Modding:Modding Efficiently: Difference between revisions

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{{GameVersion|1.15}}
{{GameVersion|1.15}}


Modding and even Game development itself usually requires a lot of trial & error. The more time you can save on those iteration times the better, as it accumulates quickly. Besides being quick to start up, VS offers a bundle more tricks to help you mod fast and efficiently. Here are some of the tricks every serious modder should use:
Modding and even Game development itself usually requires a lot of trial & error. The more time you can save on those iteration times the better, as it accumulates quickly. Besides being quick to start up, VS offers a bundle more tricks to help you mod fast and efficiently. Here are some of the tricks every serious modder should use.
 
== Shortcuts ==


* Use macros! Switching from/to creative/survival mode and <code>/time set day</code> bound to a keyboard shortcut is a must have. Hit CTRL+M to open the macro manager which will let you set those up!
* Use macros! Switching from/to creative/survival mode and <code>/time set day</code> bound to a keyboard shortcut is a must have. Hit CTRL+M to open the macro manager which will let you set those up!
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* Use <code>.bsedit</code> to edit block selection and collisionboxes ingame - with live preview.  
* Use <code>.bsedit</code> to edit block selection and collisionboxes ingame - with live preview.  
* Use the <code>/expclang</code> command to generate a neatly pre-formatted list of language entries destined for your en.json, it's placed in a file named collectiblelang.json in the same folder where VintageStory.exe is. It creates language entries for any block or item that currently has no translation. Can save you a ton of time by not needing to handwrite your en.json file.
* Use the <code>/expclang</code> command to generate a neatly pre-formatted list of language entries destined for your en.json, it's placed in a file named collectiblelang.json in the same folder where VintageStory.exe is. It creates language entries for any block or item that currently has no translation. Can save you a ton of time by not needing to handwrite your en.json file.
* Use the error reporter activated via <code>/errorreporter 1</code> to save yourself the work of finding and scouring through the log files for problems. This feature will make it so that a dialog pop ups during start up of the game if any errors were encountered.
* If you want to create json patches, you can use ModMaker 3000™, a command line tool that ships with the game, to build the patches for you
* If you want to create json patches, you can use ModMaker 3000™, a command line tool that ships with the game, to build the patches for you
== Finding Issues ==
* If you are stuck with an asset problem, look through the server-main.txt and client-main.txt! The engine is very talkative when it comes to asset errors.
* If you are stuck with an asset problem, look through the server-main.txt and client-main.txt! The engine is very talkative when it comes to asset errors.
* Use the error reporter activated via <code>/errorreporter 1</code> to save yourself the work of finding and scouring through the log files for problems. This feature will make it so that a dialog pop ups during start up of the game if any errors were encountered.


== When writing C# mods ==
== When writing C# mods ==
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