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  • ...this mod as being a '''Content Mod'''. Content Mods cannot contain any C# code (if it does they will be ignored). ...ting assets categories (such as blocktypes, itemtypes and so on) and no C# code will be loaded.
    568 bytes (97 words) - 20:49, 20 February 2022
  • ==== Rider Launch Mod ==== File:Rider-cp-start-new-ui.png|Rider Launch Mod (New UI)
    345 bytes (47 words) - 08:18, 6 December 2023
  • [[Modding:Mod-Engine Compatibility|Mod-engine compatibility]] {{Content/modding/code|[[Modding:Moddable_Mod|Mod Extensibility]]}}
    326 bytes (34 words) - 21:09, 22 March 2024
  • [[Modding:Mod-Engine Compatibility|Mod-engine compatibility]] | {{Content/modding/code|[[Modding:Moddable_Mod|Mod Extensibility]]}} |
    307 bytes (32 words) - 14:30, 12 November 2023
  • ...e code for Natium in Mod A now becomes "''moda:natium''", and the code for Mod B now becomes "''modb:natium''".
    342 bytes (62 words) - 09:49, 7 April 2024
  • Let's Take our basic mod init code for a server mod
    51 bytes (11 words) - 08:02, 9 November 2022
  • Let's Take our basic mod init code for a server mod
    51 bytes (11 words) - 05:03, 5 October 2022
  • ...dered a content mod but if you have a .dll or .cs in your mod it is a code mod. Patches go in assets/domain/patches.
    342 bytes (69 words) - 06:49, 21 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",
    580 bytes (78 words) - 20:50, 20 February 2022
  • ...orted. If this is a showstopper for you, we advise you to build a compiled mod.
    485 bytes (87 words) - 06:48, 21 February 2022
  • To create a new Mod using the template when using Visual Studio Code you have to resort to using the command line for now since there is no UI t ...where you want your mod to be. Then open the terminal within Visual Studio code ''Terminal'' > ''New Terminal''.
    326 bytes (60 words) - 08:18, 6 December 2023
  • ...t mod. If the mod being included is not present or disabled, the including mod will not work.
    465 bytes (76 words) - 21:03, 20 February 2022
  • Well, the issue arises when you decide to change the code of a block or item. Or when a user wants to remove one of your mods and hav ...d, all their Uberbaskets will become unknown items, because, remember, the code<->id mapping for the uberbasket is still stored in the savegame.
    565 bytes (103 words) - 05:55, 14 June 2022
  • * <code>"type": "content"</code>: Define este mod como '''Content Mod'''. Los Mods de Contenido no pueden contener ningún código C# (si lo hace * <code>"type": "theme"</code>: Define este mod como un '''Theme Pack'''. Los Packs Temáticos no pueden anular las categor
    622 bytes (110 words) - 13:17, 14 June 2023
  • ...pment_Environment#Project_Setup_.28Compiled_Zip.29 how to setup a compiled mod project.] If you are looking to create your first code mod, we recommend starting [https://wiki.vintagestory.at/index.php?title=Moddin
    782 bytes (112 words) - 21:03, 20 February 2022
  • ...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

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