Modding:The Remapper: Difference between revisions

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Let's say a user wants to craft your modded in Uberbasket. You would want to write a recipe that tells the game which item should get created. This is done by referencing the items unique code - a sequence of letters, usually a written word separated by dashes.  
Let's say a user wants to craft your modded in Uberbasket. You would want to write a recipe that tells the game which item should get created. This is done by referencing the items unique code - a sequence of letters, usually a written word separated by dashes.  


However those codes do not store very efficiently and thus, in order to reduce memory usage, the engine internally assigns a per-world unique number to each item and block, then stores a mapping from code to id into the save game. Like this, just to give you an idea.
However those codes do not store very efficiently and thus, in order to reduce memory usage, the engine internally assigns a per-world unique number to each item and block, then stores a mapping from code to id into the save game. Those ids are created when the game loads the blocks and items, and once created, are never deleted from the mapping. Like this, just to give you an idea.


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