Slime Rancher 2 Modding on OpenMods

Survival0 Mods

An IL2CPP sequel with a smaller, slower-moving mod scene than the original

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A sequel that broke the modding stack

Slime Rancher 2 (Early Access from 2022) is built on a newer Unity version compiled with IL2CPP rather than Mono. That single decision separated it from Slime Rancher 1's modding ecosystem entirely: MelonLoader and SRML don't apply, the Mono-based reverse engineering tools don't apply, and most of the community knowledge has had to be rebuilt from scratch.

The result is a smaller, slower-moving modding scene than Slime Rancher 1's. The fundamentals are in place, there's a working loader, a few framework mods, and an active community Discord, but the catalogue is years behind SR1's.

The toolchain

The current Slime Rancher 2 modding stack is built on MelonLoader (the IL2CPP-supporting builds, not the Mono branch used for SR1):

  • MelonLoader (IL2CPP build): same loader project as Slime Rancher 1 but a different build channel. The MelonLoader installer detects whether your target is IL2CPP and applies the right hook.
  • Il2CppInterop: the interop layer that exposes IL2CPP-compiled game types to C# mods. Bundled with the IL2CPP MelonLoader install.

There's no SRML-equivalent specific to SR2 with the same level of maturity SR1 has, mods generally target MelonLoader directly and write their own helper utilities.

What you'll find on OpenMods

Slime Rancher 2's mod catalogue is small everywhere, including OpenMods. The GitHub-published side of the scene is mostly framework experiments and tooling rather than finished content mods. Expect this to grow as the game leaves Early Access and the community matures, but check Nexus Mods and the SR2 modding Discord for the current frontier.

Practical notes

  • Don't mix SR1 and SR2 mods. Mono vs IL2CPP makes them binary-incompatible. A .dll from SR1 will throw immediately if dropped into SR2's Mods/.
  • Save format is still in flux. Slime Rancher 2 is in active development; save schemas change between major patches. Mods that touch save data are higher-risk than equivalent mods on SR1.
  • Early Access game = moving target. Expect mods to break on every significant Slime Rancher 2 update. The community catches up but with a lag.
  • Co-op is single-host, single-player-state. SR2's co-op shares the host's save. Modding implications: every co-op player needs the same mods, and only the host's save is affected.

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