Modding:Setting up your Development Environment: Difference between revisions

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=== Project Setup (ZIP) ===
=== Project Setup (ZIP) ===


The source mod system lets you build zip mods that can ship source code besides their assets. The source code is compiled during run-time by the modloader engine. This has the great advantage of being open and easy to modify on the run but also comes with 2 major disadvantages. Up until game version 1.7.x you only have a hardcoded list of library references available to you (System.dll, System.Core.dll, System.Drawing.dll, System.Xml.dll, System.Net.Http.dll, VintagestoryAPI.dll, VSCreativeMod.dll, VSSurvivalMod.dll, VSEssentials.dll, Newtonsoft.Json.dll, protobuf-net.dll, Tavis.JsonPatch.dll, cairo-sharp.dll), any other reference will not get loaded and thus your mod would fail to compile. The second major disadvantage, affecting all game versions, is that the inbuilt source code compiler can only compile code only up until C# 6.0, so newer language features are not supported. If either of these disadvantages are a showstopper to you, we advise you to build a compiled mod.
The source mod system lets you build zip mods that can ship source code besides their assets. The source code is compiled during run-time by the modloader engine. This has the great advantage of being open and easy to modify on the run but also comes with one major disadvantages, which is that the inbuilt source code compiler can only compile code only up until C# 6.0, so newer language features are not supported. If either of these disadvantages are a showstopper to you, we advise you to build a compiled mod.


==== Add Mod ====
==== Add Mod ====
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