Getting started developing a plugin for Hurtworld, environment etc

I have read through the API documentation here: https://umod.org/documentation/api/overview and I have also looked through the Hurtworld specific hooks.  Now that I have an idea of how writing the code will look, what do you recommend for a development environment / workflow for writing plugins?

I am relatively new to coding, I have written a few applications in Python and Javascript, but C# will be a new adventure.

Do I install uMod in it's own directory on my server, then write a C# file in it's root directory that will then be compiled upon saving?

For the vets out there, if you could give me a streamline of basic concepts that will be needed for how to develop a plugin from writing it, to compiling it, to deploying it on the test server I would be very thankful.  Even if it's just clues so I can google the rest of my way through it!  Basically just info that is left out from the API overview but necessary to how to actually getting started developing a plugin.  I assume this would be stuff a C# developer would already know moving into this project.

Thank you for your time.

  1. Setup a normal Visual Studio project with references (downloaded DLLs and/or from a local server install)
  2. Setup a local install of the game you intend to develop for (i.e. Hurtworld Dedicated server)
  3. Develop a plugin using examples, docs, and viewing game code (.NET decompiler helpful)
  4. Copy (or symlink) plugin to server install location, under oxide/plugins general
  5. Test