible
Helsincy Mod Manager 是面向《怪物猎人》系列 PC 版的桌面 Mod 管理器。安装前校验,安装中留痕,安装后能按清单精确还原到原始状态。首发支持《怪物猎人:世界 冰原》。 A desktop Mod manager for the Monster Hunter series on PC. It verifies before installing, records every file it touches, and restores your game to an exact baseline afterwards. First target: Monster Hunter World: Iceborne.
装 Mod 最怕的不是装不上,
是不知道自己动过什么
The scary part isn't installing.
It's not knowing what you changed.
手动解压、覆盖、再手动删除——一旦游戏更新或者出问题,没人说得清哪些文件是原版、哪些是 Mod 留下的。Helsincy 把这三件事变成有记录、可撤销的操作。 Unzip, overwrite, delete by hand — and when the game updates or something breaks, nobody can tell which files are vanilla and which a mod left behind. Helsincy turns all three into recorded, undoable operations.
解压到游戏目录,覆盖了什么全靠记忆Extract into the game folder and hope you remember what got overwritten
每次安装都生成一份安装清单Every install seals a manifest
新增了哪些文件、替换了哪些文件、原文件备份在哪,全部落在清单里,绑定到具体的 Mod、配置档和版本。Files added, files replaced, where the originals were backed up — all recorded and bound to a specific mod, profile and revision.
想卸载只能凭印象手删,删不干净Uninstalling means deleting files from memory — never cleanly
按清单卸载,回到 exact baselineUninstall by manifest, back to the exact baseline
卸载不是删文件夹,而是逐条回放清单:新增的删掉、替换的还原、备份的放回原位,并在全新沙盒环境中做过纵向复验。Uninstall replays the manifest entry by entry — added files removed, replaced files restored — and has been verified end to end in a clean Windows Sandbox.
换个外观 Mod,要重装一整套才知道对不对Swapping a layered armor mod means reinstalling everything to find out
替换目标可以直接重定向Retarget layered armor in place
把一套外观 Mod 绑定到另一件装备上,走的是真正重装而不是叠加覆盖;状态不安全时直接拒绝执行,而不是硬着头皮写下去。Bind a layered set to a different armor piece through a true reinstall, not a blind overwrite — and if the state isn't safe, it fails closed instead of writing anyway.
从导入到卸载,
每一环都有人管
From import to uninstall,
nothing is left unmanaged
受控的安装生命周期A controlled install lifecycle
压缩包不会被直接解到游戏目录。先在沙盒里展开、检查路径穿越和文件结构,生成明确的安装计划,确认之后才落盘——中途失败会自己清理干净,不留半成品。Archives never land straight in your game folder. They're expanded in a sandbox, checked for path traversal and structure, turned into an explicit install plan, and only then written to disk — with automatic cleanup if anything fails midway.
- 沙盒解压与路径穿越防护Sandboxed extraction with path-traversal guards
- 安装清单驱动的精确卸载Manifest-driven precise uninstall
- 安装中断后重启可恢复Resumes after an interrupted install
- 真正重装,而不是叠加覆盖True reinstall instead of stacked overwrites
外观套装重定向Layered armor retargeting
MHW:I 专属能力。把一套外观 Mod 重新绑定到另一件装备上,基于稳定 identity 与版本级绑定快照,重启后依然认得出当前装在哪。An MHW:I-specific capability: rebind a layered armor mod onto a different piece, backed by stable identities and revision-scoped binding snapshots that survive restarts.
存档备份,不用你记得Save backups you don't have to remember
存档目录自动发现、多 Steam 账号确认和手动备份都已经能用;退出客户端后仍然生效的定时备份还在开发中,界面上也如实标着状态,不会让你误以为已经被保护。看它怎么工作 ↓Save-folder discovery, multi-Steam-account confirmation and manual backup all work today. Scheduled backups that survive quitting the client are still in development — and the UI says so, rather than letting you assume you're covered. See how it works ↓
上万个 Mod 也不卡Built for libraries in the thousands
列表分页、排序和筛选全部下沉到后端,用稳定排序和同事务计数保证翻页不跳条目。一万条 Mod 的全状态筛选查询 p95 为 9.30 ms,低于 14.23 ms 的性能门禁。Paging, sorting and filtering run in the backend with stable ordering and same-transaction counts, so entries never jump between pages. A full status-filter query over 10,000 mods lands at a 9.30 ms p95, under the 14.23 ms budget.
从别的管理器搬家Migrate from another manager
只读扫描狩技盒子目录,先给你一份可翻页的预览,逐条决定要不要收;默认只导入,不安装、不启用、不碰游戏目录。部分失败可以只重试失败的那些。Read-only scan of an existing manager's directory, a paged preview to decide item by item, and import-only by default — nothing gets installed, enabled or written to your game folder. Partial failures can be retried on their own.
重活都在后台Heavy work stays in the background
扫描、解压、哈希、分析都跑在受控并发的后台任务里,带阶段进度、可取消,并用游戏与配置档级别的锁避免两个操作同时写同一处。Scanning, extraction, hashing and analysis all run as background tasks with bounded concurrency, phase-level progress and cancellation — with game- and profile-scoped locks preventing two operations from writing the same place.
界面能按你的习惯变An interface that adapts to you
浅色与深色配色、经典侧边栏与悬浮 Dock、信息密度、动效强度,都是可组合的外观预设;业务页面不关心当前用的是哪一套。Light and dark schemes, classic sidebar or floating dock, information density and motion level are composable appearance presets — feature pages never need to know which one is active.
出问题时查得到When something breaks, you can trace it
分层的应用日志与任务日志、默认脱敏的诊断输出、审计降级时的显式可见提示,加上独立的恢复中心页面处理中断和异常状态。Layered application and task logs, diagnostics redacted by default, explicit warnings when auditing degrades, plus a dedicated recovery center for interrupted or abnormal states.
找得到游戏,也管得住前置Finds your game, checks its prerequisites
解析 libraryfolders.vdf 扫遍所有 Steam 库定位游戏目录,也支持手动指定。Stracker's Loader、CRCBypass 这类前置按数据驱动规则逐项体检:文件在不在、配置对不对、DLL 的 SHA-256 是不是已知版本——缺什么在安装之前就说清楚。一键启动直接开打。看体检面板 ↓Every Steam library from libraryfolders.vdf is scanned to locate your install, with manual selection as a fallback. Prerequisites like Stracker's Loader and CRCBypass are inspected against a data-driven ruleset — files present, config correct, DLL digests matching known builds — so you learn what's missing before installing, not after the game refuses to launch. One click to play. See the panel ↓
你只管把游戏装好,
剩下的它自己找齐
Install the game.
It finds the rest itself.
不用手填路径,也不用自己核对前置。Steam 库、游戏目录、存档目录由后端逐级扫描定位;MHW:I 需要的前置文件按数据驱动的规则逐项体检——缺了什么、配错了什么、DLL 是不是被换过,都在你点安装之前就说清楚。 No pasting paths, no cross-checking prerequisites by hand. Steam libraries, the game folder and your save folder are located by a backend scan; MHW:I's prerequisites are inspected against a data-driven ruleset — what's missing, what's misconfigured, whether a DLL has been swapped — all before you press install.
四步定位,全在后端跑Four hops, all backend-side
AUTO DISCOVERYsteamapps/libraryfolders.vdf
先读库清单,把你所有的 Steam 库路径拿全。游戏装在别的盘、移动硬盘或第二个库里,一样找得到。The library manifest is parsed first, so every Steam library path is known — another drive, an external disk or a second library all work.
<library>/steamapps/common/… app 582010
按 MHW:I 的 App ID 在每个库里逐个定位并验证目录结构。真找不到时保留手动指定入口,不会把你卡在这一步。Each library is checked for MHW:I's app id and the folder layout is validated. If nothing matches, manual selection is still there — you never get stuck here.
<Steam>/userdata/<account>/582010/remote
存档根本不在游戏目录里,而在 Steam userdata 下。后端按规则扫描,并用 SAVEDATA1000 这类真实存档文件提高候选置信度。Saves don't live in the game folder at all — they sit under Steam userdata. The backend scans by rule and raises a candidate's confidence when real save files like SAVEDATA1000 are present.
profile_save_settings.save_directory
只有一个高置信候选时直接写入当前配置档;有多个 Steam 账号时必须你确认。已经手动设过且仍然有效的路径,永远不会被悄悄覆盖。A single high-confidence candidate is written straight into the active profile. Multiple Steam accounts always require your confirmation — and a path you set yourself is never silently overwritten while it still works.
整条链路都在后端完成。界面上只有脱敏标签和后端生成的临时 id,前端拿不到真实路径,也不会自己拼路径。 The whole chain runs in the backend. The UI only ever sees redacted labels and short-lived backend ids — the frontend never receives a real path, and never assembles one.
4 个 DLL 的 SHA-256 与已知版本一致;loader-config.json 中 enablePluginLoader = true4 DLL digests match known builds; enablePluginLoader = true in loader-config.json
装依赖它的 Mod 前会提前拦下来,而不是等游戏黑屏才发现Caught before installing anything that needs it — not after the game refuses to boot
前置规则随游戏适配器以 JSON 发布:必需文件、配置字段、已知签名都写在规则里。加一个新前置不用改一行 Rust。Prerequisite rules ship as JSON alongside the game adapter — required files, config fields and known digests all live in data. Adding one doesn't touch a line of Rust.
缺失 · 配置不正确 · 已安装但签名未匹配 · 已安装且已校验。不是一句笼统的「环境异常」,而是告诉你到底是哪个文件、哪个字段。Missing · misconfigured · installed but unverified · installed and verified. Not a vague "environment error" — the exact file and the exact field.
扫不到游戏、扫不到存档、Steam 资料拿不下来——每一步都保留手动指定入口。自动发现只是省事,不是唯一路径。No game found, no saves found, Steam profile unreachable — every step keeps a manual entry point. Auto discovery is a convenience, never the only road.
几百小时的存档,
不该赌在「我记得备份过」上
Your saves shouldn't ride
on "I think I backed up"
一台电脑上有好几个 Steam 账号?每个账号的存档都会被找出来,由你指认是哪一个。定时自动备份正在开发中——已经能跑的部分和还没做完的部分,下面分得很清楚。 More than one Steam account on the machine? Every account's saves are found and you say which is yours. Scheduled auto-backup is still in development — below, what already works and what doesn't is kept strictly apart.
一台电脑,多个 Steam 账号One PC, several Steam accounts
已落地Shipped小号、朋友的账号、以前登录过忘了的账号——Steam userdata 下会留下好几份存档。管理器把它们全扫出来,按最近修改时间推荐一个,但绝不替你决定:只要不止一个候选,就必须你点确认。 An alt, a friend's login, an account you forgot about — Steam userdata keeps a save folder for each. All of them are surfaced, the most recently modified one is recommended, and nothing is decided for you: more than one candidate always means you confirm.
昵称和头像来自公开的 Steam 资料页,由后端查询。资料私密、网络不通或超时,都只是少显示一点东西,候选照样能选。完整 Steam ID、账号 ID 和真实路径全程留在后端,不进界面、日志或诊断包。 Nicknames and avatars come from the public Steam profile page, fetched by the backend. A private profile, no network or a timeout just means less to look at — the candidate is still selectable. Full Steam IDs, account ids and real paths never leave the backend.
开发中In dev 多用户存档管理——每个账号一条独立的备份线、独立的历史与保留策略——仍在开发中。当前切片解决的是「找到并认对存档目录」。 Multi-user save management — a separate backup line, history and retention policy per account — is still in development. What ships today is finding and correctly identifying the save folder.
自动定时备份Scheduled auto-backup
开发中In development目标很明确:你退出了主客户端,备份也照常发生。已经跑通的是客户端运行期调度、游戏运行中自动延后、Windows 用户级计划任务的注册与心跳健康判定;安装态下的真实计划任务验收和卸载清理还没做完——所以现在还不敢向你保证「退出后一定有备份」。 The goal is plain: backups keep happening after you quit the client. Working today — in-client scheduling, automatic deferral while the game runs, user-level Windows scheduled task registration and heartbeat health. Not done yet — runtime acceptance of the real task in an installed build, and uninstall cleanup. So no promise is made that quitting is safe.
not_enabled
starting
tray_only
protected
worker_unhealthy
registration_failed
permission_required
只有计划任务逐字段回读完全一致、且 worker 心跳落在最近 45 分钟内,才会显示 protected。刚启用的五分钟里只显示 starting——宁可说"还在确认",也不提前给你一个假的安全感。 It shows protected only when every field of the registered task reads back identical and a worker heartbeat landed within the last 45 minutes. The first five minutes after enabling read starting — better to say "still confirming" than to hand you false confidence.
这句话不是装饰性的提示条。只要后台状态不是 protected,所有真正的退出入口都会先弹这个对话框,默认焦点停在「留在托盘」。「仍然退出」只对这一次生效——它不提供"记住我的选择",因为一个能被记住的危险选项,等于没有这个提示。 This isn't a decorative banner. Whenever the background state isn't protected, every real exit path raises this dialog with focus parked on "stay in tray". "Quit anyway" applies to this one time only — there is no "remember my choice", because a dangerous choice you can memorise is the same as no warning at all.
手动备份、客户端内调度、后台 worker,走的是同一个备份服务、同一份 manifest、同一份历史和同一份审计日志。不存在"后台那套"和"前台那套"。Manual backup, in-client scheduling and the background worker all go through one service, one manifest, one history table and one audit log. There is no "background version" of the code.
不跟随 symlink 和 junction,有大小上限,落盘前重新校验源目录、目标目录和两者的包含关系——后台触发也一样,拿到调度租约不等于拿到写文件的许可。Symlinks and junctions aren't followed, size is capped, and source, destination and their containment are re-validated before writing — background runs included. Holding the scheduler lease is not permission to write.
完整存档路径、完整 Steam ID、Windows 用户名、存档内容和 hash 列表,都不会进日志、任务事件、DTO 或诊断包。诊断输出默认就是脱敏的。Full save paths, full Steam IDs, your Windows username, save contents and hash lists never enter logs, task events, DTOs or diagnostic bundles. Diagnostics are redacted by default.
一个压缩包,要过六道关 Six gates between an archive and your game
任何一步失败都会中止并清理,不会留下写了一半的游戏目录。 A failure at any stage aborts and cleans up — your game folder is never left half-written.
校验Verify
检查压缩包完整性与结构合法性,拦截路径穿越和异常条目。Archive integrity and structure are validated; path traversal and malformed entries are rejected.
Verify分析Analyze
识别 nativePC、DLL、预览图与说明文件,判断这是一个什么类型的 Mod。nativePC folders, DLLs, preview images and readme files are identified to classify the mod.
Analyze计划Plan
生成 InstallPlan:要写哪些文件、替换哪些文件、和现有 Mod 冲突在哪。An InstallPlan is produced: what gets written, what gets replaced, and where it conflicts with existing mods.
Plan执行Execute
受控并发落盘,原文件先备份;失败立即回滚并清理临时产物。Files are written with bounded concurrency after originals are backed up; failures roll back and clean up immediately.
Execute留痕Seal
写入安装清单,绑定到具体 Mod、配置档与版本,成为后续操作的唯一依据。The manifest is sealed and bound to a mod, profile and revision — the single source of truth for everything after.
Manifest复原Restore
卸载或重装时按清单逐条回放,把游戏目录还原到安装前的原始状态。Uninstall and reinstall replay the manifest entry by entry, returning the game folder to its pre-install baseline.
Restore这条链路已经在全新的一次性 Windows Sandbox 环境里做过完整纵向复验:首次安装 → 目标切换 → 两次重启状态恢复 → 按清单卸载 → 比对原始基线。This chain has been verified end to end in a fresh disposable Windows Sandbox: first install → target switch → state recovery across two restarts → manifest uninstall → exact baseline comparison.
Gate A / Gate B certified性能是门禁,不是形容词 Performance is a gate, not an adjective
关键路径都有固定预算,跑不进预算就不允许合并。以下为同机实测数值。 Critical paths carry fixed budgets — miss the budget and the change doesn't merge. Figures below are same-machine measurements.
边界写在代码里,
不是写在文档里
Boundaries live in the code,
not in a document
依赖方向严格自上而下:领域层不认识文件系统,前端不认识 SQL。新游戏通过适配器接入,而不是往核心里塞 if 分支。这些约束由仓库里的验证脚本和 CI 强制执行。 Dependencies flow strictly downward: the domain layer knows nothing about the filesystem, the frontend knows nothing about SQL. New games plug in as adapters instead of adding branches to the core — and these rules are enforced by verification scripts and CI, not goodwill.
做到哪儿了 Where things stand
项目公开开发,进度以仓库中的路线图为准。 Development happens in the open; the repository roadmap is the source of truth.
架构基线与脚手架Architecture baseline & scaffolding
已完成DoneTauri 2 应用骨架、Rust workspace、SQLite 迁移结构、统一验证脚本与 CI 门禁全部就位。Tauri 2 shell, Rust workspace, SQLite migrations, unified verification script and CI gates all in place.
MHW:I 核心 Mod 生命周期MHW:I core mod lifecycle
Gate A certified游戏目录检测、压缩包校验与沙盒解压、安装计划、带清单的安装与卸载、真正重装、冲突检测、手动存档备份、一键启动。Game directory detection, archive validation and sandboxed extraction, install plans, manifest-backed install and uninstall, true reinstall, conflict detection, manual save backup and one-click launch.
外观套装重定向Layered armor retargeting
Gate B certified版本化目标 catalog、稳定替换 identity、绑定快照持久化、同版本目标切换、重启状态恢复与清单卸载,已在全新 Windows Sandbox 复验。Versioned target catalog, stable replacement identities, persisted binding snapshots, same-revision target switching, restart recovery and manifest uninstall — re-verified in a clean Windows Sandbox.
玩家工作流扩展Player workflow expansion
进行中In progressMod 库后端分页、第三方管理器批量迁移、存档目录自动发现与多 Steam 账号确认、游戏前置体检均已完成。自动定时备份的后台保障(Windows 计划任务安装态验收、卸载清理)、多用户存档管理、Mod 依赖规则 catalog 与批量启用/禁用仍在推进。Shipped: backend mod-library paging, third-party manager migration, save-folder discovery with multi-Steam-account confirmation, and game prerequisite inspection. In flight: background protection for scheduled backups (installed-build acceptance of the Windows task, uninstall cleanup), multi-user save management, a mod dependency catalog, and bulk enable/disable.
跨平台准备Cross-platform groundwork
规划中PlannedLinux 路径抽象、Linux Steam 库扫描、Linux 打包,以及 Steam Deck 桌面模式的社区实验性验证。Linux path abstraction, Linux Steam library scanning, Linux packaging and experimental community validation on Steam Deck desktop mode.
更多《怪物猎人》作品More Monster Hunter titles
规划中Planned《怪物猎人:崛起》适配器,以及等《怪物猎人:荒野》Mod 结构稳定后接入;共享工具会抽取成系列通用适配层。A Monster Hunter Rise adapter, plus Monster Hunter Wilds once its mod structure settles — with shared tooling extracted into a series-wide adapter layer.
你大概会问 You probably want to know
现在能用了吗?Can I use it today?
还在 Alpha 阶段,当前版本号 0.1.0-alpha。核心安装生命周期与外观重定向已经通过内部质量闸门并在全新 Windows Sandbox 环境完整复验,但尚未正式发布,功能仍在快速变化。Not as a finished product — the current version is 0.1.0-alpha. The core install lifecycle and armor retargeting have passed internal quality gates and been re-verified in a clean Windows Sandbox, but there's no formal release yet and things still move fast.
想第一时间拿到版本,可以在 GitHub 上 Watch Releases。Watch the GitHub releases page to catch the first build.
支持哪些游戏和系统?Which games and platforms are supported?
当前范围是 Windows 上的《怪物猎人:世界 冰原》。《怪物猎人:崛起》和《怪物猎人:荒野》在路线图里,后者要等社区 Mod 结构稳定之后再接入。Linux 与 Steam Deck 属于后续的实验性支持。Right now: Monster Hunter World: Iceborne on Windows. Rise and Wilds are on the roadmap — Wilds only once its mod structure settles. Linux and Steam Deck are planned as later, experimental targets.
它会怎么动我的游戏文件?What exactly does it do to my game files?
只按生成的安装计划写入,且原文件会先备份。整个过程记录在安装清单里,卸载时逐条回放还原。压缩包不会被直接解压到游戏目录,而是先在受控的暂存区展开并检查。It writes only what the generated install plan says, after backing up the originals. Everything is recorded in a manifest and replayed in reverse on uninstall. Archives are never extracted straight into the game folder — they're expanded and inspected in a controlled staging area first.
话虽如此,Alpha 阶段仍然建议你自己先留一份游戏与存档的备份。That said — during Alpha, keep your own backup of the game and your saves.
能从狩技盒子之类的管理器迁移过来吗?Can I migrate from another mod manager?
可以。首个兼容来源是狩技盒子的目录结构:只读扫描,生成可翻页的预览,由你逐条决定导入哪些。默认只导入到 Mod 库,不会自动安装、启用或写入游戏目录;批量导入部分失败时可以只重试失败项。Yes. The first supported source is the Hunting Box directory layout: a read-only scan produces a paged preview, and you decide item by item. By default items are only imported into the library — never installed, enabled, or written to the game folder — and partial failures can be retried on their own.
存档会不会出问题?What about my save files?
存档备份是内置的。已经可用的部分:存档目录自动发现(Steam userdata 规则扫描)、多 Steam 账号候选确认、手动备份、备份历史与数量保留策略,以及客户端运行期间的自动备份——包括游戏运行时自动延后。Save backup is built in. Working today: save-folder discovery via Steam userdata rules, multi-account confirmation, manual backup, backup history with count-based retention, and automatic backups while the client is running — including deferral while the game is open.
还在开发中的部分:退出主客户端之后仍然生效的后台定时备份。Windows 用户级计划任务的注册、回读和心跳健康判定已经实现,但安装态下的真实验收和卸载清理还没做完,所以退出程序时如果状态不是 protected,管理器会明确拦一下告诉你。Still in development: scheduled backups that keep running after you quit the client. Registration, read-back and heartbeat health for the user-level Windows task are implemented, but runtime acceptance in an installed build and uninstall cleanup aren't finished — so if the state isn't protected when you quit, the manager stops and tells you.
电脑上有好几个 Steam 账号,会不会备份错存档?I have several Steam accounts — will it back up the wrong saves?
不会替你猜。后端会扫出 Steam userdata 下所有 MHW:I 的存档候选,只有唯一一个高置信候选时才自动写入;发现多个账号时一定会停下来让你确认,并显示昵称、头像、最近修改时间和脱敏账号标签,而不是丢给你一串数字 ID。It doesn't guess. The backend surfaces every MHW:I save candidate under Steam userdata and only auto-writes when there is exactly one high-confidence match. With several accounts it always stops and asks, showing nickname, avatar, last-modified time and a redacted account label — not a bare numeric id.
你自己手动选过、且仍然有效的存档目录,不会被自动发现悄悄覆盖。至于每个账号一条独立备份线的多用户存档管理,还在开发中。A save folder you picked yourself is never silently overwritten while it's still valid. Full multi-user save management — a separate backup line per account — is still in development.
怎么知道我缺了哪个前置?How do I know which prerequisite I'm missing?
前置体检面板会逐项告诉你。规则以 JSON 随 MHW:I 适配器发布,目前覆盖 Stracker's Loader 和 CRCBypass,检查三层:必需文件在不在、loader-config.json 里的字段对不对、DLL 的 SHA-256 是不是已知版本。The prerequisite panel tells you item by item. Rules ship as JSON with the MHW:I adapter — currently Stracker's Loader and CRCBypass — and run three layers of checks: required files present, fields inside loader-config.json correct, and DLL SHA-256 digests matching known builds.
结果分四种:缺失、配置不正确、已安装但签名未匹配、已安装且已校验。单个 Mod 声明自己依赖哪个前置 Mod 的通用依赖规则 catalog,还在路线图上。Verdicts come in four kinds: missing, misconfigured, installed but unverified, installed and verified. A general dependency catalog — where an individual mod declares which prerequisite mods it needs — is still on the roadmap.
开源吗?要钱吗?Is it open source? Does it cost anything?
开源、免费。源码、设计文档、验证脚本和路线图都在 GitHub 上公开。如果它帮到你,可以通过爱发电、Ko-fi 或微信赞赏自愿支持——支持与否不影响任何功能、更新或协作。Open source and free. Source, design docs, verification scripts and roadmap are all public on GitHub. If it helps you, you can support development voluntarily — it never affects features, updates or collaboration.
下次装 Mod,别再靠记性 Stop installing mods from memory
Helsincy Mod Manager 仍在 Alpha 阶段。你可以现在就去看源码、读设计文档,或者关注仓库等第一个可用版本。 Helsincy Mod Manager is still in Alpha. Read the source, dig through the design docs, or watch the repository for the first usable build.
Alpha 阶段提示:Mod 安装本身会修改游戏文件。虽然管理器全程留有清单并支持还原,但在正式发布前,请务必自行保留一份游戏目录与存档的备份。使用 Mod 造成的任何后果由使用者自行承担。Alpha notice: installing mods modifies game files. The manager keeps a manifest and supports restoration, but until a stable release, please keep your own backup of the game directory and save files. You use mods at your own risk.