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From Vintage Story Wiki
  • ...e) or by using the modinfo.json. The modinfo.json sits at the root of your mod directory and looks for example like this: "type": "code",
    4 KB (594 words) - 20:50, 20 February 2022
  • ...e) or by using the modinfo.json. The modinfo.json sits at the root of your mod directory and looks for example like this: "type": "code",
    4 KB (602 words) - 14:17, 27 March 2024
  • ...re possible, unless it it significantly violates other guidelines, such as code readibility. ...ions, UVs, Models, Textures - none of them should be defined inside source code where practically possible.
    3 KB (450 words) - 16:02, 3 December 2021
  • ...l modinfo.json. El modinfo.json se encuentra en la raíz del directorio del mod y tiene, por ejemplo, el siguiente aspecto: "type": "code",
    4 KB (655 words) - 13:30, 14 June 2023
  • ...e already rich, high performance base game of Vintage Story! It is a very mod-friendly game. ...ums]. We generally advise that you check which game version or versions a mod requires, to make sure it matches the game version you are currently playin
    6 KB (1,032 words) - 11:42, 17 October 2023
  • *<code>/entity [subcommand]</code><br /> Spawn, remove, and count entities (item drops, creatures, etc). **<code>/entity cmd [subcommand]</code><br /> Issue commands on existing entities
    2 KB (386 words) - 06:36, 6 August 2023
  • ...ed, it is replaced with the one specified by the <code>harvestedBlockCode</code> property. ...(the behavior ignores what the player is holding). <code>harvestingSound</code> is played when the harvesting starts and again randomly during the harvest
    2 KB (347 words) - 05:01, 21 October 2023
  • "type": "code", "name": "My Cool Mod (very cool)",
    6 KB (187 words) - 05:23, 21 February 2022
  • *<code>/entity [subcommand]</code><br /> Spawn, remove, and count entities (item drops, creatures, etc). ...itional filters (optional), i.e. <code>e[type=gazelle,range=3,alive=true]</code>
    3 KB (468 words) - 18:05, 6 August 2023
  • ...vssurvivalmod/tree/master/Systems/WorldGen/Standard/ChunkGen Survival base mod]. ...osits/GenDeposits.cs <code>GenDeposits.cs</code>] in the Survival Mod. The code for deposits handles more than just ores in rocks. There are many steps in
    5 KB (784 words) - 01:46, 23 February 2022
  • ...vssurvivalmod/tree/master/Systems/WorldGen/Standard/ChunkGen Survival base mod]. ...osits/GenDeposits.cs <code>GenDeposits.cs</code>] in the Survival Mod. The code for deposits handles more than just ores in rocks. There are many steps in
    5 KB (829 words) - 12:44, 8 August 2022
  • ...ics|{{NUMBEROFARTICLES}}]] articles. If you're a modder looking for source code to examine feel free to head over to the Vintage Story [https://github.com/ *[[Modding:Basic Modding Examples|Mod Samples]]
    9 KB (1,125 words) - 10:10, 2 October 2021
  • ...ics|{{NUMBEROFARTICLES}}]] articles. If you're a modder looking for source code to examine feel free to head over to the Vintage Story [https://github.com/ *[[Modding:Basic Modding Examples|Mod Samples]]
    9 KB (1,145 words) - 00:04, 13 January 2022
  • ...ics|{{NUMBEROFARTICLES}}]] articles. If you're a modder looking for source code to examine feel free to head over to the Vintage Story [https://github.com/ * [https://mods.vintagestory.at/ Mod DB] - Official VS mod database.
    9 KB (1,145 words) - 06:40, 27 January 2022
  • ...ics|{{NUMBEROFARTICLES}}]] articles. If you're a modder looking for source code to examine feel free to head over to the Vintage Story [https://github.com/ * [https://mods.vintagestory.at/ Mod DB] - Official VS mod database.
    9 KB (1,167 words) - 06:38, 27 January 2022
  • ...ics|{{NUMBEROFARTICLES}}]] articles. If you're a modder looking for source code to examine feel free to head over to the Vintage Story [https://github.com/ *[[Modding:Basic Modding Examples|Mod Samples]]
    9 KB (1,125 words) - 06:40, 27 January 2022
  • ...ics|{{NUMBEROFARTICLES}}]] articles. If you're a modder looking for source code to examine feel free to head over to the Vintage Story [https://github.com/ *[[Modding:Basic Modding Examples|Mod Samples]]
    9 KB (1,153 words) - 06:38, 27 January 2022
  • ...{{NUMBEROFARTICLES:R}}}}]] articles. If you're a modder looking for source code to examine, feel free to head over to the Vintage Story [https://github.com *[[Modding:Basic Modding Examples|Mod Samples]]
    10 KB (1,309 words) - 13:18, 19 November 2023
  • ...{{NUMBEROFARTICLES:R}}}}]] articles. If you're a modder looking for source code to examine, feel free to head over to the Vintage Story [https://github.com *[[Modding:Basic Modding Examples|Mod Samples]]
    13 KB (1,765 words) - 13:24, 19 November 2023
  • ...{{NUMBEROFARTICLES:R}}}}]] articles. If you're a modder looking for source code to examine, feel free to head over to the Vintage Story [https://github.com *{{ll|Modding:Basic Modding Examples|Mod Samples}}
    14 KB (1,858 words) - 22:44, 21 April 2024
  • ...{{NUMBEROFARTICLES:R}}}}]] articles. If you're a modder looking for source code to examine, feel free to head over to the Vintage Story [https://github.com *{{ll|Modding:Basic Modding Examples|Mod Samples}}
    10 KB (1,366 words) - 22:44, 21 April 2024
  • ...{{NUMBEROFARTICLES:R}}}}]] articles. If you're a modder looking for source code to examine, feel free to head over to the Vintage Story [https://github.com *{{ll|Modding:Basic Modding Examples|Mod Samples}}
    14 KB (1,860 words) - 15:39, 2 May 2024
  • ...NUMBEROFARTICLES:R}}}}]] บทความ หากคุณเป็นผู้สร้างม็อดที่กำลังมองหา Source code เพื่อนำไปเรียนรู้และทดสอบ *{{ll|Modding:Mod Packaging|การ Package ม็อด}}
    15 KB (1,199 words) - 22:44, 21 April 2024
  • * <code>/waypoint [add|addat|addati|list|remove]</code><br /> Add and edit your list of waypoints. ....NET Color or a Hex Code].<br /> Example: <code>/waypoint add red copper</code>
    9 KB (1,214 words) - 01:49, 6 January 2024
  • * <code>/waypoint [add|addat|addati|list|remove]</code><br /> <span lang="en" dir="ltr" class="mw-content-ltr">Add and edit your l ....NET Color or a Hex Code].<br /> Example: <code>/waypoint add red copper</code></span>
    12 KB (1,742 words) - 01:49, 6 January 2024
  • * <code>/waypoint [add|addat|addati|list|remove]</code><br /> <span lang="en" dir="ltr" class="mw-content-ltr">Add and edit your l ....NET Color or a Hex Code].<br /> Example: <code>/waypoint add red copper</code></span>
    12 KB (1,734 words) - 01:49, 6 January 2024
  • ...ROFARTICLES:R}}}}]]</tvar> articles. If you're a modder looking for source code to examine, feel free to head over to the Vintage Story [https://github.com *[[Modding:Basic Modding Examples|Mod Samples]]
    12 KB (1,471 words) - 13:10, 19 November 2023
  • * <code>/waypoint [add|addat|addati|list|remove]</code><br /> Ajoute un marqueur/modifie votre liste de marqueurs. ....NET Color or a Hex Code].<br /> Exemple : <code>/waypoint add red copper</code>
    10 KB (1,421 words) - 01:49, 6 January 2024
  • ; [[Crash]] : The crash reporter will now show if a crash was caused by a mod and also list any related harmony patches. * Cleaned up PerceptionEffects code.
    3 KB (419 words) - 11:55, 29 August 2022
  • ...ROFARTICLES:R}}}}]]</tvar> articles. If you're a modder looking for source code to examine, feel free to head over to the Vintage Story [https://github.com *{{ll|Modding:Basic Modding Examples|Mod Samples}}
    12 KB (1,528 words) - 13:47, 11 April 2024
  • * <code>/waypoint [add|addat|addati|list|remove]</code><br /> Añade y edita tu lista de waypoints. ....NET Color or a Hex Code].<br /> Example: <code>/waypoint add red copper</code></span>
    12 KB (1,705 words) - 12:45, 8 February 2024
  • * <code>/waypoint [add|addat|addati|list|remove]</code><br /> <translate><!--T:52--> Add and edit your list of waypoints.</transla ....NET Color or a Hex Code].<br /> Example: <code>/waypoint add red copper</code></translate>
    11 KB (1,456 words) - 21:38, 4 January 2024
  • ....NET Color or a Hex Code].<br /> Example: <code>/waypoint add red copper</code></span>
    12 KB (1,338 words) - 01:49, 6 January 2024
  • * <code>/waypoint [add|addat|addati|list|remove]</code><br /> <translate><!--T:52--> Add and edit your list of waypoints.</transla ....NET Color or a Hex Code].<br /> Example: <code>/waypoint add red copper</code></translate>
    12 KB (1,564 words) - 07:58, 15 March 2024
  • ...DB comments and forum page for the mod, or talk to other players using the mod. If disabling mods, you should keep the Vintage Story "vanilla" mods enabl ...ds with _patch0 or similar (look for the word patch!) then it's probably a mod issue.''
    13 KB (2,154 words) - 05:53, 14 June 2022
  • ...///giveblock clutter{type: \"barrel-metal1\"}"), trigger hotkeys (hotkey://code) or commands (command:///time set day). Custom links can be added by mods a ...ase game, but icons can be loaded from mods by prefixing the path with the mod domain (followed by a colon).
    9 KB (1,596 words) - 14:16, 27 March 2024
  • "Code": "suvisitor", "Code": "crvisitor",
    22 KB (2,357 words) - 04:54, 3 August 2023
  • ...MBEROFARTICLES:R}}}}]] articles. Si vous êtes un moddeur à la recherche de code source à examiner, n'hésitez pas à vous diriger vers le [https://github. *[[Modding:Mod Packaging/fr|Empaqueter son mod]]
    12 KB (1,716 words) - 22:44, 21 April 2024
  • "Code": "suvisitor", "Code": "crvisitor",
    24 KB (2,529 words) - 04:55, 3 August 2023
  • ...n get as far as the Main Menu) disable all non-vanilla mods in the in-game Mod Manager. The "vanilla" mods by Tyron: Creative Mode, Essentials and Surviv ...tdotnetcore .net7 desktop runtime]. Running <code>dotnet Vintagestory.dll</code> from the command prompt might yield additional information.
    18 KB (3,076 words) - 13:20, 20 February 2024
  • ...льзует этот инструмент, а также [https://github.com/copygirl/howto-example-mod написал руководство по настройке на GitHub] ...Windows и в Linux, вы можете использовать «MonoDevelop» или «Visual Studio Code».
    17 KB (430 words) - 19:52, 8 May 2020
  • ...But best practice includes creating a backup before changing mods. If a mod adds blocks, items, entities, or new worldgen, a backup may be more importa ...hey have also been updated (which is up to the individual mod authors). A mod that hasn't been specifically updated for your current game version can oft
    25 KB (3,831 words) - 22:11, 11 March 2024
  • ...But best practice includes creating a backup before changing mods. If a mod adds blocks, items, entities, or new worldgen, a backup may be more importa ...hey have also been updated (which is up to the individual mod authors). A mod that hasn't been specifically updated for your current game version can oft
    29 KB (4,496 words) - 19:55, 12 March 2024
  • "Code": "suvisitor", "Code": "crvisitor",
    24 KB (2,548 words) - 23:23, 14 March 2024
  • <blockquote><code>{ "code": "despawn", "minPlayerDistance": 16, "belowLightLevel": 8, "minSeconds": 3 </code></blockquote>
    23 KB (2,684 words) - 07:29, 21 April 2024
  • ...But best practice includes creating a backup before changing mods. If a mod adds blocks, items, entities, or new worldgen, a backup may be more importa ...hey have also been updated (which is up to the individual mod authors). A mod that hasn't been specifically updated for your current game version can oft
    26 KB (4,001 words) - 22:11, 11 March 2024
  • ...But best practice includes creating a backup before changing mods. If a mod adds blocks, items, entities, or new worldgen, a backup may be more importa ...hey have also been updated (which is up to the individual mod authors). A mod that hasn't been specifically updated for your current game version can oft
    29 KB (4,458 words) - 15:04, 23 March 2024
  • *Tweak: All code obfuscation now been completely dropped from the game engine ...a much more fine grained analysis of costly operations / laggy sections of code.
    29 KB (4,549 words) - 10:20, 16 July 2023
  • ...the camera. Enable via <code>.clientconfigcreate overheadLookAt bool true</code>. ; <code>.clientconfigcreate overheadLookAt bool [true/false]</code>
    29 KB (4,421 words) - 14:31, 28 August 2022
  • *Improved code, making it easier for modders to add wind sway effects to their blocks and ...will now use a default icon. Fixed crashing game if mods did not define a mod icon
    27 KB (4,258 words) - 09:54, 16 July 2023
  • ...But best practice includes creating a backup before changing mods. If a mod adds blocks, items, entities, or new worldgen, a backup may be more importa ...hey have also been updated (which is up to the individual mod authors). A mod that hasn't been specifically updated for your current game version can oft
    28 KB (4,310 words) - 19:45, 12 March 2024
  • "Code": "suvisitor", "Code": "crvisitor",
    25 KB (2,844 words) - 04:54, 3 August 2023
  • * New visuals using the color palette from the medieval map mod (by permission from Rangelost). Classic world map visuals can be restored u *(Internal: Significant progress towards Vintagehosting mod support)
    19 KB (2,990 words) - 16:17, 19 January 2024
  • ...er is at filepath: <code>/users/{your username}/.config/VintagestoryData</code>. This is a different location from Windows/Linux, the reason is that histo ...create an alias for <code>/users/{your username}/.config/VintagestoryData</code> and then drag that alias to the new location.
    16 KB (2,662 words) - 19:45, 1 April 2024
  • ...available by the creators of the game via integrated server dashboard, no mod support yet, servers located in central europe.<br> * Open the game's application folder, it is <code>%appdata%/VintageStory</code> by default.
    20 KB (2,980 words) - 14:19, 21 November 2023
  • ...available by the creators of the game via integrated server dashboard, no mod support yet, servers located in central europe.<br> * Open the game's application folder, it is <code>%appdata%/VintageStory</code> by default.
    27 KB (4,109 words) - 14:19, 21 November 2023