Modding:Простые примеры
Эта страница проверялась в последний раз для версии Vintage Story 1.15.
Большой объем игрового контента можно свободно модифицировать посредством редактирования текстовых файлов. Если вам хочется повозиться, просто откройте папку с ресурсами. Чтобы найти его под окнами, нажмите Winkey + R в Windows, затем вставьте в эту строку %appdata%/Vintagestory/assets и нажмите Enter.
Подсказка:
Начиная с версии 1.6 вы должны включить отчет об ошибках, запустив команду чата /errorreporter 1 при изменении файлов json. При этом, если вы допустили какие-либо ошибки при изменении файлов активов, игра отобразит диалоговое окно, показывающее вам все найденные ошибки. In earlier versions of the game you need to manually check out the log files in %appdata%/VintageStoryData/Logs/server-main.txt and client-main.txt |
Keep your contents upon death
Open the file assets/game/entities/humanoid/player.json
, find the line that begins with server: {
, below that insert attributes: { keepContents: true },
This should prevent the player from dropping its inventory upon death.
Changing sleep duration in beds
Beds in the Vanilla game are pretty limited, as they let you only sleep 3-5.5 hours every night. More often than not players prefer to skip the whole night. To achieve that open the file assets/survival/blocktypes/wood/bed.json
Line 8-11 should contain these lines:
sleepEfficiencyByType: {
"bed-wood-*": 0.70833333,
"bed-hay-*": 0.58333333,
"bed-woodaged-*": 0.79166666
},
The sleepEfficiency
attribute is specific to the bed. In this case a value of 1 means the player can sleep half the day. The hay bed has a value of 0.58333333, which means the player can sleep for 12 * 0.58333333 = ~7 in-game hours. Change the value to anything between 0...1 and start the game or leave and re-enter your singleplayer world. Next time you sleep in the bed you will be skipping that amount of time.
Making wolves less dangerous
Our favorite arch enemy the wolf. If you don't like the silent horror of the winterlands, we can tame him with a few tweaks ;-)
Open the file assets/survival/entities/land/wolf-male.json
Line 108-123 should contain this:
{
code: "meleeattack",
entityCodes: ["player", "chicken-rooster", "chicken-hen", "chicken-baby", "hare-*"],
priority: 2,
damage: 8,
damageTier: 2,
damageType: "SlashingAttack",
slot: 1,
mincooldown: 1500,
maxcooldown: 1500,
attackDurationMs: 800,
damagePlayerAtMs: 500,
animation: "Attack",
animationSpeed: 2.5,
sound: "creature/wolf/attack"
},
This is the configuration for the wolves ai task to induce damage to very close by enemies. By default the wolf damages you by 8 health points, which means any unprotected player dies in 3 attacks. If you were to change it to 5, the wolf has to attack you up to 4 times before a fully healed player dies.
Right below is the enemy seeking task
{
code: "seekentity",
entityCodes: ["player", "chicken-rooster", "chicken-hen", "chicken-baby", "hare-*"],
priority: 1.5,
movespeed: 0.045,
seekingRange: 15,
belowTempSeekingRange: 25,
belowTempThreshold: -5,
animation: "Run",
leapAtTarget: true,
leapAnimation: null,
animationSpeed: 2.2,
leapChance: 0.01,
sound: "creature/wolf/growl",
whenNotInEmotionState: "saturated"
},
You can perhaps read out that the wolf has a seeking range of 15 blocks. This means if the wolf finds a player within a radius of 15 blocks, it will start walking towards that player. Changing that to something lower, like 5 blocks, means you can get much closer to a wolf before he begins to chase you.
Be sure to also apply the changes to the female wolf in wolf-female.json
!
Playing around with world generation
Inside the assets folder, navigate to assets/survival/worldgen/
. Copy aside the landforms.json so you have a backup, then open the landforms.json. Remove everything in this file and paste in the following text:
{ code: "landforms", "variants": [ { "code": "humongous mountain", "comment": "humongous mountains with caverns in them", "hexcolor": "#5BC184", "weight": 1.5, "useClimateMap": false, "terrainOctaves": [0, 0, 0, 1, 1, 1, 1, 0.6, 0.15], "terrainOctaveThresholds": [0, 0, 0, 0.5, 0, 0, 0, 0, 0], "terrainYKeyPositions": [0.000, 0.330, 0.370, 0.420, 0.430, 0.500, 0.600, 0.700, 1.000], "terrainYKeyThresholds": [1.000, 1.000, 0.870, 0.840, 0.700, 0.940, 1.000, 1.000, 0.000] }, ] }
Now next time you create a new survival world, the entire world is made of humongous mountains. Congratulations, you can now officially call yourself a modder!
Very shortly explained, this file defines the list of land forms that may appear in the world. Each section enclosed in { ... } is one landform. If you feel like, you can play around with the values for terrainYKeyPositions and terrainYKeyThresholds and see what happens (they have to be values between 0 and 1). These numbers basically determine the shape of the landform at certain elevations.
More info on on that is available on the World Generation page.
Playing around with blocks
You can tweak, add, or remove almost any block you want, including their shape. Inside the assets folder:
- The blocks themselves are all in the subfolder blocktypes
- The block textures in textures/blocks
- The shapes of the blocks are in blockshapes/ -- these you can open up with our custom model creator
For example, let's make the fire pit emit a red light and huge particles:
- Open up blocktypes/wood/generic/firepit.json. There you can see the following line:
"firepit-lit": [7, 7, 17], -
These are the Hue, Saturation and Brightness values according to the VS Light Wheel (hover over any pixel to see it's HSV Value). The brightness is how far the light will spread. I'll take [0, 7, 20]:
"firepit-lit": [0, 7, 20], - On line 36 you should see this:
size: { avg: 0.25, var: 0 }, - This determines the size of the cubic glowing particles the fire pit emits, let's up the size 8 times and add some randomness to it:
size: { avg: 2, var: 0.5 },
Save the file and restart the your singleplayer world, place your lit fire pit and you should see this:
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 • Пакет тем |
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 | Item • Entity • Entity Behaviors • Block • Block Behaviors • Block Classes • Block Entities • Block Entity Behaviors • Collectible Behaviors • World properties |
Workflows & Infrastructure | Modding Efficiency Tips • Mod-engine compatibility • Mod Extensibility • VS Engine |
Additional Resources | Community Resources • Modding API Updates • Programming Languages • List of server commands • List of client commands • Client startup parameters • Server startup parameters Example Mods • API Docs • GitHub Repository |