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{{GameVersion|1. | {{GameVersion|1.19}} | ||
__FORCETOC__ | __FORCETOC__ | ||
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=== Windows === <!--T:5--> | === Windows === <!--T:5--> | ||
If you're running Vintage Story on Windows you can navigate to this folder by typing %appdata% in desktop search bar, which will take you to your computer's roaming folder. Find the <code>Vintagestory</code> folder here and you'll immediately come across the assets folder, which contains assets for "creative", "game" and "survival". | If you're running Vintage Story on Windows, and installed the game to the default location, you can navigate to this folder by typing %appdata% in desktop search bar, which will take you to your computer's roaming folder. Find the <code>Vintagestory</code> folder here and you'll immediately come across the assets folder, which contains assets for "creative", "game" and "survival". | ||
* '''creative''' contains assets for creative mode only. | * '''creative''' contains assets for creative mode only. | ||
* '''game''' contains many universal assets, such as lang files, the player entity shape, and other essential assets to the game. | * '''game''' contains many universal assets, such as lang files, the player entity shape, and other essential assets to the game. | ||
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<td>universal</td> | <td>universal</td> | ||
<td>Defines all the blocks that are in the game</td> | <td>Defines all the blocks that are in the game</td> | ||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_config" data-tt-parent="root">config</div></td> | |||
<td>true</td> | |||
<td>universal</td> | |||
<td>Used for generic data that does not fit into the other categories.</td> | |||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_dialog" data-tt-parent="root">dialog</div></td> | |||
<td>false</td> | |||
<td>client only</td> | |||
<td>Contains some of the dialog layouts</td> | |||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_entity" data-tt-parent="root">entities</div></td> | |||
<td>true</td> | |||
<td>server only</td> | |||
<td>Creatures and other entities</td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>true</td> | <td>true</td> | ||
<td>universal</td> | <td>universal</td> | ||
<td>Defines all the | <td>Defines all the items that are in the game</td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>universal</td> | <td>universal</td> | ||
<td>Translation</td> | <td>Translation</td> | ||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_music" data-tt-parent="root">music</div></td> | |||
<td>false</td> | |||
<td>client only</td> | |||
<td>The games music tracks and its configuration</td> | |||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_patches" data-tt-parent="root">patches</div></td> | |||
<td>true</td> | |||
<td>universal</td> | |||
<td>Used to patch game data defined in other json files</td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>universal</td> | <td>universal</td> | ||
<td>Shapes for items</td> | <td>Shapes for items</td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>server only</td> | <td>server only</td> | ||
<td>Defines the shapes of trees</td> | <td>Defines the shapes of trees</td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>client only</td> | <td>client only</td> | ||
<td>Particle textures</td> | <td>Particle textures</td> | ||
</tr> | </tr> | ||
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For example, if you want to create a new block which uses the original leather texture, you would have to specify the domain (since your block has a different one). Instead of using <code>block/leather</code> for <code>assets/survival/textures/block/leather.png</code>, you would have add the prefix for the domain <code>game:block/leather</code>. | For example, if you want to create a new block which uses the original leather texture, you would have to specify the domain (since your block has a different one). Instead of using <code>block/leather</code> for <code>assets/survival/textures/block/leather.png</code>, you would have add the prefix for the domain <code>game:block/leather</code>. | ||
== Overwriting assets == <!--T:14--> | == Overwriting assets == <!--T:14--> | ||
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To overwrite the bed blocktype you can put your own json | To overwrite the bed blocktype you can put your own json file inside your mod zip archive with the following path: <code>assets/game/blocktypes/wood/bed.json</code>. So Vintagestory will load your json file instead of the original one. | ||
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{{Navbox/ | {{Navbox/contentmodding}} | ||
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