Modding:Primeros pasos
This page was last verified for Vintage Story version 1.15.
Vintage Story cuenta con un amplio sistema de modificación integrado en el juego, que permite a cualquier usuario realizar los cambios y añadidos que considere oportunos.
Para una visión general del sistema y la filosofía de modificación del juego, consulta la página Modding en el sitio web de Vintage Story.
Antes de empezar, es importante saber qué quiere conseguir para saber qué puede esperar.
¿Qué mods puedo hacer?
El actual sistema de modding de Vintage Story es increíblemente flexible y bastante fácil de usar incluso si no sabes programar. Puedes añadir al juego bloques, objetos e incluso entidades totalmente funcionales sin necesidad de abrir un IDE. Aunque es recomendable que aprendas a usar uno si planeas hacer mucho modding en el futuro, ya que son muy convenientes.
This is because nearly every feature of the game relies on the usage of JSONs, which are text documents that utilize a flexible, easy to read format. You can open these files with any text editor, and with just a little bit of practice you can learn how to format them to avoid errors. The best way to learn this is to study the existing JSONs that are visible to anybody who has the game installed. To do so you'll need to locate the Vintage Story Assets folder, which you can learn about at the Asset System page.
If you're looking to add more complex systems to Vintage story you can accomplish this as well, but you likely won't be able to do this with JSONs alone. Vintage Story is written in C#, and it is highly suggested you learn the basics of programming and of C# in general before moving onto more complex mods that can't be accomplished with just JSONs.
Types of Mods
In general there are 3 main types of mods one can create for Vintage Story, with each having different levels of complexity:
- Theme Packs: These are mods that only affect visuals and don't add more content or change features significantly.
- Content Mods: These are mods that add additional content (i.e. blocks, items, mobs) to the game but don't utilize C# code and are mostly limited to JSONs.
- Code Mods: These are mods that add more complex features and systems that require the use of C# code to accomplish.
Moving Forward
If you're just starting out it is certainly best to begin with a content mod, as most code mods simply extend the features of blocks, items and entities made from a content mod anyway. Once you've mastered content mods you can move onto coding if you want to add some really special things to your Vintage Story experience.
More advanced programmers may be tempted to jump to code mods immediately, but it is still highly suggested you familiarize yourself with content mods first since you'll almost certainly be using them in tandem with any C# code you write.
The first thing you can do while starting your first content mod is to familiarize yourself with the Asset System. This is where most of the magic in Vintage Story is accomplished, and you'll be using these resources constantly while modding.
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 | |
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Modding Introduction | Getting Started • Pack Temático |
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 |