Translations:Modding:Developing a Content Mod/21/en: Difference between revisions

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When creating content mods, you will access many different assets from inside your files, and it is important to understand how domains affect this. If you reference '''Asset A''<nowiki/>' in another asset's file, Vintage Story will automatically prefix your domain onto that reference. However, if you wish to reference an asset that exists in another domain, including the base game, you will need to add that prefix yourself.
When creating content mods, you will access many different assets from inside your files, and it is important to understand how domains affect this. If you wish to reference an asset that exists in another domain, including the base game, you will need to prefix the reference with the domain ID. If you are referencing an asset in the same domain, you do not have to add a prefix to your reference.

Latest revision as of 09:49, 7 April 2024

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When creating content mods, you will access many different assets from inside your files, and it is important to understand how domains affect this. If you wish to reference an asset that exists in another domain, including the base game, you will need to prefix the reference with the domain ID. If you are referencing an asset in the same domain, you do not have to add a prefix to your reference.

When creating content mods, you will access many different assets from inside your files, and it is important to understand how domains affect this. If you wish to reference an asset that exists in another domain, including the base game, you will need to prefix the reference with the domain ID. If you are referencing an asset in the same domain, you do not have to add a prefix to your reference.