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Settings
Group
Accessibility
Adjustable FPS Video Recording
Alcohol brewing
Alum
Ambience Features
Animal husbandry
Anvil
Archimedes screw
Armor
Armor stand
Arrow
Arrowhead
Axe
Backpack
Bag
Bandage
Barrel
Base return teleporter
Basket
Bear
Bed
Beekeeping
Beenade
Bees
Beeswax
Bell
Berry
Bighorn sheep
Bismuth
Blackguard armor
Block reinforcement
Bloomery
Boards
Bone
Bonemeal
Bony ribcage
Bony soil
Book
Bookshelf
Bookshelf (legacy)
Borax
Bot System
Bow
Bowl
Brass
Bread
Brick blocks
Brigandine armor
Bronze
Bug net
Butterfly
Cabbage
Carpet
Carrot
Cassava
Casting
Category:Armor
Category:Bags
Category:Blocks
Category:Building Blocks
Category:Combustibles
Category:Creative Mode
Category:Creatures
Category:Crops
Category:Entity Loot
Category:Fertile Blocks
Category:Foods
Category:Fuels
Category:Game Content
Category:Guides
Category:Hostile creatures
Category:Inventions
Category:Items
Category:Light Emitters
Category:Liquid storage
Category:Lore
Category:Mechanisms
Category:Metals
Category:Minerals
Category:Outdated pages
Category:Pigments
Category:Priority translation
Category:Storage
Category:Structures
Category:Stubs
Category:Tools
Category:Transitionable
Category:Transport
Category:UI
Category:Under construction
Category:Weapons
Cellar
Ceramic Blocks
Chain armor
Charcoal
Cheese
Chest
Chicken
Chisel
Cinematic Camera
Cinnabar
Classes
Clay
Clay forming
Clay oven
Cleaver
Client startup parameters
Cloth
Clothes
Club
Coal
Coke
Collectibles
Combat
Compost
Container
Controller Compatibility
Controls
Cooking
Cooking pot
Coordinates
Copper
Cracked vessel
Crafting
Crafting Recipes
Crate
Crock
Crucible
Crude oar
Debarked log
Debugging
Display Case
Door
Drifter
Dry grass
Dye
Egg
Falx
Farming
Fat
Feather
Fence
Fire Brick
Firepit
Firestarter
Firewood
Flax
Flax fibers
Flint
Flower
Flowerpots
Food preservation
Foraging
Forge
Forlorn Hope armor
Fox
Framerate and Performance
Frequently Asked Questions (FAQ)
Fruit Press
Fruit tree
Fuel
Gambeson armor
Gazelle
Gemstone
Glass
Glider
Gold
Grain
Grass
Gravel
Greenhouse
Ground Storage
Guide:Creative mode
Halite
Hammer
Hand basket
Hare
Hay
Health
Help:How to help
Helve hammer
Henbox
Historic Crafting Recipes
Hoe
Honeycomb
Hostile entities
How to use WorldEdit
Humanoid
Hunter's backpack
Hyena
Immobilized eidolon
Improvised body armor
Ingot
Ink and quill
Installing the game on Linux
Iron
Jam
Jonas part
Knapping
Knife
Ladder
Lamellar armor
Land claiming
Lapis lazuli
Lead
Leather
Leather armor
Leather bracers
Leather jerkin
Leather reinforced mask
Leather working
Light sources
Lightning rod
Lime
Linen
Linen sack
List of client commands
List of client commands/cam
List of client commands/clientconfig
List of server commands
List of server commands/debug
List of server commands/entity
List of server commands/gamemode
List of server commands/group
List of server commands/info
List of server commands/land
List of server commands/macro
List of server commands/player
List of server commands/role
List of server commands/serverconfig
List of server commands/time
List of server commands/tp
List of server commands/weather
List of server commands/wgen
Locust
Log
Lore book
Macro
Main Page
Mantle
Meal
Meat
Meat stew
Mechanical
Mechanical power
Metal
Metal parts
Metal plate
Metal scraps
Metal spike
Meteoric iron
Meteorite
Mining
Mining bag
Modding:Adding Block Behavior
Modding:Advanced Blocks
Modding:Advanced Items
Modding:Animation
Modding:Asset System
Modding:Asset Type - BlockTypes
Modding:Asset Type - Entities
Modding:Asset Type - ItemTypes
Modding:Asset Type - Patches
Modding:Asset Type - Recipes
Modding:Asset Type - Recipes (Alloy)
Modding:Asset Type - Recipes (Barrel)
Modding:Asset Type - Recipes (Clayforming)
Modding:Asset Type - Recipes (Cooking)
Modding:Asset Type - Recipes (Grid)
Modding:Asset Type - Recipes (Knapping)
Modding:Asset Type - Recipes (Smithing)
Modding:Asset Type - Shapes
Modding:Asset Type - Sounds
Modding:Asset Type - Textures
Modding:Asset Type - WorldProperties
Modding:Basic Block
Modding:Basic Content Tutorials
Modding:Basic Entity
Modding:Basic Inventory Handling
Modding:Basic Item
Modding:Basic Modding Examples
Modding:Block and Item Interactions
Modding:Block Entity
Modding:Block Json Properties
Modding:Chunk Moddata
Modding:Code Mods
Modding:Code Tutorial Simple Block
Modding:Commands
Modding:Community Resources
Modding:Content Mods
Modding:Content Tutorial Basics
Modding:Content Tutorial Block Variants
Modding:Content Tutorial Item Variants
Modding:Content Tutorial Simple Block
Modding:Content Tutorial Simple Item
Modding:Content Tutorial Simple Recipe
Modding:Creating Recipes
Modding:Developing a Content Mod
Modding:Entity Json Properties
Modding:Getting Started
Modding:GUIs
Modding:Intermediate Content Tutorials
Modding:Item Json Properties
Modding:JSON Patching
Modding:Load Order
Modding:Mod Packaging
Modding:Mod-Engine Compatibility
Modding:Moddable Mod
Modding:Modding API Updates
Modding:Modding Efficiently
Modding:Network API
Modding:Other Content Tutorials
Modding:Preparing For Code Mods
Modding:Programming Languages
Modding:Rendering API
Modding:SaveGame ModData
Modding:Server-Client Considerations
Modding:Setting up your Development Environment
Modding:Simple Particles
Modding:Textures
Modding:The Remapper
Modding:Theme Pack
Modding:TreeAttribute
Modding:Tutorial Template
Modding:VS Model Creator
Modding:VS Model Creator tutorials
Modding:World Access
Modding:WorldGen API
Modding:WorldGen Concept
Modding:WorldGen Configuration
Modinfo
Mold
Mortar
Mushroom
Nails and strips
Nickel
Night vision mask
Off-hand
Omok
Onion
Ore
Ore blasting bomb
Ore Deposits
Other Plants
Painting
Panning
Parchment
Parsnip
Path
Peanut
Peat
Peat brick
Pickaxe
Pigment
Pineapple
Pit kiln
Planks
Plaque
Plaster
Porridge
Potash
Poultice
Prospecting Pick
Pulverizer
Pumpkin
Quern
Raccoon
Raft
Reed
Reed basket trap
Reed chest
Resin
Resonance Archives
Resonator
Resource Crafting
Rift ward
Rock
Roofing blocks
Room
Rope
Rot
Ruin
Rusty gears
Salmon
Saltpeter
Sand
Sandbox/darce/test
Sandbox/Daretmavi/maintest
Sandbox/Tyron/Home alt
Sandbox/ZulfBracket/Home
Sandbox/ZulfBracket/Home alt
Satiety
Saw
Scrambled eggs
Scrap weapon kit
Scythe
Sea shell
Seasons
Server Config
Server startup parameters
ServerBlockTicking
Setting up a Multiplayer Server
Sewing kit
Shears
Shelf
Shield
Shovel
Sieve
Sign
Signpost
Silver
Skep
Smithing
Soil
Soil Blocks
Soup
Soybean
Spear
Steel
Steel making
Stick
Stone Blocks
Storage vessel
Straw dummy
Strewn straw
Suggestions
Sulfur
Support beam
Surface
Survival Guide - Advanced tech
Survival Guide - Your first day
Tapestry
Temperature
Template:AnimalTabs
Template:AnimalTabs/doc
Template:Armor
Template:Block
Template:Block/doc
Template:Blocks navbox
Template:Breaking
Template:Breaking/doc
Template:Climate
Template:Content
Template:Cooking navbox
Template:Cooking navbox/doc
Template:Crafting
Template:Creature
Template:Development
Template:Development/doc
Template:Drops
Template:Drops/Nothing
Template:Drops/row/doc
Template:Entities navbox
Template:Entity infobox
Template:Entity infobox/doc
Template:Farming navbox
Template:Game navbox
Template:GameVersion
Template:GameVersion/doc
Template:Item
Template:Item/doc
Template:Item/Food
Template:Item/Food/Category
Template:Item/Fuel
Template:Item/Fuel/doc
Template:Item/Smeltable
Template:Item/Transitionable
Template:Items navbox
Template:Keypress/doc
Template:Metals navbox
Template:Navbox/codemodding
Template:Navbox/contentmodding
Template:Navbox/modding
Template:Navbox/properties-audio
Template:Navbox/properties-config
Template:Navbox/properties-gameobjects
Template:Navbox/properties-patches
Template:Navbox/properties-recipes
Template:Navbox/properties-template
Template:Navbox/properties-worldgen
Template:Navbox/properties-worldproperties
Template:Needs image
Template:Outdated
Template:Outdated/doc
Template:PageOutdated
Template:Protip
Template:Protip/doc
Template:Range
Template:Range/doc
Template:Sandbox/Xandoria/Testing
Template:SectionOutdated
Template:SneakClick
Template:Spawn
Template:Spoiler
Template:Sprint
Template:Stub
Template:Stub/doc
Template:Tool
Template:Tool/MiningSpeed
Template:Using
Template:Using/doc
Template:Weapon
Template:Weapon/Attack
Temporal gear
Temporal rift
Temporal stability
Temporal storm
Terminus teleporter
Termite
Termite mound
Terrain Generation
Thatch
Tin
Titanium
Tongs
Tool rack
Tools
Tools and Weapons
Torch
Trading
Translocator
Tree
Troubleshooting Guide
Trough
Tuning cylinder
Tuning spear
Turnip
Twine
Updating Old Worlds
User:Degradkal
User:Grimdian
User:Nateonus
User:Nateonus/navbox/content
User:Nateonus/navbox/main
User:Saricane/Sandbox/Firestarter
User:Saricane/Sandbox/Test1
User:Saricane/Sandbox/Test2
User:Xandoria/Sandbox/Test1
Vegetable stew
Version history
Vertical rack
Vintage Story Original Soundtrack
Vintage Story Wiki:How to translate the wiki
Vintage Story Wiki:Translation Tables
Vintage Story Wiki:Video Tutorials Needed
VintagestoryData folder
VTML
Wallpapers
Water
Weapons
Weather
Wild food
Wild pig
Windmill
Wolf
Wooden bucket
World Configuration
World generation
Worldmap
Wrench
Zinc
Language
aa - Afar
ab - Abkhazian
abs - Ambonese Malay
ace - Achinese
ady - Adyghe
ady-cyrl - Adyghe (Cyrillic script)
aeb - Tunisian Arabic
aeb-arab - Tunisian Arabic (Arabic script)
aeb-latn - Tunisian Arabic (Latin script)
af - Afrikaans
ak - Akan
aln - Gheg Albanian
alt - Southern Altai
am - Amharic
ami - Amis
an - Aragonese
ang - Old English
anp - Angika
ar - Arabic
arc - Aramaic
arn - Mapuche
arq - Algerian Arabic
ary - Moroccan Arabic
arz - Egyptian Arabic
as - Assamese
ase - American Sign Language
ast - Asturian
atj - Atikamekw
av - Avaric
avk - Kotava
awa - Awadhi
ay - Aymara
az - Azerbaijani
azb - South Azerbaijani
ba - Bashkir
ban - Balinese
ban-bali - ᬩᬲᬩᬮᬶ
bar - Bavarian
bbc - Batak Toba
bbc-latn - Batak Toba (Latin script)
bcc - Southern Balochi
bci - Baoulé
bcl - Central Bikol
be - Belarusian
be-tarask - Belarusian (Taraškievica orthography)
bg - Bulgarian
bgn - Western Balochi
bh - Bhojpuri
bho - Bhojpuri
bi - Bislama
bjn - Banjar
blk - Pa'O
bm - Bambara
bn - Bangla
bo - Tibetan
bpy - Bishnupriya
bqi - Bakhtiari
br - Breton
brh - Brahui
bs - Bosnian
btm - Batak Mandailing
bto - Iriga Bicolano
bug - Buginese
bxr - Russia Buriat
ca - Catalan
cbk-zam - Chavacano
cdo - Min Dong Chinese
ce - Chechen
ceb - Cebuano
ch - Chamorro
cho - Choctaw
chr - Cherokee
chy - Cheyenne
ckb - Central Kurdish
co - Corsican
cps - Capiznon
cr - Cree
crh - Crimean Tatar
crh-cyrl - Crimean Tatar (Cyrillic script)
crh-latn - Crimean Tatar (Latin script)
cs - Czech
csb - Kashubian
cu - Church Slavic
cv - Chuvash
cy - Welsh
da - Danish
dag - Dagbani
de - German
de-at - Austrian German
de-ch - Swiss High German
de-formal - German (formal address)
din - Dinka
diq - Zazaki
dsb - Lower Sorbian
dtp - Central Dusun
dty - Doteli
dv - Divehi
dz - Dzongkha
ee - Ewe
egl - Emilian
el - Greek
eml - Emiliano-Romagnolo
en - English
en-ca - Canadian English
en-gb - British English
eo - Esperanto
es - Spanish
es-419 - Latin American Spanish
es-formal - Spanish (formal address)
et - Estonian
eu - Basque
ext - Extremaduran
fa - Persian
ff - Fulah
fi - Finnish
fit - Tornedalen Finnish
fj - Fijian
fo - Faroese
fon - Fon
fr - French
frc - Cajun French
frp - Arpitan
frr - Northern Frisian
fur - Friulian
fy - Western Frisian
ga - Irish
gaa - Ga
gag - Gagauz
gan - Gan Chinese
gan-hans - Gan (Simplified)
gan-hant - Gan (Traditional)
gcr - Guianan Creole
gd - Scottish Gaelic
gl - Galician
gld - Nanai
glk - Gilaki
gn - Guarani
gom - Goan Konkani
gom-deva - Goan Konkani (Devanagari script)
gom-latn - Goan Konkani (Latin script)
gor - Gorontalo
got - Gothic
grc - Ancient Greek
gsw - Swiss German
gu - Gujarati
guc - Wayuu
gur - Frafra
guw - Gun
gv - Manx
ha - Hausa
hak - Hakka Chinese
haw - Hawaiian
he - Hebrew
hi - Hindi
hif - Fiji Hindi
hif-latn - Fiji Hindi (Latin script)
hil - Hiligaynon
ho - Hiri Motu
hr - Croatian
hrx - Hunsrik
hsb - Upper Sorbian
hsn - Xiang Chinese
ht - Haitian Creole
hu - Hungarian
hu-formal - Hungarian (formal address)
hy - Armenian
hyw - Western Armenian
hz - Herero
ia - Interlingua
id - Indonesian
ie - Interlingue
ig - Igbo
ii - Sichuan Yi
ik - Inupiaq
ike-cans - Eastern Canadian (Aboriginal syllabics)
ike-latn - Eastern Canadian (Latin script)
ilo - Iloko
inh - Ingush
io - Ido
is - Icelandic
it - Italian
iu - Inuktitut
ja - Japanese
jam - Jamaican Creole English
jbo - Lojban
jut - Jutish
jv - Javanese
ka - Georgian
kaa - Kara-Kalpak
kab - Kabyle
kbd - Kabardian
kbd-cyrl - Kabardian (Cyrillic script)
kbp - Kabiye
kcg - Tyap
kea - Kabuverdianu
kg - Kongo
khw - Khowar
ki - Kikuyu
kiu - Kirmanjki
kj - Kuanyama
kjp - Eastern Pwo
kk - Kazakh
kk-arab - Kazakh (Arabic script)
kk-cn - Kazakh (China)
kk-cyrl - Kazakh (Cyrillic script)
kk-kz - Kazakh (Kazakhstan)
kk-latn - Kazakh (Latin script)
kk-tr - Kazakh (Turkey)
kl - Kalaallisut
km - Khmer
kn - Kannada
ko - Korean
ko-kp - Korean (North Korea)
koi - Komi-Permyak
kr - Kanuri
krc - Karachay-Balkar
kri - Krio
krj - Kinaray-a
krl - Karelian
ks - Kashmiri
ks-arab - Kashmiri (Arabic script)
ks-deva - Kashmiri (Devanagari script)
ksh - Colognian
ksw - S'gaw Karen
ku - Kurdish
ku-arab - Kurdish (Arabic script)
ku-latn - Kurdish (Latin script)
kum - Kumyk
kv - Komi
kw - Cornish
ky - Kyrgyz
la - Latin
lad - Ladino
lb - Luxembourgish
lbe - Lak
lez - Lezghian
lfn - Lingua Franca Nova
lg - Ganda
li - Limburgish
lij - Ligurian
liv - Livonian
lki - Laki
lld - Ladin
lmo - Lombard
ln - Lingala
lo - Lao
loz - Lozi
lrc - Northern Luri
lt - Lithuanian
ltg - Latgalian
lus - Mizo
luz - Southern Luri
lv - Latvian
lzh - Literary Chinese
lzz - Laz
mad - Madurese
mai - Maithili
map-bms - Basa Banyumasan
mdf - Moksha
mg - Malagasy
mh - Marshallese
mhr - Eastern Mari
mi - Maori
min - Minangkabau
mk - Macedonian
ml - Malayalam
mn - Mongolian
mni - Manipuri
mnw - Mon
mo - Moldovan
mr - Marathi
mrh - Mara
mrj - Western Mari
ms - Malay
ms-arab - Malay (Jawi script)
mt - Maltese
mus - Muscogee
mwl - Mirandese
my - Burmese
myv - Erzya
mzn - Mazanderani
na - Nauru
nah - Nāhuatl
nan - Min Nan Chinese
nap - Neapolitan
nb - Norwegian Bokmål
nds - Low German
nds-nl - Low Saxon
ne - Nepali
new - Newari
ng - Ndonga
nia - Nias
niu - Niuean
nl - Dutch
nl-informal - Dutch (informal address)
nmz - Nawdm
nn - Norwegian Nynorsk
no - Norwegian
nod - Northern Thai
nov - Novial
nqo - N’Ko
nrm - Norman
nso - Northern Sotho
nv - Navajo
ny - Nyanja
nyn - Nyankole
nys - Nyungar
oc - Occitan
ojb - Northwestern Ojibwe
olo - Livvi-Karelian
om - Oromo
or - Odia
os - Ossetic
pa - Punjabi
pag - Pangasinan
pam - Pampanga
pap - Papiamento
pcd - Picard
pdc - Pennsylvania German
pdt - Plautdietsch
pfl - Palatine German
pi - Pali
pih - Norfuk / Pitkern
pl - Polish
pms - Piedmontese
pnb - Western Punjabi
pnt - Pontic
prg - Prussian
ps - Pashto
pt - Portuguese
pt-br - Brazilian Portuguese
pwn - Paiwan
qqq - Message documentation
qu - Quechua
qug - Chimborazo Highland Quichua
rgn - Romagnol
rif - Riffian
rm - Romansh
rmc - Carpathian Romani
rmy - Vlax Romani
rn - Rundi
ro - Romanian
roa-tara - Tarantino
rsk - руски
ru - Russian
rue - Rusyn
rup - Aromanian
ruq - Megleno-Romanian
ruq-cyrl - Megleno-Romanian (Cyrillic script)
ruq-latn - Megleno-Romanian (Latin script)
rw - Kinyarwanda
sa - Sanskrit
sah - Sakha
sat - Santali
sc - Sardinian
scn - Sicilian
sco - Scots
sd - Sindhi
sdc - Sassarese Sardinian
sdh - Southern Kurdish
se - Northern Sami
se-fi - davvisámegiella (Suoma bealde)
se-no - davvisámegiella (Norgga bealde)
se-se - davvisámegiella (Ruoŧa bealde)
sei - Seri
ses - Koyraboro Senni
sg - Sango
sgs - Samogitian
sh - Serbo-Croatian
shi - Tachelhit
shi-latn - Tachelhit (Latin script)
shi-tfng - Tachelhit (Tifinagh script)
shn - Shan
shy - Shawiya
shy-latn - Shawiya (Latin script)
si - Sinhala
simple - Simple English
sjd - Kildin Sami
sje - Pite Sami
sk - Slovak
skr - Saraiki
skr-arab - Saraiki (Arabic script)
sl - Slovenian
sli - Lower Silesian
sm - Samoan
sma - Southern Sami
smn - Inari Sami
sms - Skolt Sami
sn - Shona
so - Somali
sq - Albanian
sr - Serbian
sr-ec - Serbian (Cyrillic script)
sr-el - Serbian (Latin script)
srn - Sranan Tongo
ss - Swati
st - Southern Sotho
stq - Saterland Frisian
sty - Siberian Tatar
su - Sundanese
sv - Swedish
sw - Swahili
szl - Silesian
szy - Sakizaya
ta - Tamil
tay - Tayal
tcy - Tulu
te - Telugu
tet - Tetum
tg - Tajik
tg-cyrl - Tajik (Cyrillic script)
tg-latn - Tajik (Latin script)
th - Thai
ti - Tigrinya
tk - Turkmen
tl - Tagalog
tly - Talysh
tly-cyrl - толыши
tn - Tswana
to - Tongan
tpi - Tok Pisin
tr - Turkish
tru - Turoyo
trv - Taroko
ts - Tsonga
tt - Tatar
tt-cyrl - Tatar (Cyrillic script)
tt-latn - Tatar (Latin script)
tum - Tumbuka
tw - Twi
ty - Tahitian
tyv - Tuvinian
tzm - Central Atlas Tamazight
udm - Udmurt
ug - Uyghur
ug-arab - Uyghur (Arabic script)
ug-latn - Uyghur (Latin script)
uk - Ukrainian
ur - Urdu
uz - Uzbek
uz-cyrl - Uzbek (Cyrillic script)
uz-latn - Uzbek (Latin script)
ve - Venda
vec - Venetian
vep - Veps
vi - Vietnamese
vls - West Flemish
vmf - Main-Franconian
vmw - Makhuwa
vo - Volapük
vot - Votic
vro - Võro
wa - Walloon
war - Waray
wls - Wallisian
wo - Wolof
wuu - Wu Chinese
xal - Kalmyk
xh - Xhosa
xmf - Mingrelian
xsy - Saisiyat
yi - Yiddish
yo - Yoruba
yrl - Nheengatu
yue - Cantonese
za - Zhuang
zea - Zeelandic
zgh - Standard Moroccan Tamazight
zh - Chinese
zh-cn - Chinese (China)
zh-hans - Simplified Chinese
zh-hant - Traditional Chinese
zh-hk - Chinese (Hong Kong)
zh-mo - Chinese (Macau)
zh-my - Chinese (Malaysia)
zh-sg - Chinese (Singapore)
zh-tw - Chinese (Taiwan)
zu - Zulu
Format
Export for off-line translation
Export in native format
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<languages/> {{GameVersion|1.18.8-rc.1}} <div lang="en" dir="ltr" class="mw-content-ltr"> __FORCETOC__ == Software == </div> <div lang="en" dir="ltr" class="mw-content-ltr"> When you are ready to begin coding mods for Vintage Story, you probably would want to set up a development environment that simplifies the process of coding and testing your creations. VintageStory is developed in C# and since version 1.18.8 we switched to .NET 7. </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 lang="en" dir="ltr" class="mw-content-ltr"> * [https://www.visualstudio.com/en/vs/community/ Visual Studio Community] is a free and very powerful development environment made by Microsoft and has probably the best support for working with C# and dotnet which are also developed by Microsoft. This is also the tool the Vintage Story Team uses to build the game. It also has a [https://www.visualstudio.com/vs/mac/ MacOS Version]. When using it make sure to install the <code>.NET desktop development</code> Workload as well. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> * [https://www.jetbrains.com/rider/ JetBrains Rider] is a paid powerful and user-friendly integrated development environment (IDE) specifically designed for .NET. Since it is made for the .NET it also has very good support for all the features you may need while being fully cross-platform. It is also used to develop the game by the Vintage Story Team. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> * [https://code.visualstudio.com/ Visual Studio Code] is a free, lightweight and versatile source code editor developed by Microsoft. It supports numerous programming languages and offers a wide range of extensions to enhance its functionality. There are extensions to support C# and thus can be a good choice to start out making mods. It is a lot used by our modding community. </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 lang="en" dir="ltr" class="mw-content-ltr"> Choose one of the above IDEs or other alternatives. We suggest using '''Visual Studio Community''' for Windows. For Linux you may want to use '''Visual Studio Code''' or '''Rider'''. </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> <div lang="en" dir="ltr" class="mw-content-ltr"> 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", "$Env:AppData\Vintagestory", "User") </syntaxhighlight> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Change <code>$Env:AppData\Vintagestory</code> if you used a custom installation path for your game. </div> <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> <div lang="en" dir="ltr" class="mw-content-ltr"> * 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> <div lang="en" dir="ltr" class="mw-content-ltr"> == Setup a Mod == </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === Mod Template package === </div> <div lang="en" dir="ltr" class="mw-content-ltr"> The first and recommended option would be to use the ''template package''. </div> <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: </div> <div lang="en" dir="ltr" class="mw-content-ltr"> <syntaxhighlight lang=shell> dotnet new install VintageStory.Mod.Templates </syntaxhighlight> </div> <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> <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. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ==== Visual Studio ==== </div> <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 This will flatten the project tree by one folder and make it easier to navigate. </div> <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> <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> <div lang="en" dir="ltr" class="mw-content-ltr"> ==== Rider ==== </div> <div lang="en" dir="ltr" class="mw-content-ltr"> 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> <div lang="en" dir="ltr" class="mw-content-ltr"> Open Rider and click on ''New Solution''. If you installed the ''VintageStory.Mod.Templates'' you can then select '''Vintage Story Mod'''. </div> <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> <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> <div lang="en" dir="ltr" class="mw-content-ltr"> ==== Visual Studio Code ==== </div> <div lang="en" dir="ltr" class="mw-content-ltr"> 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> <div lang="en" dir="ltr" class="mw-content-ltr"> * 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> <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> <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> <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> <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> <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> <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> <div lang="en" dir="ltr" class="mw-content-ltr"> When using the Commandline you can specify these options like so: </div> <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> <div lang="en" dir="ltr" class="mw-content-ltr"> <br> ---- <br> </div> <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> <div lang="en" dir="ltr" class="mw-content-ltr"> ==== Updating the template package ==== </div> <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> <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> <div lang="en" dir="ltr" class="mw-content-ltr"> ==== Folder structure ==== </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Here is an overview of where what files in your mod are located. <table id="treeviewtable" class="table table-bordered tt-table" style='table-layout: fixed'> <tr style=''> <th width='300' align='left'>Name</th> <th width='600' align='left'>Description</th> </tr> <tr> <td><div class="tt" data-tt-id="root">mytestmod</div></td> <td></td> </tr> <tr> <td scope="row"><div class="tt" data-tt-id="p_vscode" data-tt-parent="root">.vscode</div></td> <td>If you checked --IncludeVSCode this folder will contain all stuff needed to run, package and debug your mod using Visual Studio Code.</td> </tr> <tr> <td scope="row"><div class="tt" data-tt-id="p_cakebuild" data-tt-parent="root">CakeBuild</div></td> <td>This Project contains the code that builds mytestmod_x.x.x.zip. You can execute it by selecting the Run Configuration CakeBuild.</td> </tr> <tr> <td scope="row"><div class="tt" data-tt-id="p_mytestmod" data-tt-parent="root">mytestmod</div></td> <td>This is your project. It contains all your code as well as the assets and the modinfo.json</td> </tr> <tr> <td scope="row"><div class="tt" data-tt-id="p_releases_assets" data-tt-parent="p_mytestmod">assets</div></td> <td>Contains your assets. See '''[[Modding:Asset System|Asset System]]'''</td> </tr> <tr> <td scope="row"><div class="tt" data-tt-id="p_releases_modinfo" data-tt-parent="p_mytestmod">modinfo.json</div></td> <td>Defines your mod. Author, Dependencies, Name and much more. See '''[[Modinfo | Modinfo]]'''</td> </tr> <tr> <td scope="row"><div class="tt" data-tt-id="p_releases_properties" data-tt-parent="p_mytestmod">Properties</div></td> <td></td> </tr> <tr> <td scope="row"><div class="tt" data-tt-id="p_releases_launchsettings" data-tt-parent="p_releases_properties">launchSettings.json</div></td> <td>This contains how to launch your mod (Visual Studio, Rider). You may want to add custom startup parameters to launch for example directly into a world when starting. Run Vintagestory.exe -h to see all options from a terminal opened in your Vintagestory install directory.</td> </tr> <tr> <td scope="row"><div class="tt" data-tt-id="p_releases_csproj" data-tt-parent="p_mytestmod">mymod.csproj</div></td> <td>Your mods csproj file. Contains information like the .NET version to build against and references to the VintagestoryAPI for example.</td> </tr> <tr> <td scope="row"><div class="tt" data-tt-id="p_releases" data-tt-parent="root">Releases</div></td> <td>Contains your mod release once the CakeBuild Run Configuration was run.</td> </tr> <tr> <td scope="row"><div class="tt" data-tt-id="p_releases_mymtestmod" data-tt-parent="p_releases">mytestmod</div></td> <td>Your mod files before getting packaged into a .zip file.</td> </tr> <tr> <td scope="row"><div class="tt" data-tt-id="p_releases_zip" data-tt-parent="p_releases">mytestmod_x.x.x.zip</div></td> <td>Ready to release mod zip.</td> </tr> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> </table> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === Template Mod Project === </div> <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> <div lang="en" dir="ltr" class="mw-content-ltr"> 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> <div lang="en" dir="ltr" class="mw-content-ltr"> * Without using git and Github account </div> <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> <div lang="en" dir="ltr" class="mw-content-ltr"> * Using Github and or git command </div> <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> <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> <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> <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> <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> <div lang="en" dir="ltr" class="mw-content-ltr"> For a full list of available options see '''[[Modinfo | Modinfo]]'''. </div> <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> <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> <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> <div lang="en" dir="ltr" class="mw-content-ltr"> The file <code>modtemplate\modtemplateModSystem.cs</code> can be called whatever you like. </div> <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> <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> <div lang="en" dir="ltr" class="mw-content-ltr"> === Launch the Mod === </div> <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> <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> <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> <div lang="en" dir="ltr" class="mw-content-ltr"> == Packaging the Mod == </div> <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> <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> <div lang="en" dir="ltr" class="mw-content-ltr"> Congratulations now you have your mod development environment set up and a ready-to-release mod package. </div> <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 = </div> <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. </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. </div> {{Navbox/modding}}
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