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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Category:Outdated pages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
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{{GameVersion|1.15}} <languages/>== Intro == We will be walking through how to plug in and add your own features to the world generation code of Vintage Story by looking at a demo mod called VSTreasureChest. The full source code for this project can be found [https://github.com/anegostudios/VSTreasureChest on Github]. We are going to walk through coding it from scratch. == VSTreasureChest Mod== This mod places treasure chests around the world for the user to find. Each treasure chest has a random number of ingots in them. The mod only places treasure chests beside trees. It also adds a server command that can be run in the chat window called /treasure that places a treasure chest in front of the player. This can be useful for testing in case you want to change what items are in the chest and you don't want to bother looking for the chest for verification. [[File:treasure chest.png|thumb]] == Getting started == Please follow the instructions [[Setting up your Development Environment|here]] for setting up your development environment. We named our project VSTreasureChest but you can choose any name you like. We will do one different thing. When you get to the debug command line arguments instead of passing /flatworld we are going to pass /stdworld:test. The reason we are doing this is because we are going to be placing our chest beside a tree. The /flatworld generates a flat world with no trees so that won't help us much in this scenario. However, depending on the specific terrain gen features you are doing you may want to use /flatworld in the future. == The VSTreasureChestMod class == The main class and the starting point of our mod will be VSTreasureChestMod. <syntaxhighlight lang="c#"> using System; using System.Collections.Generic; using Vintagestory.API; using Vintagestory.API.Datastructures; using Vintagestory.API.Interfaces; namespace Vintagestory.Mods.TreasureChest { public class VSTreasureChestMod : ModSystem { private ICoreServerAPI api; public override void StartServerSide(ICoreServerAPI api) { this.api = api; } public override bool ShouldLoad(EnumAppSide side) { return side == EnumAppSide.Server; } } } </syntaxhighlight> The first thing to note is the '''using''' directives at the top. Those that start with Vintagestory will allow us to access classes in the Vintagestory api. Next the '''StartServerSide''' is a method we are overriding from '''ModSystem''' that is called once when the server is start up. Here we start by just storing a reference to the '''ICoreServerAPI''' for convenient access later. We will also be registering call backs for other events here. We also override '''ShouldLoad''' to tell the system to only load this on the server side and not the client side. It would work without this but it's not necessary for the client to load this mod since all our code happens server side. == The /treasure command == Next we are going to add the '''/treasure''' command. To do this we must register a delegate so that we can be notified when the user types our command. We do this with the '''ICoreServerAPI.RegisterCommand''' method. In '''StartServerSide''' add the following line: <syntaxhighlight lang="c#"> this.api.RegisterCommand("treasure", "Place a treasure chest with random items", "", PlaceTreasureChestInFrontOfPlayer, Privilege.controlserver); </syntaxhighlight> This is registering a '''treasure''' command with the server with a brief description that is used to describe the command for when the user types '''/help'''. The other important argument is the '''PlaceTreasureChestInFrontOfPlayer''' argument which is a reference to a method we haven't written yet. So lets add the following method below '''StartServerSide'''. <syntaxhighlight lang="c#"> private void PlaceTreasureChestInFrontOfPlayer(IServerPlayer player, int groupId, CmdArgs args) { } </syntaxhighlight> This method will now be called when the user types '''/treasure''' command in the chat window. Wasn't that easy!!! Now we need to write the code to place our chest in that method. == Placing our chest == The first thing we need to do is figure out how to tell the API that we want a chest and not grass or stone or some other block. Every Block has a numerical ID that gets assigned when the server starts but this ID may change. Luckily there is a property of the Block class that identifies it and does not change. This is the Code property. Block codes can be found in '''Vintagestory\assets\blocktypes''' in json files. The one for chest is '''Vintagestory\assets\blocktypes\wood\generic\chest.json'''. If you open that file you will see at the very top the code property is set to "chest". We also need to append the type of the shape that basically tells the system which way the chest is facing. So for simplicity we are going to pick south. So the resulting block code we will be using is "chest-south". Ok lets see some code. <syntaxhighlight lang="c#"> private void PlaceTreasureChestInFrontOfPlayer(IServerPlayer player, int groupId, CmdArgs args) { // Old, don't work on latest version // ushort blockID = api.WorldManager.GetBlockId("chest-south"); // Block chest = api.WorldManager.GetBlockType(blockID); // chest.TryPlaceBlockForWorldGen(api.World.BlockAccessor, player.Entity.Pos.HorizontalAheadCopy(2).AsBlockPos, BlockFacing.UP); // New, work on latest version Block chest = api.World.GetBlock(new AssetLocation("chest-south")); chest.TryPlaceBlockForWorldGen(api.World.BlockAccessor, player.Entity.Pos.HorizontalAheadCopy(2).AsBlockPos, BlockFacing.UP, null ); } </syntaxhighlight> The first line of code asks the '''IWorldManagerAPI''' to get the numeric block id for the block code "chest-south". Next we get the '''Block''' class that represents that chest. And finally we call a method called '''TryPlaceBlockForWorldGen''' and pass in an IBlockAccessor. There are many implementations of '''IBlockAccessor''' and we will cover that in a little more detail later. For now we are using this one. The second argument just calculates the world coordinates for 2 blocks in front of the player. Now if you run the mod from Visual Studio by pressing "Start" at the top you should be able to execute the '''/treasure''' command in the game. Once you do that you will have a fancy new chest appear in front of you with no items. Well I guess it's time for us to add some items. == Adding items to our chest == We want to add some items to the chest since after all it is a "treasure" chest. For now we are going to add various ingots to the chest. However there are lots of items in Vintagestory and I encourage you to play with this and feel free to add other items. We also want to add items at random. Not only the type of items should be random but also the ingots we add should be random. There are all kinds of ways to do this but lets write a data structure that represents a grab bag full of items and lets pull items out of that bag and place them in the chest like Santa Claus! We will create a '''ShuffleBag''' class so in Visual Studio right click on your project and go to Add->Class. Call it '''ShuffleBag.cs''' and press Add. Here's the code to place in the '''ShuffleBag''' class. <syntaxhighlight lang="c#"> using System; using System.Collections.Generic; namespace Vintagestory.Mods.TreasureChest { /// <summary> /// Data structure for picking random items /// </summary> public class ShuffleBag<T> { private Random random = new Random(); private List<T> data; private T currentItem; private int currentPosition = -1; private int Capacity { get { return data.Capacity; } } public int Size { get { return data.Count; } } public ShuffleBag(int initCapacity) { this.data = new List<T>(initCapacity); this.random = new Random(); } public ShuffleBag(int initCapacity, Random random) { this.random = random; this.data = new List<T>(initCapacity); } /// <summary> /// Adds the specified number of the given item to the bag /// </summary> public void Add(T item, int amount) { for (int i = 0; i < amount; i++) data.Add(item); currentPosition = Size - 1; } /// <summary> /// Returns the next random item from the bag /// </summary> public T Next() { if (currentPosition < 1) { currentPosition = Size - 1; currentItem = data[0]; return currentItem; } var pos = random.Next(currentPosition); currentItem = data[pos]; data[pos] = data[currentPosition]; data[currentPosition] = currentItem; currentPosition--; return currentItem; } } } </syntaxhighlight> This is all basic C# stuff but the idea is that we are going to call '''Add''' on our '''ShuffleBag''' several times to load it up, then we are going to call '''Next''' to pull items out of it. This will let us kind of control the probability or rarity of items placed in chests. Items that are more rare will have fewer items in the bag. Lets add a couple of class variables to control the minimum and maximum number of items that will go in our chest. <syntaxhighlight lang="c#"> private const int MIN_ITEMS = 3; private const int MAX_ITEMS = 10; </syntaxhighlight> Since we will want to create a new ShuffleBag with each chest we place lets go ahead and create a MakeShuffleBag method. <syntaxhighlight lang="c#"> private ShuffleBag<string> MakeShuffleBag() { ShuffleBag<string> shuffleBag = new ShuffleBag<string>(100, api.World.Rand); shuffleBag.Add("ingot-iron", 10); shuffleBag.Add("ingot-bismuth", 5); shuffleBag.Add("ingot-silver", 5); shuffleBag.Add("ingot-zinc", 5); shuffleBag.Add("ingot-titanium", 5); shuffleBag.Add("ingot-platinum", 5); shuffleBag.Add("ingot-chromium", 5); shuffleBag.Add("ingot-tin", 5); shuffleBag.Add("ingot-lead", 5); shuffleBag.Add("ingot-gold", 5); return shuffleBag; } </syntaxhighlight> This loads up our '''ShuffleBag''' with various ingots. The only more common item is iron. Feel free to change the item counts as you see fit. One thing to note here is the API does give us an instance of Random that we can use so we pass it in to our ShuffleBag. We are almost ready to place these items in the chest but we need to create an '''ItemStack''' for each slot we will be taking up in the chest. The chest is an instance of '''IBlockEntityContainer''' which has an '''Inventory''' property. An '''Inventory''' is made up of several '''IItemSlot''' instances. We need a utility method to create a list of '''ItemStacks''' to place in those slots. <syntaxhighlight lang="c#"> private IEnumerable<ItemStack> MakeItemStacks() { ShuffleBag<string> shuffleBag = MakeShuffleBag(); Dictionary<string, ItemStack> itemStacks = new Dictionary<string, ItemStack>(); int grabCount = api.World.Rand.Next(MIN_ITEMS, MAX_ITEMS); for (int i = 0; i < grabCount; i++) { string nextItem = shuffleBag.Next(); Item item = api.World.GetItem(nextItem); if (itemStacks.ContainsKey(nextItem)) { itemStacks[nextItem].StackSize++; } else { itemStacks.Add(nextItem, new ItemStack(item)); } } return itemStacks.Values; } </syntaxhighlight> Here we make our '''ShuffleBag''' by calling '''MakeShuffleBag'''. We calculate a '''grabCount''' which is random number between '''MIN_ITEMS''' and '''MAX_ITEMS''' that controls the number of times Santa is going to reach into his bag. We don't want to create an '''ItemStack''' for each item because we may get 3 iron ingots for example. We don't want 3 slots with one iron ingot, we want one slot with 3 iron ingots. So we create a '''Dictionary''' and add items of the same type to the same '''ItemStack'''. This method returns an '''IEnumerable''' that we can loop over so we need to add a method that can loop over a list of '''ItemStacks''' and add them to our chest. <syntaxhighlight lang="c#"> private void AddItemStacks(IBlockEntityContainer chest, IEnumerable<ItemStack> itemStacks) { int slotNumber = 0; foreach (ItemStack itemStack in itemStacks) { slotNumber = Math.Min(slotNumber, chest.Inventory.QuantitySlots - 1); IItemSlot slot = chest.Inventory.GetSlot(slotNumber); slot.Itemstack = itemStack; slotNumber++; } } </syntaxhighlight> This method does just that. It advances the '''IItemSlot''' number each time, ensuring not to place more '''ItemStacks''' than there are '''IItemSlots''', and sets the '''IItemSlot.ItemStack''' value to the current '''ItemStack''' in the loop. We are almost there! We have all the pieces. Now we just need to get a reference to our chest that we have already placed and pass it to this method along with the '''ItemStacks'''. Lets go back to our '''PlaceTreasureChest''' method and replace the last line with the following code snippet. <syntaxhighlight lang="c#"> BlockPos pos = player.Entity.Pos.HorizontalAheadCopy(2).AsBlockPos; chest.TryPlaceBlockForWorldGen(api.World.BlockAccessor, pos, BlockFacing.UP, null); IBlockEntityContainer chestEntity = (IBlockEntityContainer)api.World.BlockAccessor.GetBlockEntity(pos); AddItemStacks(chestEntity, MakeItemStacks()); </syntaxhighlight> The first line is just capturing the '''BlockPos''' position object so that we can use it in two places. The next is the same as before, just placing the chest in the world. Next we go back to the '''IBlockAccessor''' to get the block entity at that position. It's important to call '''GetBlockEntity''' here because a chest is an '''Entity'''. An '''Entity''' is something that has extra behavior attached to it as opposed to a normal block. This method returns an '''IBlockEntity''' which is a generic interface for all block entities. However we specifically need a block entity that has an Inventory. Since we know the block entity we just placed is a chest then it's safe to to cast the returned '''IBlockEntity''' to an '''IBlockEntityContainer''' which is a specialized version of '''IBlockEntity''' that provides access to an '''Inventory'''. Now that we have that we pass it along to our '''AddItemStacks''' method we created earlier and additionally pass in the list of '''ItemStacks''' that are created by our '''MakeItemStacks''' method that we also created earlier. Now if you run the code again and type '''/treasure''' you should have random items in there! Try it several times and you will see them change. That's really cool and all but not real fun for a game play experience. We want the player to find these chests and encourage them to explore the world! So lets plug in to world gen next! == Hooking in to the world gen API == Hooking into the world gen api is very similar to how we registered our command. We will pass a delegate callback that gets called when a chunk column is generated. Add the following to '''StartServerSide''' <syntaxhighlight lang="c#"> this.api.Event.ChunkColumnGeneration(OnChunkColumnGeneration, EnumWorldGenPass.Vegetation, "standard"); </syntaxhighlight> The first argument is a delegate, which is a reference to a method. You will get a compiler error after adding that line because we have not yet created the '''OnChunkColumnGeneration''' method. We will create that next. The second argument is an Enum that indicates which world generation pass we need to hook into. Vintage story uses several passes to generate the world. Different features are available during different world gen passes. Since we will be placing chests next to trees, we need trees to be in the world so we choose to be notified during the '''EnumWorldGenPass.Vegetation''' which tells the engine that we need neighbor chunks, block layers, tall grass, bushes and trees to be available. <syntaxhighlight lang="c#"> private void OnChunkColumnGeneration(IServerChunk[] chunks, int chunkX, int chunkZ) { } </syntaxhighlight> The above code is our empty '''OnChunkColumnGeneration''' which will be called when a chunk is generated. Now we need to look at how to place blocks in this method. We have already seen the '''IBlockAccessor''' interface and we will be using that to place our blocks but we can't use the implementation we used before. In the next section we will see how to get the '''IBlockAccessor''' we need and use it to place our chest. == Placing blocks during world gen == The server does not generate chunks on the main game thread because the game's frame rate would drop significantly and it would really be disruptive to game play. The server spawns a separate thread for this and there is a special '''IBlockAccessor''' that is used in that thread that we need to get a reference to in order to place our chest. First lets add two variables at the top of our class of type '''IBlockAccessor'''. One to hold our game thread '''IBlockAccessor''' and one to hold the one used by the server world gen thread. <syntaxhighlight lang="c#"> private IBlockAccessor chunkGenBlockAccessor; private IBlockAccessor worldBlockAccessor; </syntaxhighlight> Let's initialize '''worldBlockAccessor''' at the top of '''StartServerSide'''. This is the '''IBlockAccessor''' we used in our '''/treasure''' command. Later we will refactor that code to use this variable. <syntaxhighlight lang="c#"> this.worldBlockAccessor = api.World.BlockAccessor; </syntaxhighlight> Next we will register a call back delegate to be passed the '''IBlockAccessor''' we need. Place this in '''StartServerSide'''. <syntaxhighlight lang="c#"> this.api.Event.GetWorldgenBlockAccessor(OnWorldGenBlockAccessor); </syntaxhighlight> Then add this method to your class: <syntaxhighlight lang="c#"> private void OnWorldGenBlockAccessor(IChunkProviderThread chunkProvider) { chunkGenBlockAccessor = chunkProvider.GetBlockAccessor(true); } </syntaxhighlight> Let's do a quick refactoring before we move on. Remember our '''PlaceTreasureChestInFrontOfPlayer''' method? The code in that to place the chest is going to be reused by our world gen code but we won't have a player in that case and we will also need to use a different '''IBlockAccessor''' to place our block. So let's refactor that to use a new method we call '''PlaceTreasureChest'''. So replace '''PlaceTreasureChestInFrontOfPlayer''' with the following. <syntaxhighlight lang="c#"> private void PlaceTreasureChestInFrontOfPlayer(IServerPlayer player, int groupId, CmdArgs args) { PlaceTreasureChest(worldBlockAccessor, player.Entity.Pos.HorizontalAheadCopy(2).AsBlockPos); } private bool PlaceTreasureChest(IBlockAccessor blockAccessor, BlockPos pos) { ushort blockID = api.WorldManager.GetBlockId("chest-south"); Block chest = api.WorldManager.GetBlockType(blockID); chest.TryPlaceBlockForWorldGen(blockAccessor, pos, BlockFacing.UP); IBlockEntityContainer chestEntity = (IBlockEntityContainer)blockAccessor.GetBlockEntity(pos); if (chestEntity != null) { AddItemStacks(chestEntity, MakeItemStacks()); System.Diagnostics.Debug.WriteLine("Placed treasure chest at " + pos.ToString(), new object[] { }); return true; } else { System.Diagnostics.Debug.WriteLine("FAILED TO PLACE TREASURE CHEST AT " + pos.ToString(), new object[] { }); return false; } } </syntaxhighlight> So what we did is make a '''PlaceTreasureChest''' that takes an '''IBlockAccessor''' and a '''BlockPos''' for placing the chest. The null check on '''chestEntity''' is probably not necessary however while developing this I found I was misusing the API by using the wrong IBlockAccessor so the null check helps detect this scenario and provides a more meaningful message than just a NullReferenceException so I suggest leaving this in. Also notice that we are printing a message to the console when a chest is placed. This is also optional however it's helpful for finding chests in the world when testing. Our '''PlaceTreasureChestInFrontOfPlayer''' method now calls our new method passing it the appropriate '''IBlockAccessor''' and the '''BlockPos''' 2 blocks in front of the player. Now that this refactoring has been done, we are ready to find a suitable spot to place our chests. == Finding where to place the chest == Now we are ready to place code in our '''OnChunkColumnGeneration''' to find a suitable spot for our chest. We are going to set up a nested for loop to loop through each x,y,z location in the chunk and see if that spot is beside a tree. Before we set up our loop we are going to add a few more variables at the top of our class. <syntaxhighlight lang="c#"> private const int MAX_CHESTS_PER_CHUNK = 1; private const float CHEST_SPAWN_PROBABILITY = 0.80f; private int chunkSize; private ISet<string> treeTypes; </syntaxhighlight> They are mostly self explanatory. The first one indicates how many chests we are going to allow to be placed per chunk. '''CHEST_SPAWN_PROBABILITY''' is a probability of placing a chest in the current chunk at all. '''chunkSize''' is just stored as a convenient way to access the chunk size. To initialize it we need the following in '''StartServerSide''': <syntaxhighlight lang="c#"> this.chunkSize = worldBlockAccessor.ChunkSize; </syntaxhighlight> Make sure to add this after you set '''worldBlockAccessor'''! I'll explain the '''treeTypes''' variable in a bit. Just add it for now. Replace the empty '''OnChunkColumnGeneration''' with the following: <syntaxhighlight lang="c#"> private void OnChunkColumnGeneration(IServerChunk[] chunks, int chunkX, int chunkZ) { int chestsPlacedCount = 0; for (int i = 0; i < chunks.Length; i++) { if (ShouldPlaceChest()) { BlockPos blockPos = new BlockPos(); for (int x = 0; x < chunkSize; x++) { for (int z = 0; z < chunkSize; z++) { for (int y = 0; y < worldBlockAccessor.MapSizeY; y++) { if (chestsPlacedCount < MAX_CHESTS_PER_CHUNK) { blockPos.X = chunkX * chunkSize + x; blockPos.Y = y; blockPos.Z = chunkZ * chunkSize + z; BlockPos chestLocation = TryGetChestLocation(blockPos); if (chestLocation != null) { bool chestWasPlaced = PlaceTreasureChest(chunkGenBlockAccessor, chestLocation); if (chestWasPlaced) { chestsPlacedCount++; } } } else//Max chests have been placed for this chunk { return; } } } } } } } private bool ShouldPlaceChest() { int randomNumber = api.World.Rand.Next(0, 100); return randomNumber > 0 && randomNumber <= CHEST_SPAWN_PROBABILITY * 100; } private BlockPos TryGetChestLocation(BlockPos pos) { return null; } </syntaxhighlight> We've added a couple of methods here that I'll explain first. The '''ShouldPlaceChest''' method simply generates a random number between 0 and 100. If the number is between 0 and our '''CHEST_SPAWN_PROBABILITY''' multiplied by 100 then it returns true. This is called before we do our loop to see whether we should proceed in placing our chest. We will fill in the details of '''TryGetChestLocation''' in the next section so just leave it for now. The loop goes through each x, z then y coordinate and converts the coordinates to world coordinates by multiplying the '''chunkX''' coordinate by the '''chunkSize''' and adding our x coordinate in the loop. The same goes for Z. This is very important! Our '''IBlockAccessor''' expects world coordinates. World coordinates start at the beginning of the world whereas chunk coordinates start at the beginning of the chunk. Always keep your coordinate system in mind. Another thing to note here is that '''BlockPos''' is created outside our loop and reused to cut down on object creation. You don't want to create a ton of objects and cause garbage collection because this will negatively impact performance. Try to create as few objects as you can in code that will be executed frequently. The meat of the code calls our '''TryGetChestLocation''' to get a '''BlockPos'''. If the method returns null that means the current x,y,z is not a suitable location. However if it is then it moves on to our '''PlaceTreasureChest''' and increments the '''chestsPlaced''' counter which is used to check and make sure we aren't placing more chests in the chunk than '''MAX_CHESTS_PER_CHUNK'''. Our loop and main logic is finished. Now it's time to implement '''TryGetChestLocation''' to detect trees. == Detecting trees == Remember the '''treeTypes''' variable we created at the top of our class? Now it's time to populate that with the block codes of the tree logs we will be looking for. Let's add a method called '''LoadTreeTypes'''. <syntaxhighlight lang="c#"> private void LoadTreeTypes(ISet<string> treeTypes) { WorldProperty treeTypesFromFile = api.Assets.TryGet("worldproperties/block/wood.json").ToObject<WorldProperty>(); foreach (WorldPropertyVariant variant in treeTypesFromFile.Variants) { treeTypes.Add("log-" + variant.Code + "-ud"); } } </syntaxhighlight> This method reads the log types from '''worldproperties/block/wood.json''' and adds them to our '''treeTypes''' set. Since we are looking for logs we prepend "log-" and we pick the variant "-ud" which means "Up/Down" since that's the variant of the tree log that is at the base of trees. Now to initialize our '''treeTypes''' set just add the following to '''StartServerSide''': <syntaxhighlight lang="c#"> this.treeTypes = new HashSet<string>(); LoadTreeTypes(treeTypes); </syntaxhighlight> Now to detect our logs we can simply compare the '''Block.Code''' property to values in our '''treeTypes''' set. Lets write a quick helper method for this: <syntaxhighlight lang="c#"> private bool IsTreeLog(Block block) { return treeTypes.Contains(block.Code); } </syntaxhighlight> The algorithm we will use to detect the tree log is pretty simple. We will see if the current block is a tree log, if so we will iterate downward to find the bottom log by detecting the first non-log type. Once we find it we simply find an adjacent air Block. Air blocks have a '''Block.Id''' value of 0. Here's the code: <syntaxhighlight lang="c#"> private BlockPos TryGetChestLocation(BlockPos pos) { Block block = chunkGenBlockAccessor.GetBlock(pos); if (IsTreeLog(block)) { for (int posY = pos.Y; posY >= 0; posY--) { while (pos.Y-- > 0) { Block underBlock = chunkGenBlockAccessor.GetBlock(pos); if (IsTreeLog(underBlock)) continue; foreach (BlockFacing facing in BlockFacing.HORIZONTALS) { BlockPos adjacentPos = pos.AddCopy(facing).Up(); if (chunkGenBlockAccessor.GetBlock(adjacentPos).Id == 0) { return adjacentPos; } } } } } return null; } </syntaxhighlight> There are some improvements that could be made to this algorithm. I list them in the Exercises below. However, now you should be able to run the code and find treasure chests in your world!! == Summary == You should now have an idea of how to register commands and place blocks during world gen. There's plenty more to explore. If you want to take this code further please see the suggested exercises below. == Excercises == A few things could be done to improve this code and it's left as an exercise for the reader. Doing this will help you get familiar with the API without overwhelming you. <ul> <li>Currently the code will place chests over water or air. Change '''TryGetChestLocation''' to only place chests over solid blocks.</li> <li>Make the chest face away from the tree log(and player) correctly. Currently it always faces south. Hint: use chest-north, chest-east, chest-west.</li> <li>Make chests a more rare item to find.</li> <li>Chests should have more interesting items. Modify the code to put some more useful things in there. Maybe tools or weapons that can't be crafted.</li> <li>A harder exercise might be to only place chests in caves.</li> </ul> {{Navbox/modding|Vintage Story}}
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