Open example-mod.sln in your ide, then rename the solution, csproj and .cs for your mod
After that, open up the Mod folder and open the mod.json and change id to your mods id, name to your mods name, main to the name of the dll you will be using for your mod, and if you have any additional dependencies, you can add them to dependencies
Within the Mod folder, there is an assets_override.gin, this is used in the code with the GinPatching.AddGinPatch method call in the .cs file
Within the .cs file there is registration for localization, this loads the localization.json within the Mod folder
Within the .cs file there is also registration for a custom trinket, its id is SILLY and the item id would be TRINKET:SILLY, its cost is 5 and it is placed before Pain Conversion
Within the .cs file there also is an example hook, this hook will move the player slightly to the right every frame if they have the trinket TRINKET:SILLY equipped
Building the mod works the same as any other c# project, however the output for the mod will be at bin/<YOURMODNAME>, copy this folder into your mods folder to run your mod
If you wish to make a symlink, you can open up the command prompt, navigate to your mods folder, and run mklink /J <YOURMODNAME> "<PATHTOMOD>/bin/<YOURMODNAME>"