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From Vintage Story Wiki
  • ...the root mod workspace folder. Open the file, and paste the following json code:
    410 bytes (75 words) - 09:49, 7 April 2024
  • File:Vsc-cp-start.png
    Visual Studio Code Launch Mod
    (560 × 387 (21 KB)) - 18:15, 2 August 2023
  • ...irst code mod. At this point there are many options you can choose from as code mods can alter almost any aspect of the game. However, the best place to st
    448 bytes (82 words) - 08:18, 6 December 2023
  • Here is an overview of where what files in your mod are located. ...in all stuff needed to run, package and debug your mod using Visual Studio Code.</td>
    3 KB (454 words) - 08:18, 6 December 2023
  • * ''modinfo.json'' - The mod info file, which registers your mod with the ID 'simpleblock'. * ''modicon.png'' - The mod icon file, which will be displayed on the mod manager menu.
    507 bytes (82 words) - 13:13, 28 March 2024
  • ...|theme]]", "[[Modding:Content Mods|content]]", or "code", however for this mod type you will use "content". * '''"modid": "examplecontentmod"''' - This is your '''unique''' mod ID, which can be any combination of '''lowercase''' letters and numbers.
    1 KB (180 words) - 09:49, 7 April 2024
  • [[Modding:Mod-Engine Compatibility|Совместимость мод-движка]] | {{Content/modding/code|[[Modding:Moddable_Mod/ru|Расширяемость модов]]}} |
    439 bytes (28 words) - 10:09, 16 January 2024
  • [[Modding:Mod-Engine Compatibility|Kompatibilita enginu módov]] | {{Content/modding/code|[[Modding:Moddable_Mod|Rozšíriteľnosť módov]]}} |
    320 bytes (43 words) - 20:22, 16 November 2023
  • ...l modinfo.json. El modinfo.json se encuentra en la raíz del directorio del mod y tiene, por ejemplo, el siguiente aspecto: "type": "code",
    626 bytes (84 words) - 13:22, 14 June 2023
  • * or create a dll/code only mod
    130 bytes (17 words) - 08:18, 6 December 2023
  • * ''modinfo.json'' - The mod info file, which registers your mod with the ID 'simpleitem'. * ''modicon.png'' - The mod icon file, which will be displayed on the mod manager menu.
    578 bytes (96 words) - 13:14, 28 March 2024
  • ...file and downloading DLLs directly in Windows can lead to issues with your mod failing to load due to security policies applied to files downloaded from t
    424 bytes (83 words) - 20:49, 20 February 2022
  • ...age Story by looking at a demo mod called VSTreasureChest. The full source code for this project can be found [https://github.com/anegostudios/VSTreasureCh
    327 bytes (57 words) - 06:46, 19 September 2022
  • ...ecommended to test them. This will give you a good idea of what parts of a mod may need updating for newer versions.
    472 bytes (89 words) - 13:49, 11 April 2024
  • If your mod changes only visuals, sounds, and other "theming" assets, refer also to the To make your mod easy to install and use, it should be packed into a [https://en.wikipedia.o
    4 KB (662 words) - 20:49, 20 February 2022
  • To access assets in a code mod, you can use the [[Modding:AssetManager| AssetManager]].
    87 bytes (14 words) - 14:04, 12 November 2023
  • ...od id will be added automatically. Our case its <code>figure:littlefigure</code>.
    157 bytes (26 words) - 06:42, 19 September 2022
  • ...ain" for all assets inside it. If no domain has been specified in an asset code the game will assume it is in the current domain, meaning you only have to
    455 bytes (83 words) - 14:04, 12 November 2023
  • {{ll|Modding:Developing_a_Content_Mod|Developing a Content Mod|nsp=0}}, {{ll|Modding:Content_Mod_Concepts|Content Mod Concepts|nsp=0}}
    2 KB (293 words) - 13:01, 11 April 2024
  • {{ll|Modding:Developing_a_Content_Mod|Developing a Content Mod|nsp=0}}, {{ll|Modding:Content_Mod_Concepts|Content Mod Concepts|nsp=0}}
    3 KB (349 words) - 13:00, 11 April 2024

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