Translations:Modding:Developing a Content Mod/22/en: Difference between revisions
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For example, let us assume that '<nowiki/>''Asset A''<nowiki/>' in the '<nowiki/>''examplecontentmod'<nowiki/>'' domain wishes to access the default copper texture, which is located at '''block/metal/ingot/copper'.'' If you | For example, let us assume that '<nowiki/>''Asset A''<nowiki/>' in the '<nowiki/>''examplecontentmod'<nowiki/>'' domain wishes to access the default copper texture, which is located at '''block/metal/ingot/copper'.'' If you use that asset location inside ''Asset A,'' Vintage Story will change it to "''examplecontentmod:block/metal/ingot/copper','' which will proceed to not work due to the file not existing in that domain. To counter this, you need to prefix the asset location manually with the default game prefix, and place it as "''game:block/metal/ingot/copper''". This can also be used with other mod domains to use assets from other mods. |
Latest revision as of 09:49, 7 April 2024
For example, let us assume that 'Asset A' in the 'examplecontentmod' domain wishes to access the default copper texture, which is located at 'block/metal/ingot/copper'. If you use that asset location inside Asset A, Vintage Story will change it to "examplecontentmod:block/metal/ingot/copper', which will proceed to not work due to the file not existing in that domain. To counter this, you need to prefix the asset location manually with the default game prefix, and place it as "game:block/metal/ingot/copper". This can also be used with other mod domains to use assets from other mods.