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

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<languages/>{{GameVersion|1.16.4}}
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{{GameVersion|1.18.8-rc.1}}
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== 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">
* [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 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>
<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>
<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>
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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>
<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>
<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).''
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
<syntaxhighlight lang=shell>
dotnet --list-sdks
</syntaxhighlight>
</div>
<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>
<div lang="en" dir="ltr" class="mw-content-ltr">
== Setup the Environment ==
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.
</div>
<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>
<div lang="en" dir="ltr" class="mw-content-ltr">
=== Windows ===
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
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''
<syntaxhighlight lang=shell>
[Environment]::SetEnvironmentVariable("VINTAGE_STORY", "$Env:AppData\Vintagestory", "User")
</syntaxhighlight>
</div>


* [https://www.monodevelop.com/ MonoDevelop] es otro IDE más ligero que Visual Studio Community.
<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>


* [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 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>
 
<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.
</div>
 
<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>
 
<div lang="en" dir="ltr" class="mw-content-ltr">
=== Linux and Mac ===
To set an environment variable in Linux/Mac you need to add the following to your shells startup file:
</div>
 
<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>
 
<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>
 
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* 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>


== Instalar la herramienta de desarrollo ==


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 lang="en" dir="ltr" class="mw-content-ltr">
== Setup a Mod  ==
</div>


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">
=== Mod Template package ===
</div>


=== Guía de instalación en Windows / macOS con Visual Studio ===
<div lang="en" dir="ltr" class="mw-content-ltr">
The first and recommended option would be to use the ''template package''.
</div>


{| class="wikitable"
<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:
! scope="col"| OS
</div>
! scope="col"| Repo
! scope="col"| Command
|-
| Windows
| [https://visualstudio.microsoft.com/downloads/ download exe]
| Run archivo descargado
|-
| macOS
| [https://visualstudio.microsoft.com/downloads/ download dmg]
| Run archivo descargado
|}


=== Installation Guide on Linux / macOS with MonoDevelop ===
<div lang="en" dir="ltr" class="mw-content-ltr">
<syntaxhighlight lang=shell>
dotnet new install VintageStory.Mod.Templates
</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">
This will download the latest mod template package from [https://www.nuget.org/packages/VintageStory.Mod.Templates nuget.org]
</div>


{| class="wikitable"
<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.
! scope="col"| OS
</div>
! scope="col"| Repo
! 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 ===


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">
==== Visual Studio ====
</div>


{| class="wikitable"
<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
! scope="col"| OS
This will flatten the project tree by one folder and make it easier to navigate.
! scope="col"| Download
</div>
! scope="col"| Command
|-
| Debian 8-10
| [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">
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>


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">
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>


{| class="wikitable"
<div lang="en" dir="ltr" class="mw-content-ltr">
|-
==== Rider ====
! 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>
|}


== Plantillas de Mods ==
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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>


* [https://github.com/anegostudios/vsmodtemplate/releases/latest '''La plantilla oficial de Mod para Visual Studio'''] que está cubierta en este artículo.
<div lang="en" dir="ltr" class="mw-content-ltr">
* [https://github.com/copygirl/howto-example-mod Configuración VSCode de copygirl]
Open Rider and click on ''New Solution''. If you installed the ''VintageStory.Mod.Templates'' you can then select '''Vintage Story Mod'''.
</div>


== Configuración con la plantilla oficial de 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>


Para empezar, descargue la plantilla VSModTemplate desde [https://github.com/anegostudios/vsmodtemplate/releases/latest GitHub]. Ahora sólo tienes que extraer el archivo zip en el destino deseado.


[[File:VSMods9.png]]
<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>


Navega hacia <code>vsmodtemplate-x.y.z</code> y haga doble clic en <code>VSMods.sln</code> (sólo funciona si Visual Studio está instalado). También puede iniciar Visual Studio pulsando <code>Archivo -> Abrir -> Proyecto/Solución...</code>, navegue hasta la carpeta extraída y seleccione <code>VSMods.sln</code>.
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==== Visual Studio Code ====
</div>


Pero antes de ponerte manos a la obra, tienes que configurar primero las ModTools.
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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>


=== Ejecutar el ModTools ===
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* 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>


Las ModTools te permiten realizar diversas tareas con bastante facilidad tecleando un comando. Cada plataforma requiere una forma diferente de iniciarlo.
<div lang="en" dir="ltr" class="mw-content-ltr">
Por favor, ten en cuenta que las herramientas mod sólo han sido probadas con Visual Studio y MonoDevelop, pero no son necesarias para modificar el juego, simplemente simplifican algunas de las tareas.
For all possible options run the following in the terminal:
<syntaxhighlight lang=shell>
dotnet new vsmod --help
</syntaxhighlight>
</div>


==== Windows ====
<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>


Doble-click <code>vsmodtools.exe</code>.
<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>


==== Linux ====
<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>


Abra un terminal y navegue hasta esta carpeta e introduzca <code>mono vsmodtools.exe</code>.
<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>


==== Mac OS ====
<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>


Double-click <code>modtools.command</code>.
<div lang="en" dir="ltr" class="mw-content-ltr">
When using the Commandline you can specify these options like so:
</div>


[[File:ModTools.png]]
<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>


=== Setup ===
<div lang="en" dir="ltr" class="mw-content-ltr">
<br>
----
<br>
</div>


{{Syntax|setup [optional path]}}
<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>


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">
==== Updating the template package ====
</div>


=== Project Setup (ZIP) ===
<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>


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">
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>


==== Add Mod ====
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==== Folder structure ====
</div>


{{Syntax|add <modid>}}
<div class="mw-translate-fuzzy">
== Instalar la herramienta de desarrollo ==
</div>


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>.
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</table>
</div>


==== Delete Mod ====
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=== Template Mod Project ===
</div>


{{Syntax|delete <modid>}}
<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>


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).


==== Pack Mod ====
<div lang="en" dir="ltr" class="mw-content-ltr">
{{Syntax|pack <modid>}}
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>


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">
* Without using git and Github account
</div>


{{Syntax|pack-all}}
<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>


Packs all mods in your workspace at once.
<div lang="en" dir="ltr" class="mw-content-ltr">
* Using Github and or git command
</div>


=== Project Setup (Compiled Zip) ===
<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>


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


==== Add Mod ====
<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>


{{Syntax|add <modid> compiled}}
<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>


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">
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>


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


{{Syntax|set <modid> <source&#124;compiled>}}
<div lang="en" dir="ltr" class="mw-content-ltr">
The <code>modid</code> has to contain only lowercase letters and numbers. No special chars, whitespaces, uppercase letters, etc. are allowed.
</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">
Next, rename the folder <code>modtemplate\resources\assets\mymodid</code> to match what your <code>modid</code> is.
</div>


=== Project Setup (DLL) ===
<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>


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 file <code>modtemplate\modtemplateModSystem.cs</code> can be called whatever you like.
</div>


==== Add Mod ====
<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>


{{Syntax|add-dll <modid>}}
<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>


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">
=== Launch the Mod ===
</div>


==== Delete Mod ====
<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>


{{Syntax|delete <modid>}}
<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>


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">
If you are having trouble, you might be able to learn from the [https://github.com/anegostudios/vsmodexamples vsmodexamples project]
</div>


==== Release Mod ====
<div lang="en" dir="ltr" class="mw-content-ltr">
== Packaging the Mod ==
</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">
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>


== Manual setup ==
<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>


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

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