Modding:Asset System
This page was last verified for Vintage Story version 1.12.
Vintage Story loads most of its game content from so called assets. Those can be found inside the assets
directory inside your Vintagestory folder. Things such as blocks, items, world generation, recipes, etc. are all loaded from assets during startup.
These assets are easily modifiable and using the integrated mod system you can easily add your own stuff without having to mess with coding. You can also read some examples to learn about what you can do with it.
Source code files are stored in a different location.
Categories
Here is an overview of categories:
Name | Affects Gameplay | Side Type | Usage |
---|---|---|---|
AssetCategory |
|||
blocktypes |
true | universal | Defines all the blocks that are in the game |
itemtypes |
true | universal | Defines all the Items that are in the game |
lang |
false | universal | Translation |
worldproperties |
true | universal | Contains some commonly used lists of properties |
abstract |
true | universal | |
block |
true | universal | |
sounds |
false | universal | Sounds |
shapes |
false | universal | Contains the 3d models for all the items, blocks and creatures |
block |
false | universal | Shapes for blocks |
entity |
false | universal | Shapes for entities |
item |
false | universal | Shapes for items |
recipes |
true | server only | The crafting, knapping, smithing and clay forming recipes |
alloy |
true | server only | How metals can be combined to create alloys |
grid |
true | server only | Recipes for 3x3 grid crafting |
smithing |
true | server only | Recipes for smithing on the anvil |
worldgen |
true | server only | Contains all the configuration for world generation |
terrain |
true | server only | Defines how the terrain should look and with what it should be decorated with |
tree |
true | server only | Defines the shapes of trees |
entity |
true | server only | Creatures and other entities |
shaders |
false | client only | Contains GLSL source code, that defines how the game is rendered |
shaderincludes |
false | client only | Contains GLSL source code, that defines how the game is rendered |
textures |
false | client only | Contains all the graphics of the game |
block |
false | client only | Block textures |
item |
false | client only | Item textures |
decal |
false | client only | Decaltextures |
entities |
false | client only | Entities textures |
environment |
false | client only | Environment textures (Sky, Moon, Sun, etc.) |
gui |
false | client only | Gui textures |
hud |
false | client only | Hud textures |
particle |
false | client only | Particle textures |
music |
false | client only | The games music tracks and its configuration |
dialog |
false | client only | Contains some of the dialog layouts |
Domains
Domains are used to separate mod added content from the original one. Basically a domain is a prefix for any given code (identifier for item, block, etc.) or path (textures, sounds, etc.). VintageStory itself has its own prefix game
.
When packaging a mod you specify a domain by placing a directory inside the mod assets
directory with all your mod assets inside. The name of your domain directory will be the "current domain" for all assets inside it. If no domain has been specified in an asset code the game will assume it is in the current domain, meaning you only have to add a domain prefix if you want to refer to something outside the current domain.
For example, if you want to create a new block which uses the original leather texture, you would have to specify the domain (since your block has a different one). Instead of using assets/textures/blocks/leather.png
, you would have add the prefix for the domain game:assets/textures/blocks/leather.png
.
Overwriting assets
There are no limitations to the system. So you can overwrite assets from Vintagestory itself by using the game
domain folder.
To overwrite the bed blocktype you can put your own json flie inside your mod zip archive with the following path: assets/game/blocktypes/bed.json
. So Vintagestory will load your json file instead of the original one.
Theme packs can only override assets that do not effect game mechanics, the other mod types can override any asset.
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 • Theme Pack |
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 • Block • Block Behaviors • Block Classes • Block Entities • Block Entity 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 |