Modding:Advanced Blocks
This page was last verified for Vintage Story version 1.19.3.
This code mod tutorial requires a development environment. If you do not have one, please read and complete the Setting up your Development Environment page. It is also highly recommended to have read and completed the Basic Block tutorial.
Creating a Trampoline
In this tutorial will we create a block with more advanced functionality: a trampoline.
Block Assets
Similar to our Basic Block, the first things we need are the assets of the block. Create a trampoline.json
blocktype based on our block created in the other tutorial.
In our blocktype file, we need to add the class
property. This property essentially tells our new block to be controlled by a certain C# class.
class: "trampoline",
We will create this class in our development environment to give the block the desired functionality. You can download the assets of the mod here.
All you need to do is to place the contents of this zip file in your assets
directory in your development project.
The Block Class
To create our mod, we need a number of new *.cs
files in our project.
The Mod System
In order to create a mod, we needs to create a class that extends ModSystem
. This will allow use to register all kinds of stuff, but for now we will stick to only registering our block class.
public class TrampolineMod : ModSystem
{
}
Now you need to override the Start(ICoreAPI)
method and register the class.
The RegisterBlockClass
function has two parameters: the first is our block class ID, noteably how we use this class in our blocktype json files. Ensure that this is identical to the class we specified in our earlier asset file. The second parameter is the type of our block class.
public class TrampolineMod : ModSystem
{
public override void Start(ICoreAPI api)
{
base.Start(api);
api.RegisterBlockClass("trampoline", typeof(TrampolineBlock));
}
}
This should be marked as a syntax error because there is no TrampolineBlock
class yet.
The Block Class
Let's create our block class. When naming block scripts, it is recommended to name them in the format "{Name}Block". In the case of the trampoline, we shall name our script TrampolineBlock.cs
. Any block class has to extend Block
, giving it the functionality we need to access:
public class TrampolineBlock : Block
{
}
This should solve all syntax errors.
So how do we implement a bouncy block? It's pretty helpful to take a look at the api documentation to find a proper way to implement it.
The method void OnEntityCollide(IWorldAccessor world, Entity entity, BlockPos pos, BlockFacing facing, Vec3d collideSpeed, bool isImpact)
seems to be a good way to implement a bouncy functionality. Note that every trampoline block placed in the game will share the same instance of TrampolineBlock
. Because that object is shared by multiple blocks, it does not have a field for the block position. That's why the event handler includes the pos
parameter.
When should an entity bounce?
- The entity should bounce in the moment it lands on top of the block and not if it is standing on it already. Therefore,
isImpact
has to betrue
. - The entity should be colliding vertically. The sides of the block shouldn't push an entity away. So the
axis
of thefacing
has to beY
.
How can we make the entity bounce?
In order to make an entity bounce, we need to change its direction. Therefore we can simply revert its motion. The faster the entity will be when during the collision the further it will be pushed away. But simply reverting the motion wouldn't be ideal. The entity would never lose its motion and bounce endless. So let's go for something smaller and make the entity lose 20% of its motion each bounce:
entity.Pos.Motion.Y *= -0.8;
The *=
is a shorthand way of writing:
entity.Pos.Motion.Y = entity.Pos.Motion.Y * -0.8;
If we put everything together it should look like this:
public class TrampolineBlock : Block
{
public override void OnEntityCollide(IWorldAccessor world, Entity entity, BlockPos pos, BlockFacing facing, Vec3d collideSpeed, bool isImpact)
{
if (isImpact && facing.Axis == EnumAxis.Y)
{
entity.Pos.Motion.Y *= -0.8;
}
}
}
Although this code works already, some sound effects would be rather nice. We can implement it by adding a sound link field to our block, which can use to play the game:tick
sound.
public AssetLocation tickSound = new AssetLocation("game", "tick");
This tickSound
will played every time an entity bounces:
world.PlaySoundAt(tickSound, entity.Pos.X, entity.Pos.Y, entity.Pos.Z);
If you have done everything right, your file should look similar to this:
using Vintagestory.API.Common;
using Vintagestory.API.Common.Entities;
using Vintagestory.API.MathTools;
namespace VSExampleMods
{
public class TrampolineMod : ModSystem
{
public override void Start(ICoreAPI api)
{
base.Start(api);
api.RegisterBlockClass("trampoline", typeof(TrampolineBlock));
}
}
public class TrampolineBlock : Block
{
public AssetLocation tickSound = new AssetLocation("game", "tick");
public override void OnEntityCollide(IWorldAccessor world, Entity entity, BlockPos pos, BlockFacing facing, Vec3d collideSpeed, bool isImpact)
{
if (isImpact && facing.Axis == EnumAxis.Y)
{
world.PlaySoundAt(tickSound, entity.Pos.X, entity.Pos.Y, entity.Pos.Z);
entity.Pos.Motion.Y *= -0.8;
}
}
}
}
Of course you can download the file directly Trampoline.cs.
Testing
Finally we can run our first test. Looks pretty good, right?
Hint: Use the client command .tfedit
if you want to adjust the block position, rotation and scale in Hands, in GUI, when dropped on the ground or in third person mode.
Distribution
Using the new Mod Template
If using the mod template setup, follow the instructions on Setting up your Development Environment to pack and distribute your mod.
Using the (old) Modtools
If using the modtools program, open the modtools and type in pack <your mod id>
. Now you can take the zip file and share it with other people. It will work in the same way as ordinary mods, you can install it by copying it into the mods
folder.
Mod Download
Here is my version:
- for VS v1.9: Trampoline_vs1.9_v1.0.0.zip
- for VS v1.5: Trampoline.zip
Moving Forward
Now that you've successfully made an advanced block you can go even further by learning how to utilize Block Entities and how to create your own Block Behaviors. Both of these tutorials will teach you how to add even more mechanics to your custom blocks.
Or, you can try out making an Advanced Item if you haven't already.
Code Modding | |||||||
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Basics | Code Mods • Preparing For Code Mods • Creating A Code Mod | ||||||
Tutorials |
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Advanced | Server-Client Considerations • Setting up your Development Environment • Advanced Blocks • Advanced Items • Block and Item Interactions • Block Behavior • Block Entity • Particle Effects • World Access • Inventory Handling • Commands • GUIs • Network API • Monkey patching (Harmony) | ||||||
Data Management | VCDBS format • Savegame Moddata • ModConfig File • Chunk Moddata • Serialization Formats • TreeAttribute | ||||||
Worldgen | WorldGen API • NatFloat • EvolvingNatFloat | ||||||
Rendering | Shaders and Renderers |
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