Modding:Mod Packaging: Difference between revisions

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Tweaked the explanations of the different mod types.
(Added a tree view to visualize how the zip is structured.)
(Tweaked the explanations of the different mod types.)
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Besides <code>"type": "content"</code>, there is also <code>"type": "theme"</code> and <code>"type": "code"</code>.
Besides <code>"type": "content"</code>, there is also <code>"type": "theme"</code> and <code>"type": "code"</code>.


* <code>"type": "content"</code>: Defines this mod as being a '''ContentMod'''. Therefore it cannot any scripts or mod classes (it might contain some, but they will be ignored).
* <code>"type": "content"</code>: Defines this mod as being a '''Content Mod'''. Content Mods cannot contain any C# code (if it does they will be ignored).
* <code>"type": "theme"</code>: Defines this mod as being a '''ThemePack'''. Therefore it cannot override gameplay affecting assets categories (such as blocktypes, itemtypes and so on) and no scripts or mod classes will be loaded.
* <code>"type": "theme"</code>: Defines this mod as being a '''Theme Pack'''. Theme Packs cannot override gameplay affecting assets categories (such as blocktypes, itemtypes and so on) and no C# code will be loaded.
* <code>"type": "code"</code>: Defines this mod as being a '''CodeMod'''. This is the same as a ContentMod, except it can also load C# code to do things that are not possible with JSON.
* <code>"type": "code"</code>: Defines this mod as being a '''Code Mod'''. Code Mods are the same as a Content Mods, except they can also load C# code to do things that are not possible with JSON.


<syntaxhighlight lang=json>
<syntaxhighlight lang=json>
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