Modding:Setting up your Development Environment/es: Difference between revisions

From Vintage Story Wiki
(Created page with "=== Guía de instalación en Windows / macOS con Visual Studio ===")
Tags: Mobile edit Mobile web edit
(Updating to match new version of source page)
 
(23 intermediate revisions by 2 users not shown)
Line 1: Line 1:
<languages/>{{GameVersion|1.16.4}}
<languages/>
 
{{GameVersion|1.18.8-rc.1}}
__FORCETOC__
__FORCETOC__
== Software ==
== Software ==


<div class="mw-translate-fuzzy">
Cuando estés listo para empezar a programar mods para Vintage Story, probablemente quieras configurar un entorno de desarrollo que simplifique el proceso de programar y probar tus creaciones. Existen varias aplicaciones que te ayudarán en el desarrollo de mods. Aquí tienes algunas sugerencias:
Cuando estés listo para empezar a programar mods para Vintage Story, probablemente quieras configurar un entorno de desarrollo que simplifique el proceso de programar y probar tus creaciones. Existen varias aplicaciones que te ayudarán en el desarrollo de mods. Aquí tienes algunas sugerencias:
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
There are several applications that aid you in the development of mods and the following Software is supported by our modding template:
</div>


<div class="mw-translate-fuzzy">
* [https://www.visualstudio.com/en/vs/community/ Comunidad de Visual Studio] es un entorno de desarrollo gratuito y muy potente que se describe en la siguiente guía. También es la herramienta que utiliza el equipo de Vintage Story para crear el juego. También tiene una [https://www.visualstudio.com/vs/mac/ Versión MacOS ].
* [https://www.visualstudio.com/en/vs/community/ Comunidad de Visual Studio] es un entorno de desarrollo gratuito y muy potente que se describe en la siguiente guía. También es la herramienta que utiliza el equipo de Vintage Story para crear el juego. También tiene una [https://www.visualstudio.com/vs/mac/ Versión MacOS ].
</div>


<div class="mw-translate-fuzzy">
* [https://www.jetbrains.com/rider/ Jetbrains Rider] es un entorno de desarrollo freemium y moderno, con soporte sin fisuras para proyectos, keybindings y layouts de Visual Studio. Es un producto empresarial y algunas características están bloqueadas detrás de una licencia (comprobación de duplicación de código, herramientas de desarrollo web), pero las características que usted necesita para el desarrollo de VS mod son todas gratuitas. La indexación / ir a las características de referencia y características incorporadas descompilación son muy poderosos, ya que son capaces de hacer clic en un método Vintage Story utiliza y que le mostrará el código detrás de él. Tenga en cuenta que actualmente tiene un error + solución documentada [https://github.com/anegostudios/vsmodexamples/issues/11 aquí].
* [https://www.jetbrains.com/rider/ Jetbrains Rider] es un entorno de desarrollo freemium y moderno, con soporte sin fisuras para proyectos, keybindings y layouts de Visual Studio. Es un producto empresarial y algunas características están bloqueadas detrás de una licencia (comprobación de duplicación de código, herramientas de desarrollo web), pero las características que usted necesita para el desarrollo de VS mod son todas gratuitas. La indexación / ir a las características de referencia y características incorporadas descompilación son muy poderosos, ya que son capaces de hacer clic en un método Vintage Story utiliza y que le mostrará el código detrás de él. Tenga en cuenta que actualmente tiene un error + solución documentada [https://github.com/anegostudios/vsmodexamples/issues/11 aquí].
</div>


<div class="mw-translate-fuzzy">
<div class="mw-translate-fuzzy">
* https://code.visualstudio.com/ Visual Studio Code] es una versión muy ligera de Visual Studio. Nuestro preciado miembro de la comunidad [https://twitter.com/koppeh?lang=en copygirl] está utilizando esta herramienta y también [https://github.com/copygirl/howto-example-mod escribió una guía de configuración en github].
* [https://code.visualstudio.com/ Visual Studio Code] es una versión muy ligera de Visual Studio. Nuestro preciado miembro de la comunidad [https://twitter.com/koppeh?lang=en copygirl] está utilizando esta herramienta y también [https://github.com/copygirl/howto-example-mod escribió una guía de configuración en github].
</div>
</div>


* [https://www.monodevelop.com/ MonoDevelop] es otro IDE más ligero que Visual Studio Community.
<div lang="en" dir="ltr" class="mw-content-ltr">
While you can use any text editor to edit source code files we highly recommend using any of the above tools to make your experience much more manageable.
</div>


* [https://notepad-plus-plus.org/ Notepad++] es una herramienta de edición de texto muy básica con algunas características extra. Usted puede codificar mods en cualquier editor de texto, en realidad. Sin embargo, carece de retroalimentación instantánea sensible al contexto mientras se programa, lo cual es muy útil. Si eliges este modo, puedes usar el propio juego para probar mods recargándolos mientras el juego se está ejecutando.
<div class="mw-translate-fuzzy">
VintageStory está desarrollado en C#. Elige uno de los IDEs anteriores u otras alternativas. Sugerimos usar '''Visual Studio Community''' para Windows. Para Linux puede usar '''Visual Studio Code''', '''Rider''' o '''MonoDevelop'''.
</div>


== Instalar la herramienta de desarrollo ==
<div lang="en" dir="ltr" class="mw-content-ltr">
Note: If you are on Linux and plan to install Visual Studio Code or Rider using '''Flatpak''' or '''snap''' be aware that there might be some issues with using system tools like .NET 7 or the environment variables. So if possible please use a native installation method if possible.
</div>


VintageStory está desarrollado en C#. Elige uno de los IDEs anteriores u otras alternativas. Sugerimos usar '''Visual Studio Community''' para Windows. Para Linux puede usar '''Visual Studio Code''', '''Rider''' o '''MonoDevelop'''.


Después de descargar un IDE, ahora puede obtener el proyecto [https://github.com/anegostudios/vsmodtemplate mod template] o configurar manualmente un proyecto mod. La plantilla mod ofrece una herramienta práctica para configurar múltiples proyectos mod y para empaquetar rápidamente y tener un mod listo para enviar.
<div lang="en" dir="ltr" class="mw-content-ltr">
Next, you will need to install the [https://dotnet.microsoft.com/en-us/download/dotnet/7.0 .NET 7 SDK] (Software Development Kit) this will also include the .NET 7 Dekstop Runtime which is needed to run the game since version 1.18.8-rc.1.
</div>


=== Guía de instalación en Windows / macOS con Visual Studio ===
<div lang="en" dir="ltr" class="mw-content-ltr">
Verify that the .NET 7 SDK is correctly installed by running the following command in a Terminal:
</div>


{| class="wikitable"
<div lang="en" dir="ltr" class="mw-content-ltr">
|-
''On Windows open the Application Windows PowerShell which is preinstalled on all modern Windows versions (10 / 11).''
! scope="col"| OS
</div>
! scope="col"| Repo
! scope="col"| Command
|-
| Windows
| [https://visualstudio.microsoft.com/downloads/ download exe]
| Run downloaded file
|-
| macOS
| [https://visualstudio.microsoft.com/downloads/ download dmg]
| Run downloaded file
|}


=== Installation Guide on Linux / macOS with MonoDevelop ===
<div lang="en" dir="ltr" class="mw-content-ltr">
<syntaxhighlight lang=shell>
dotnet --list-sdks
</syntaxhighlight>
</div>


You can use the MonoDevelop IDE to make VS mods on Linux. The download instructions are below, choose your OS and follow the link to add the repo, then run the install command.
<div lang="en" dir="ltr" class="mw-content-ltr">
It should return a list of installed SDK's and should contain a line with <code>7.0.xxx</code>. If that is the case you are good to continue.
</div>


{| class="wikitable"
<div lang="en" dir="ltr" class="mw-content-ltr">
|-
== Setup the Environment ==
! scope="col"| OS
Our Mod template makes use of the environment variable <code>VINTAGE_STORY</code>. Which we will set up to contain the path of where your game is installed. The use of the environment helps to keep the setup and the template simple so we recommend using it and will cover it in this article.
! scope="col"| Repo
</div>
! scope="col"| Command
|-
| Debian 8-10
| [https://www.monodevelop.com/download/#fndtn-download-lin-debian repo]
| <code>sudo apt-get install monodevelop</code>
|-
| Ubuntu 14.04-20.04
| [https://www.monodevelop.com/download/#fndtn-download-lin-ubuntu repo]
| <code>sudo apt-get install monodevelop</code>
|-
| CentOS / RedHat
| [https://www.monodevelop.com/download/#fndtn-download-lin-centos repo]
| <code>yum install monodevelop</code>
|-
| Using Flatpak
| [http://flatpak.org/getting.html Download Flatpak]
| <code>flatpak install --user --from https://download.mono-project.com/repo/monodevelop.flatpakref</code>
|-
| macOS
| [https://www.monodevelop.com/developers/building-monodevelop/ build guide]
| Use Visual Studio or build from source
|-
| Other
| [https://github.com/mono/monodevelop compile from source]
| Follow the instructions to compile from source
|}


=== Installation Guide on Linux / macOS with Visual Studio Code ===
<div lang="en" dir="ltr" class="mw-content-ltr">
The <code>VINTAGE_STORY</code> Environment Variable simplifies reusing your Vintage Story game installation path and helps if multiple modders work on the same project to reference the <code>VINTAGE_STORY</code> Environment Variable and have their game installed where ever they want.
</div>


You can use Visual Studio Code to make VS mods on Linux. The download instructions are below, choose your OS and follow the link to download it.
<div lang="en" dir="ltr" class="mw-content-ltr">
=== Windows ===
</div>


{| class="wikitable"
<div lang="en" dir="ltr" class="mw-content-ltr">
|-
Here you have two options to set the environment variable:
! scope="col"| OS
* Use this short PowerShell script. Open the ''Windows PowerShell'' Application and paste the following into it and hit ''ENTER''
! scope="col"| Download
<syntaxhighlight lang=shell>
! scope="col"| Command
[Environment]::SetEnvironmentVariable("VINTAGE_STORY", "$Env:AppData\Vintagestory", "User")
|-
</syntaxhighlight>
| Debian 8-10
</div>
| [https://code.visualstudio.com/download download deb]
| <code>sudo dpkg -i /path/to/vscode/file.deb && sudo apt-get install -f</code>
|-
| Ubuntu 18.04-20.04
| [https://code.visualstudio.com/download download deb]
| <code>sudo apt install /path/to/vscode/file.deb</code>
|-
| CentOS / RedHat / Fedora / SUSE
| [https://code.visualstudio.com/download download rpm]
| <code>rpm -ih /path/to/vscode/file.rpm</code>
|-
| Arch
| [https://aur.archlinux.org/packages/visual-studio-code-bin package]
| <code>yay -S visual-studio-code-bin</code>
|-
| Using Snap
| [https://snapcraft.io/docs/installing-snapd Download <code>snapd</code>]
| <code>sudo snap install code --classic</code>
|-
| macOS
| [https://code.visualstudio.com/download download zip]
| Run downloaded file
|-
| Other
| [https://github.com/microsoft/vscode compile from source]
| Follow the instructions to compile from source
|}


=== Installation Guide on Windows / Linux / macOS with JetBrains Rider ===
<div lang="en" dir="ltr" class="mw-content-ltr">
Change <code>$Env:AppData\Vintagestory</code> if you used a custom installation path for your game.
</div>


You can use Jetbrains Rider to make VS mods on Linux. The download instructions are below, choose your OS and follow the link to download it.
<div lang="en" dir="ltr" class="mw-content-ltr">
* Follow these manual steps to set the Environment variable
Search in Windows search for <code>Edit the system environment variables</code> > <code>Environment Variables...</code> > User variables for USER > New > Add insert the Variable name: <code>VINTAGE_STORY</code> and add the path to your Vintage Story installation.
[[File:Win env.png|400px|center|frameless|alt=Setup Windows environment variable]]
</div>


{| class="wikitable"
<div lang="en" dir="ltr" class="mw-content-ltr">
|-
For example, the default installation directory would be <code>C:\Users\<Username>\AppData\Roaming\Vintagestory</code>, (replace <Username> with your username) if you are not sure where yours is type <code>%appdata%</code> into the URL field in the File Explorer and hit ENTER. It will take you to your AppData\Roaming folder where Vintage Story should be installed if you haven't changed the default installation location.
! scope="col"| OS
</div>
! scope="col"| Download
! scope="col"| Command
|-
| Windows
| [https://www.jetbrains.com/rider/download/#section=windows download exe]
| Run downloaded file
|-
| Arch
| [https://aur.archlinux.org/packages/rider package]
| <code>yay -S rider mono mono-msbuild</code>
|-
| Using Toolbox
| [https://www.jetbrains.com/help/idea/installation-guide.html#toolbox Download Toolbox]
| Follow the given instructions for your OS
|-
| Using Snap
| [https://snapcraft.io/docs/installing-snapd Download <code>snapd</code>]
| <code>sudo snap install rider --classic</code>
|-
| macOS
| [https://www.jetbrains.com/rider/download/#section=mac download dmg]
| Run downloaded file
|-
| Other
| [https://www.jetbrains.com/rider/download/#section=linux download <code>.tar.gz</code>]
| <code>sudo tar -xzf ideaIU.tar.gz -C /opt && cd /opt/idea-dir-edit-me && sudo ./idea.sh</code>
|}


== Mod templates ==
<div lang="en" dir="ltr" class="mw-content-ltr">
[[File:Win appdata.png|400px|frameless|center|alt=find the default installation path of vintage story]]
Note:
Do not confuse the <code>AppData\Roaming\VintagestoryData</code> directory with the <code>AppData\Roaming\Vintagestory</code> folder. The <code>VintagestoryData</code> directory only holds your Settings, Logs, Savegames and Mods.
</div>


* [https://github.com/anegostudios/vsmodtemplate/releases/latest '''The official Mod template for Visual Studio'''] which is covered in this article.
<div lang="en" dir="ltr" class="mw-content-ltr">
* [https://github.com/copygirl/howto-example-mod copygirl's VSCode setup]
=== Linux and Mac ===
To set an environment variable in Linux/Mac you need to add the following to your shells startup file:
</div>


== Setup using the official Mod template ==
<div lang="en" dir="ltr" class="mw-content-ltr">
<syntaxhighlight lang=shell>
export VINTAGE_STORY="$HOME/ApplicationData/vintagestory"
</syntaxhighlight>
Replace the path with the one where your Vintagestory installation is located. The above path should point to your install when you installed Vintagestory using the install.sh script.
</div>


To get started download the VSModTemplate solution from [https://github.com/anegostudios/vsmodtemplate/releases/latest GitHub]. Now you simply need to extract the zip archive to your desired destination.
<div lang="en" dir="ltr" class="mw-content-ltr">
Run <code>echo $SHELL</code> in a terminal to see what shell you are using.
</div>


[[File:VSMods9.png]]
<div lang="en" dir="ltr" class="mw-content-ltr">
* For Bash place it in: <code>~/.bashrc</code> or <code>~/.bash_profile</code> at the end
* For Zsh place it in: <code>~/.zshrc</code> or <code>~/.zprofile</code> at the end
* If you use another shell see their documentation on how their shell startup file is called
Note: If you are using <code>~/.bash_profile</code> or <code>~/.zprofile</code> you will have to Logout and Login again to apply the changes. When using <code>~/.bashrc</code> or <code>~/.zshrc</code> you only need to restart the application that needs to use the environment variable (Visual Studio, Rider, Visual Studio Code, Terminal).
</div>


Navigate to <code>vsmodtemplate-x.y.z</code> and double click <code>VSMods.sln</code> (only works if Visual Studio is installed). Alternatively you can also start Visual Studio hit <code>File -> Open -> Project/Solution...</code>, navigate to the extracted folder and select <code>VSMods.sln</code>.


But before you can start to work, you have to set up the ModTools first.
<div lang="en" dir="ltr" class="mw-content-ltr">
== Setup a Mod  ==
</div>


=== Run ModTools ===
<div lang="en" dir="ltr" class="mw-content-ltr">
=== Mod Template package ===
</div>


The ModTools allow you to do various tasks rather easily by typing in a command. Each platform requires a different way to start it.
<div lang="en" dir="ltr" class="mw-content-ltr">
Please note, the mod tools have only been tested with Visual Studio and MonoDevelop, but they are not required to mod the game, it merely simplifies some of the tasks.
The first and recommended option would be to use the ''template package''.
</div>


==== Windows ====
<div lang="en" dir="ltr" class="mw-content-ltr">
Install the mod [https://github.com/anegostudios/VSdotnetModTemplates Mod template package] using the following command on the Terminal:
</div>


Double-click <code>vsmodtools.exe</code>.
<div lang="en" dir="ltr" class="mw-content-ltr">
<syntaxhighlight lang=shell>
dotnet new install VintageStory.Mod.Templates
</syntaxhighlight>
</div>


==== Linux ====
<div lang="en" dir="ltr" class="mw-content-ltr">
This will download the latest mod template package from [https://www.nuget.org/packages/VintageStory.Mod.Templates nuget.org]
</div>


Open a terminal and navigate to this folder and enter <code>mono vsmodtools.exe</code>.
<div lang="en" dir="ltr" class="mw-content-ltr">
Once the template is installed you will see it inside Visual Studio and Rider. From there you can use the templates to create a new Project.
</div>


==== Mac OS ====


Double-click <code>modtools.command</code>.
<div lang="en" dir="ltr" class="mw-content-ltr">
==== Visual Studio ====
</div>


[[File:ModTools.png]]
<div lang="en" dir="ltr" class="mw-content-ltr">
We advise you to check the option  <code>Place solution and project in the same directory</code> for Visual Studio
This will flatten the project tree by one folder and make it easier to navigate.
</div>


=== Setup ===
<div lang="en" dir="ltr" class="mw-content-ltr">
If you don't want the log output to show up in a separate window you can check the option <code>SuppressWindowsConsoleWindow</code>. When enabled the log output will still be shown inside the Visual Studio Debug Output.
</div>


{{Syntax|setup [optional path]}}
<div lang="en" dir="ltr" class="mw-content-ltr">
Open Visual Studio and click on ''Create a new project''. If you installed the ''VintageStory.Mod.Templates'' you can then select '''Vintage Story Mod'''.
<gallery mode="packed-hover" widths=400px heights=300px>
File:Vs-cp-template.png|Visual Studio Mod Template
File:Vs-cp-template-setup.png|Visual Studio Mod Template setup
File:Vs-cp-template-options.png|Visual Studio Mod Template options
</gallery>
</div>


Before doing anything else you have to setup your workspace. Just type in <code>setup</code> and it will automatically try to locate your Vintage Story installation directory. If it cannot find it, you will be asked to type in the full path. Once you have entered your path, it will update your project files so you can start to work with it. Now open the project again and run your first test by clicking <code>Start</code> [[File:VSMods10.png]]. If everything has been set up correctly, Vintage Story should start.
<div lang="en" dir="ltr" class="mw-content-ltr">
==== Rider ====
</div>


=== Project Setup (ZIP) ===
<div lang="en" dir="ltr" class="mw-content-ltr">
We advise you to check the option <code>Put solution and project in the same directory</code> for Rider.
This will flatten the project tree by one folder and make it easier to navigate.
</div>


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 disadvantage, which is that the inbuilt source code compiler can only compile code up until C# 6.0, so newer language features are not supported. If this is a showstopper for you, we advise you to build a compiled mod.
<div lang="en" dir="ltr" class="mw-content-ltr">
Open Rider and click on ''New Solution''. If you installed the ''VintageStory.Mod.Templates'' you can then select '''Vintage Story Mod'''.
</div>


==== Add Mod ====
<div lang="en" dir="ltr" class="mw-content-ltr">
[[File:Rider-cp-template.png|400px|frameless|center|alt=Rider Mod Template|Rider Mod Template]]
</div>


{{Syntax|add <modid>}}


Adds a new mod project to your workspace, also generates an <code>assets</code>, a <code>src</code> folder and a <code>modinfo.json</code> file. The mod will be added to your visual studio solution and will be loaded by Vintage Story. Make sure to fill in all additional information in <code>modinfo.json</code>.
<div lang="en" dir="ltr" class="mw-content-ltr">
Note: Unfortunately as of writing this Rider does not support those template options as Visual Studio in the UI yet but you can check this [https://youtrack.jetbrains.com/issue/RIDER-16759/Support-parameters-in-custom-project-templates issue] for updates.
For now you can make use of those options using the CLI see the  [[#Visual Studio Code|Visual Studio Code]] section for how to use it.
</div>


==== Delete Mod ====
<div lang="en" dir="ltr" class="mw-content-ltr">
==== Visual Studio Code ====
</div>


{{Syntax|delete <modid>}}
<div lang="en" dir="ltr" class="mw-content-ltr">
To create a new Mod using the template when using Visual Studio Code you have to resort to using the command line for now since there is no UI that supports the options as well.
Open a folder in Visual Studio Code where you want your mod to be. Then open the terminal within Visual Studio code ''Terminal'' > ''New Terminal''.
</div>  


Before executing, make sure your project is closed, otherwise you might run into some difficulties. Running this command will delete the given mod completely (irreversible).
<div lang="en" dir="ltr" class="mw-content-ltr">
* Create a new Mod Project with launch.json and task.json to easily start it and a Solution file. ''Other IDE's create that automatically so that is why we have this additional <code>--AddSolutionFile</code> flag for VS Code.''
<syntaxhighlight lang=shell>
dotnet new vsmod --IncludeVSCode --AddSolutionFile
</syntaxhighlight>
</div>


==== Pack Mod ====
<div lang="en" dir="ltr" class="mw-content-ltr">
{{Syntax|pack <modid>}}
For all possible options run the following in the terminal:
<syntaxhighlight lang=shell>
dotnet new vsmod --help
</syntaxhighlight>
</div>


Creates a mod zip file and places it in <code>/releases/<modid>/<modid>_v<modversion>.zip</code>. This file is ready for use and can be shared with other people.
<div lang="en" dir="ltr" class="mw-content-ltr">
Once you opened or created a template Visual Studio will prompt you to install the recommended extension, click on ''Show Recommendations'' and install the the pre-release version of the [https://marketplace.visualstudio.com/items?itemName=ms-dotnettools.csdevkit C# Dev Kit] extension. This will also install the required [https://marketplace.visualstudio.com/items?itemName=ms-dotnettools.csharp C#] automatically for you.
These two extensions are recommended and will add Syntax highlighting, Autocomlet and many more much-needed features for writing C# code.
</div>


{{Syntax|pack-all}}
<div lang="en" dir="ltr" class="mw-content-ltr">
==== Other / Commandline ====
If want to use the Commandline you can use all template options on the Commandline in any Terminal Application with the help of the ''dotnet'' command.
</div>


Packs all mods in your workspace at once.
<div lang="en" dir="ltr" class="mw-content-ltr">
* Create a new VS mod in the folder ''mytestmod'' in the current location of the terminal.
<syntaxhighlight lang=shell>
dotnet new vsmod --AddSolutionFile -o mytestmod
</syntaxhighlight>
</div>


=== Project Setup (Compiled Zip) ===
<div lang="en" dir="ltr" class="mw-content-ltr">
* or create a dll/code only mod
<syntaxhighlight lang=shell>
dotnet new vsmoddll --AddSolutionFile -o mytestmod
</syntaxhighlight>
</div>


Both dll and zip mods have their advantages and disadvantages, so why not combine them together? This project setup is very similar to zip. Instead of adding the source code to the zip file, it uses the compiled dll. This allows you to have all the dll benefits while still having the zip mod asset structure.
<div lang="en" dir="ltr" class="mw-content-ltr">
For all possible options run the following in the terminal:
<syntaxhighlight lang=shell>
dotnet new vsmod --help
</syntaxhighlight>
</div>


==== Add Mod ====
<div lang="en" dir="ltr" class="mw-content-ltr">
When using the Commandline you can specify these options like so:
</div>


{{Syntax|add <modid> compiled}}
<div lang="en" dir="ltr" class="mw-content-ltr">
<syntaxhighlight lang=shell>
# Will create a new Mod Project with the dependency for VSSurvivalMod
dotnet new vsmod --AddSolutionFile --IncludeVSSurvivalMod -o mytestmod
</syntaxhighlight>
</div>


Adds a compiled zip mod template to your workspace. The difference is that it uses a compiled dll instead of the actual source code. All other commands are equal to the zip ones.
<div lang="en" dir="ltr" class="mw-content-ltr">
<br>
----
<br>
</div>


==== Set Mod ====
<div lang="en" dir="ltr" class="mw-content-ltr">
Finally in <code>mytestmod\mytestmod\modinfo.json</code>
change the <code>name</code>, <code>modid</code> , <code>authors</code> and <code>description</code> to describe your mod.
</div>
 
<div lang="en" dir="ltr" class="mw-content-ltr">
==== Updating the template package ====
</div>
 
<div lang="en" dir="ltr" class="mw-content-ltr">
To update all installed templates you can run:
<syntaxhighlight lang=shell>
dotnet new update
</syntaxhighlight>
</div>
 
<div lang="en" dir="ltr" class="mw-content-ltr">
But this should not be necessary when creating a new mod, since using the <code>dotnet new vsmod</code> will check automatically if a new version of the template is available and install it.
</div>
 
<div lang="en" dir="ltr" class="mw-content-ltr">
==== Folder structure ====
</div>
 
<div class="mw-translate-fuzzy">
== Instalar la herramienta de desarrollo ==
</div>
 
<div lang="en" dir="ltr" class="mw-content-ltr">
</table>
</div>


{{Syntax|set <modid> <source&#124;compiled>}}
<div lang="en" dir="ltr" class="mw-content-ltr">
=== Template Mod Project ===
</div>


Sets the given zip mod either to source or compiled. This can be useful if you want to change the type of your mod later on.
<div lang="en" dir="ltr" class="mw-content-ltr">
Use the [https://github.com/anegostudios/vsmodtemplate Github Mod template] to create a new mod
</div>


=== Project Setup (DLL) ===


Dll mods are way more powerful than source mods, but they have two major downsides. Firstly, they are not able to carry assets which will be loaded by the game, secondly because they are so powerful they can be dangerous. Besides that dll mods can (unlike the others) have cross mod references, provide APIs and use C# 7. We recommend this type of mod for more experienced mod developers.
<div lang="en" dir="ltr" class="mw-content-ltr">
The Github Mod template provides an easy way to get the basics for mod setup so you can start directly with adding your modifications to the game.
</div>


==== Add Mod ====
<div lang="en" dir="ltr" class="mw-content-ltr">
* Without using git and Github account
</div>


{{Syntax|add-dll <modid>}}
<div lang="en" dir="ltr" class="mw-content-ltr">
To get a copy of the template click the <code><> Code</code> button on the GitHub repository site. Then download the template as ZIP file and extract it.
</div>  


Adds a new mod project to your workspace. A generated <code>AssemblyInfo.cs</code> file will be in your properties folder, it contains the mod information (name, author, version, description etc.) so make sure to change them before you spread the mod to other people. The mod will be added to your visual studio solution and will be loaded by VintageStory.
<div lang="en" dir="ltr" class="mw-content-ltr">
* Using Github and or git command
</div>


==== Delete Mod ====
<div lang="en" dir="ltr" class="mw-content-ltr">
You can directly click on <code>Use this template</code> on the GitHub repository site to create a copy of it to your GitHub account.
After that, you can clone your new repository to your computer.
</div>


{{Syntax|delete <modid>}}
<div lang="en" dir="ltr" class="mw-content-ltr">
If you do not use GitHub just clone the repo and upload it to your preferred Git hosting provider (Gitlab, BitBucket, ...)
</div>


Before executing, make sure your project is closed, otherwise you might run into some difficulties. Running this command will delete the given mod completely (irreversible).
<div lang="en" dir="ltr" class="mw-content-ltr">
<br>
With a local copy of the template, you can go ahead and open the ''ModTemplate.sln'' either in Visual Studio, Rider or Open the folder in Visual Studio Code. The Template is ready to use for any of the aforementioned IDE's. Now you can already start the mod with the game.
</div>


==== Release Mod ====
<div lang="en" dir="ltr" class="mw-content-ltr">
When opened you need to change the following to release the mod since a mod has to have a unique ''modid'' for the VSModDB:
<br>
</div>


Once you launch VintageStory in your workspace, the DLL mod will be compiled. You can find it in your <code>mods</code> folder, with the give name: <code><modid>.dll</code>. If you want to upload this mod or share it with your friends this is the file you need to use.
<div lang="en" dir="ltr" class="mw-content-ltr">
In <code>modtemplate\resources\modinfo.json</code>
change the <code>name</code>, <code>modid</code> , <code>authors</code> and <code>description</code> to describe your mod.
</div>


== Manual setup ==
<div lang="en" dir="ltr" class="mw-content-ltr">
For a full list of available options see '''[[Modinfo | Modinfo]]'''.
</div>


* Create a new project
<div lang="en" dir="ltr" class="mw-content-ltr">
* Add at least a library reference to the <code>VintageStoryApi.dll</code> (on Windows it's located in the installation directory)
The <code>modid</code> has to contain only lowercase letters and numbers. No special chars, whitespaces, uppercase letters, etc. are allowed.
* Open the project properties. Under debug select "Start external program" select the <code>VintageStory.exe</code>. Also adjust the working directory to where the executable is located.
</div>
* If you compile to a .dll file, set up a ModInfo attribute in your AssemblyInfo.cs ([https://github.com/anegostudios/vsmodtemplate/blob/master/Properties/AssemblyInfo.cs example])
** Add the following command line arguments: <code>-openWorld="modsamplestest" -pcreativebuilding --addModPath="C:\path\to\your\bin\folder" --addOrigin="C:\path\to\your\assets\folder\if\you\have\any"</code>
* If want to ship a source mod or mod with assets, set up a <code>modinfo.json</code> ([https://github.com/copygirl/CarryCapacity/blob/master/resources/modinfo.json example]). Make sure your folders are set up in a way that the modPath contains the modinfo.json and a folder named "src" containing your source files. Optionally it can also contain an assets folder for your assets.  
** Add the following command line arguments: <code>-openWorld="modsamplestest" -pcreativebuilding --addModPath="C:\path\to\your\modPath"</code>
* I recommend adding the [https://github.com/anegostudios/vsmodexamples/blob/master/Mods/RedirectLogs/src/RedirectLogs.cs RedirectLogs.cs] file to your project, so that you can see the log output in your visual studio output window. Be sure not to ship your mod with it though.
* Run the project and hope for the best :D
* To ship a mod have a look at [[Mod Packaging]]


If you are having troubles, you might be able to learn from the [https://github.com/anegostudios/vsmodexamples vsmodexamples project]
<div lang="en" dir="ltr" class="mw-content-ltr">
Next, rename the folder <code>modtemplate\resources\assets\mymodid</code> to match what your <code>modid</code> is.
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
Finally change in the file <code>modtemplate\modtemplateModSystem.cs</code> the line
<syntaxhighlight lang=cs>
Lang.Get("mymodid:hello")
</syntaxhighlight>
from <code>mymodid</code> to your new modid.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
The file <code>modtemplate\modtemplateModSystem.cs</code> can be called whatever you like.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
(Optional) Further, you can change the name <code>ModTemplate</code> to whatever you like as long as you change all of the following:
* Folder <code>ModTemplate</code>
* File <code>ModTemplate\ModTemplate.csproj</code>
* In File <code>CakeBuild\Program.cs</code> on line
<syntaxhighlight lang=cs>
ProjectName = "ModTemplate";
</syntaxhighlight>
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
''If you are on linux and used the Github Template'' make sure to update in <code>ModTemplate\Properties\launchSettings.json</code> the <code>executablePath</code>. There you need to remove the <code>.exe</code>
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
=== Launch the Mod ===
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
==== Visual Studio Launch Mod ====
[[File:Vs-cp-start.png|600px|frameless|center|alt=Visual Studio Launch Mod|Visual Studio Launch Mod]]
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
==== Rider Launch Mod ====
<gallery mode="packed-hover" widths=500px heights=100px>
File:Rider-cp-start-new-ui.png|Rider Launch Mod (New UI)
File:Rider-cp-start.png|Rider Launch Mod
</gallery>
==== Visual Studio Code Launch Mod ====
[[File:Vsc-cp-start.png|400px|frameless|center|alt=Visual Studio Code Launch Mod|Visual Studio Code Launch Mod]]
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
If you are having trouble, you might be able to learn from the [https://github.com/anegostudios/vsmodexamples vsmodexamples project]
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
== Packaging the Mod ==
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
With the new template, we are using the [https://cakebuild.net/ Cake] build system. This includes a second Project within the Solution in the template.
In all supported IDE's you can select from the dropdown that you used to launch the mod the <code>CakeBuild</code> option and run it.
''When using Visual Studio Code you can also create a package by running the package task. For that got to <code>Terminal</code> > <code>Run Task...</code> and select <code>package</code>.''
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
It will perform a JSON validation on your assets so they are at least parsable by Newtonsoft.Json and then build a <code>Releases/mymodid_1.0.0.zip</code>. The version is taken from the <code>mymod/modinfo.json</code> file.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
Congratulations now you have your mod development environment set up and a ready-to-release mod package.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
Note: Make sure you use your own unique <code>modid</code> else you won't be able to upload the mod to the VSModDB.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
= Moving Forward =
= Moving Forward =
</div>


If you've successfully managed to setup your development environment and can run Vintage Story through the '''VSMods''' project in your IDE then it's time to get started on your first code mod. At this point there are many options you can choose from as code mods can alter almost any aspect of the game. However, the best place to start is likely one again with Blocks and Items (since you should be familiar with making them using JSONS by this point).
<div lang="en" dir="ltr" class="mw-content-ltr">
If you've successfully managed to set up your development environment and can run Vintage Story through your Mod project in your IDE then it's time to get started on your first code mod. At this point there are many options you can choose from as code mods can alter almost any aspect of the game. However, the best place to start is likely once again with Blocks and Items (since you should be familiar with making them using JSONS by this point).
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
Head over to the '''[[Modding:Advanced Blocks | Advanced Blocks]]''' page to make your first advanced code block.
Head over to the '''[[Modding:Advanced Blocks | Advanced Blocks]]''' page to make your first advanced code block.
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
Or head over to the '''[[Modding:Advanced Items | Advanced Items]]''' page to make your first advanced code item.
Or head over to the '''[[Modding:Advanced Items | Advanced Items]]''' page to make your first advanced code item.
 
</div>
{{Navbox/modding|Vintage Story}}
{{Navbox/modding}}

Latest revision as of 08:35, 6 December 2023

Other languages:

This page was last verified for Vintage Story version 1.18.8-rc.1.


Software

Cuando estés listo para empezar a programar mods para Vintage Story, probablemente quieras configurar un entorno de desarrollo que simplifique el proceso de programar y probar tus creaciones. Existen varias aplicaciones que te ayudarán en el desarrollo de mods. Aquí tienes algunas sugerencias:

There are several applications that aid you in the development of mods and the following Software is supported by our modding template:

  • Comunidad de Visual Studio es un entorno de desarrollo gratuito y muy potente que se describe en la siguiente guía. También es la herramienta que utiliza el equipo de Vintage Story para crear el juego. También tiene una Versión MacOS .
  • Jetbrains Rider es un entorno de desarrollo freemium y moderno, con soporte sin fisuras para proyectos, keybindings y layouts de Visual Studio. Es un producto empresarial y algunas características están bloqueadas detrás de una licencia (comprobación de duplicación de código, herramientas de desarrollo web), pero las características que usted necesita para el desarrollo de VS mod son todas gratuitas. La indexación / ir a las características de referencia y características incorporadas descompilación son muy poderosos, ya que son capaces de hacer clic en un método Vintage Story utiliza y que le mostrará el código detrás de él. Tenga en cuenta que actualmente tiene un error + solución documentada aquí.

While you can use any text editor to edit source code files we highly recommend using any of the above tools to make your experience much more manageable.

VintageStory está desarrollado en C#. Elige uno de los IDEs anteriores u otras alternativas. Sugerimos usar Visual Studio Community para Windows. Para Linux puede usar Visual Studio Code, Rider o MonoDevelop.

Note: If you are on Linux and plan to install Visual Studio Code or Rider using Flatpak or snap be aware that there might be some issues with using system tools like .NET 7 or the environment variables. So if possible please use a native installation method if possible.


Next, you will need to install the .NET 7 SDK (Software Development Kit) this will also include the .NET 7 Dekstop Runtime which is needed to run the game since version 1.18.8-rc.1.

Verify that the .NET 7 SDK is correctly installed by running the following command in a Terminal:

On Windows open the Application Windows PowerShell which is preinstalled on all modern Windows versions (10 / 11).

dotnet --list-sdks

It should return a list of installed SDK's and should contain a line with 7.0.xxx. If that is the case you are good to continue.

Setup the Environment

Our Mod template makes use of the environment variable VINTAGE_STORY. Which we will set up to contain the path of where your game is installed. The use of the environment helps to keep the setup and the template simple so we recommend using it and will cover it in this article.

The VINTAGE_STORY Environment Variable simplifies reusing your Vintage Story game installation path and helps if multiple modders work on the same project to reference the VINTAGE_STORY Environment Variable and have their game installed where ever they want.

Windows

Here you have two options to set the environment variable:

  • Use this short PowerShell script. Open the Windows PowerShell Application and paste the following into it and hit ENTER
[Environment]::SetEnvironmentVariable("VINTAGE_STORY", "$Env:AppData\Vintagestory", "User")

Change $Env:AppData\Vintagestory if you used a custom installation path for your game.

  • Follow these manual steps to set the Environment variable

Search in Windows search for Edit the system environment variables > Environment Variables... > User variables for USER > New > Add insert the Variable name: VINTAGE_STORY and add the path to your Vintage Story installation.

Setup Windows environment variable

For example, the default installation directory would be C:\Users\<Username>\AppData\Roaming\Vintagestory, (replace <Username> with your username) if you are not sure where yours is type %appdata% into the URL field in the File Explorer and hit ENTER. It will take you to your AppData\Roaming folder where Vintage Story should be installed if you haven't changed the default installation location.

find the default installation path of vintage story

Note: Do not confuse the AppData\Roaming\VintagestoryData directory with the AppData\Roaming\Vintagestory folder. The VintagestoryData directory only holds your Settings, Logs, Savegames and Mods.

Linux and Mac

To set an environment variable in Linux/Mac you need to add the following to your shells startup file:

export VINTAGE_STORY="$HOME/ApplicationData/vintagestory"

Replace the path with the one where your Vintagestory installation is located. The above path should point to your install when you installed Vintagestory using the install.sh script.

Run echo $SHELL in a terminal to see what shell you are using.

  • For Bash place it in: ~/.bashrc or ~/.bash_profile at the end
  • For Zsh place it in: ~/.zshrc or ~/.zprofile at the end
  • If you use another shell see their documentation on how their shell startup file is called

Note: If you are using ~/.bash_profile or ~/.zprofile you will have to Logout and Login again to apply the changes. When using ~/.bashrc or ~/.zshrc you only need to restart the application that needs to use the environment variable (Visual Studio, Rider, Visual Studio Code, Terminal).


Setup a Mod

Mod Template package

The first and recommended option would be to use the template package.

Install the mod Mod template package using the following command on the Terminal:

dotnet new install VintageStory.Mod.Templates

This will download the latest mod template package from nuget.org

Once the template is installed you will see it inside Visual Studio and Rider. From there you can use the templates to create a new Project.


Visual Studio

We advise you to check the option Place solution and project in the same directory for Visual Studio This will flatten the project tree by one folder and make it easier to navigate.

If you don't want the log output to show up in a separate window you can check the option SuppressWindowsConsoleWindow. When enabled the log output will still be shown inside the Visual Studio Debug Output.

Open Visual Studio and click on Create a new project. If you installed the VintageStory.Mod.Templates you can then select Vintage Story Mod.

Rider

We advise you to check the option Put solution and project in the same directory for Rider. This will flatten the project tree by one folder and make it easier to navigate.

Open Rider and click on New Solution. If you installed the VintageStory.Mod.Templates you can then select Vintage Story Mod.

Rider Mod Template


Note: Unfortunately as of writing this Rider does not support those template options as Visual Studio in the UI yet but you can check this issue for updates. For now you can make use of those options using the CLI see the Visual Studio Code section for how to use it.

Visual Studio Code

To create a new Mod using the template when using Visual Studio Code you have to resort to using the command line for now since there is no UI that supports the options as well. Open a folder in Visual Studio Code where you want your mod to be. Then open the terminal within Visual Studio code Terminal > New Terminal.

  • Create a new Mod Project with launch.json and task.json to easily start it and a Solution file. Other IDE's create that automatically so that is why we have this additional --AddSolutionFile flag for VS Code.
dotnet new vsmod --IncludeVSCode --AddSolutionFile

For all possible options run the following in the terminal:

dotnet new vsmod --help

Once you opened or created a template Visual Studio will prompt you to install the recommended extension, click on Show Recommendations and install the the pre-release version of the C# Dev Kit extension. This will also install the required C# automatically for you. These two extensions are recommended and will add Syntax highlighting, Autocomlet and many more much-needed features for writing C# code.

Other / Commandline

If want to use the Commandline you can use all template options on the Commandline in any Terminal Application with the help of the dotnet command.

  • Create a new VS mod in the folder mytestmod in the current location of the terminal.
dotnet new vsmod --AddSolutionFile -o mytestmod
  • or create a dll/code only mod
dotnet new vsmoddll --AddSolutionFile -o mytestmod

For all possible options run the following in the terminal:

dotnet new vsmod --help

When using the Commandline you can specify these options like so:

# Will create a new Mod Project with the dependency for VSSurvivalMod
dotnet new vsmod --AddSolutionFile --IncludeVSSurvivalMod -o mytestmod




Finally in mytestmod\mytestmod\modinfo.json change the name, modid , authors and description to describe your mod.

Updating the template package

To update all installed templates you can run:

dotnet new update

But this should not be necessary when creating a new mod, since using the dotnet new vsmod will check automatically if a new version of the template is available and install it.

Folder structure

Instalar la herramienta de desarrollo

Template Mod Project

Use the Github Mod template to create a new mod


The Github Mod template provides an easy way to get the basics for mod setup so you can start directly with adding your modifications to the game.

  • Without using git and Github account

To get a copy of the template click the <> Code button on the GitHub repository site. Then download the template as ZIP file and extract it.

  • Using Github and or git command

You can directly click on Use this template on the GitHub repository site to create a copy of it to your GitHub account. After that, you can clone your new repository to your computer.

If you do not use GitHub just clone the repo and upload it to your preferred Git hosting provider (Gitlab, BitBucket, ...)


With a local copy of the template, you can go ahead and open the ModTemplate.sln either in Visual Studio, Rider or Open the folder in Visual Studio Code. The Template is ready to use for any of the aforementioned IDE's. Now you can already start the mod with the game.

When opened you need to change the following to release the mod since a mod has to have a unique modid for the VSModDB:

In modtemplate\resources\modinfo.json change the name, modid , authors and description to describe your mod.

For a full list of available options see Modinfo.

The modid has to contain only lowercase letters and numbers. No special chars, whitespaces, uppercase letters, etc. are allowed.

Next, rename the folder modtemplate\resources\assets\mymodid to match what your modid is.

Finally change in the file modtemplate\modtemplateModSystem.cs the line

Lang.Get("mymodid:hello")

from mymodid to your new modid.

The file modtemplate\modtemplateModSystem.cs can be called whatever you like.

(Optional) Further, you can change the name ModTemplate to whatever you like as long as you change all of the following:

  • Folder ModTemplate
  • File ModTemplate\ModTemplate.csproj
  • In File CakeBuild\Program.cs on line
ProjectName = "ModTemplate";

If you are on linux and used the Github Template make sure to update in ModTemplate\Properties\launchSettings.json the executablePath. There you need to remove the .exe

Launch the Mod

Visual Studio Launch Mod

Visual Studio Launch Mod

Rider Launch Mod

Visual Studio Code Launch Mod

Visual Studio Code Launch Mod

If you are having trouble, you might be able to learn from the vsmodexamples project

Packaging the Mod

With the new template, we are using the Cake build system. This includes a second Project within the Solution in the template. In all supported IDE's you can select from the dropdown that you used to launch the mod the CakeBuild option and run it. When using Visual Studio Code you can also create a package by running the package task. For that got to Terminal > Run Task... and select package.

It will perform a JSON validation on your assets so they are at least parsable by Newtonsoft.Json and then build a Releases/mymodid_1.0.0.zip. The version is taken from the mymod/modinfo.json file.

Congratulations now you have your mod development environment set up and a ready-to-release mod package.

Note: Make sure you use your own unique modid else you won't be able to upload the mod to the VSModDB.

Moving Forward

If you've successfully managed to set up your development environment and can run Vintage Story through your Mod project in your IDE then it's time to get started on your first code mod. At this point there are many options you can choose from as code mods can alter almost any aspect of the game. However, the best place to start is likely once again with Blocks and Items (since you should be familiar with making them using JSONS by this point).

Head over to the Advanced Blocks page to make your first advanced code block.

Or head over to the Advanced Items page to make your first advanced code item.

Icon Sign.png

Wondering where some links have gone?
The modding navbox is going through some changes! Check out Navigation Box Updates for more info and help finding specific pages.

Modding
Modding Introduction Getting Started Pack Temático
Content Modding Content Mods Developing a Content Mod Basic Tutorials Intermediate Tutorials Advanced Tutorials Content Mod Concepts
Code Modding Code Mods Setting up your Development Environment
Property Overview ItemEntityBlockBlock BehaviorsBlock ClassesBlock EntitiesBlock Entity BehaviorsWorld properties
Workflows & Infrastructure Modding Efficiency TipsMod-engine compatibilityMod ExtensibilityVS Engine
Additional Resources Community Resources Modding API Updates Programming Languages List of server commandsList of client commandsClient startup parametersServer startup parameters
Example ModsAPI DocsGitHub Repository