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$ show EverestAPI/Everest

[account ↗] [repo ↗] APPLICATION ★ 518 107 ● active (last update 4 weeks ago)
reviewed by: deepseek/deepseek-v4-flash

Everest is the primary mod loader and modding framework for the game Celeste. It is a standalone platform rather than a simple script loader: the MiniInstaller patches the game's .NET assemblies at install time using MonoMod, manages native libraries across Windows/Linux/macOS, and provides a full mod SDK. The core project is Celeste.Mod.mm, which contains MonoModRules (build-time patching logic), the Everest runtime (mod loading, dependency resolution, event dispatch), the Everest.Content asset pipeline (crawl/process/apply for textures, maps, dialog), and the Everest.Updater self-update system. Mods interact with the game through a clean event-based hook API (Everest.Events) and registries (e.g., StrawberryRegistry) rather than direct assembly patching. The repository is purely an application/framework; there is no data science, ML, or analytics content. The only data-like artifacts are TAS replay files used for CI validation, not for model training or analysis.

RATING8.0/10
QUALITY7.6/10
MAINTENANCEactive
DRIFTmedium
CONTRIBUTORS89
VELOCITY0.77
OPEN ISSUES164
CLOSED ISSUES171
LAST COMMIT4 weeks ago
Files by Type (count)
C#
453
Other (.png)
43
YAML
13
Text
10
Shell
6
Other (.csproj)
5
Other (no ext)
4
Markdown
4
PowerShell
3
Other (.fnt)
3
Other (.xcf)
3
XML
3
Files by Type (size)
Other (.xcf)
7MB
C#
3MB
Other (.png)
1MB
Other (.exe)
1MB
Other (.dll)
856KB
XML
690KB
Text
187KB
Lua
15KB
Other (.fnt)
14KB
Other (.csproj)
13KB
Markdown
13KB
YAML
11KB

The LLM identified 4 files worth highlighting for reuse:

Clean pub-sub event system allowing mods to subscribe to game events without direct patching. The pattern is: define a delegate, a static event, and an internal invoke method that calls the event. This decouples mod code from the game's internal call sites and is a genuinely reusable pattern for any extensible application.

file: Celeste.Mod.mm/Everest.Events.cs ↗ | tags: #event-driven #publisher-subscriber #modding-api

Uses a static HashSet and read-only caches to let mods register custom types (e.g., strawberry types). Demonstrates a simple, self-contained registry pattern that could be extracted into any project needing plugin-registered type discovery without reflection scanning at runtime.

file: Celeste.Mod.mm/StrawberryRegistry.cs ↗ | tags: #registry-pattern #static-cache #extensibility

Content ingestion pipeline: Crawl adds assets to a global Map, ProcessLoad and ProcessUpdate apply modded assets (textures, maps, dialog) to runtime objects. This is a well-structured asset lifecycle pattern (discover -> load -> apply) that generalizes to any game or app with moddable content.

file: Celeste.Mod.mm/Content/Everest.Content.cs ↗ | tags: #content-pipeline #asset-management #lifecycle

Self-contained installer that patches the game's assemblies and manages native libraries (lib64-* handling, SetDllDirectory, SELinux probes). Demonstrates how to build a standalone cross-platform modding platform, including handling of platform-specific native library resolution and permissions.

file: Celeste.Mod.mm/MiniInstaller.cs ↗ | tags: #installer #bootstrapper #native-interop
Last analyzed: 2026-09-22 17:29:43.175323
Next check: 2026-09-29 17:29:43.113971
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