Modding:Setting up your Development Environment: Difference between revisions

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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. There are several applications that aid you in the development of mods. Here are some suggestions:
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.
 
There are several applications that aid you in the development of mods and the following Software is supported by our modding template:


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* [https://www.visualstudio.com/en/vs/community/ Visual Studio Community] is a free and very powerful development environment and covered in below guide. 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].
* [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].


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* [https://www.jetbrains.com/rider/ Jetbrains Rider] is a freemium and modern development environment with seamless support for Visual Studio projects, keybindings and layouts. It is an enterprise product and some features are locked behind a license (code duplication checking, web dev tools), but the features that you need for VS mod development are all free. The indexing / go to reference features and built-in decompiling features are very powerful, as you are able to click on a method Vintage Story uses and it'll show you the code behind it. Do note that it currently has one bug + workaround documented [https://github.com/anegostudios/vsmodexamples/issues/11 here].
* [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.


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* [https://code.visualstudio.com/ Visual Studio Code] is very a lightweight version of Visual Studio. Our precious community member [https://twitter.com/koppeh?lang=en copygirl] is using this tool and also [https://github.com/copygirl/howto-example-mod wrote a set up guide on github]
* [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.
 
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.
 
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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'''.
 
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.
 
 
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.
 
Verify that the .NET 7 SDK is correctly installed by running the following command in a Terminal:
 
''On Windows open the Application Windows PowerShell which is preinstalled on all modern Windows versions (10 / 11).''
 
<syntaxhighlight lang=shell>
dotnet --list-sdks
</syntaxhighlight>


<!--T:6-->
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.
* [https://www.monodevelop.com/ MonoDevelop] is another IDE that is more lightweight than Visual Studio Community.


<!--T:7-->
== Setup the Environment ==
* [https://notepad-plus-plus.org/ Notepad++] your very basic text editing tool with some extra features. You can code mods in any text editor, really. It does however lack instant context sensitive feedback while programming, which is very helpful. If you choose this way, you can use the game itself to trial and error mods by reloading them while the game is running.
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.


== Install Development Tool == <!--T:8-->
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.


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=== Windows ===
VintageStory is developed in C#. 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''', '''Rider''' or '''MonoDevelop'''.
 
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]]


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For example, the default installation directory would be <code>C:\Users\<Userername>\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.
After you download an IDE, you can now either get the [https://github.com/anegostudios/vsmodtemplate mod template] project or manually set up a mod project. The mod template offers a convenience tool to set up multiple mod projects and to quickly pack up and have a ready-to-ship mod.


=== Installation Guide on Windows / macOS with Visual Studio === <!--T:91-->
[[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.


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=== Linux and Mac ===
{| class="wikitable"
To set an environment variable in Linux/Mac you need to add the following to your shells startup file:
|-
! scope="col"| OS
! scope="col"| Repo
! scope="col"| Command
|-
| Windows
| [https://visualstudio.microsoft.com/downloads/ download exe]
| Run downloaded file
|-
| macOS
| [https://visualstudio.microsoft.com/downloads/ download dmg]
| Run downloaded file
|}


=== Installation Guide on Linux / macOS with MonoDevelop === <!--T:10-->
<syntaxhighlight lang=shell>
export VINTAGE_STORY="$HOME/VintageStoryData/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.


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Run <code>echo $SHELL</code> in a terminal to see what shell you are using.
You can use the MonoDevelop IDE to make VS mods on Linux. The download instructions are below, choose your OS and follow the link to add the repo, then run the install command.


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* For Bash place it in: <code>~/.bashrc</code> or <code>~/.bash_profile</code> at the end
{| class="wikitable"
* 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
! scope="col"| OS
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).
! scope="col"| Repo
! scope="col"| Command
|-
| Debian 8-10
| [https://www.monodevelop.com/download/#fndtn-download-lin-debian repo]
| <code>sudo apt-get install monodevelop</code>
|-
| Ubuntu 14.04-20.04
| [https://www.monodevelop.com/download/#fndtn-download-lin-ubuntu repo]
| <code>sudo apt-get install monodevelop</code>
|-
| CentOS / RedHat
| [https://www.monodevelop.com/download/#fndtn-download-lin-centos repo]
| <code>yum install monodevelop</code>
|-
| Using Flatpak
| [http://flatpak.org/getting.html Download Flatpak]
| <code>flatpak install --user --from https://download.mono-project.com/repo/monodevelop.flatpakref</code>
|-
| macOS
| [https://www.monodevelop.com/developers/building-monodevelop/ build guide]
| Use Visual Studio or build from source
|-
| Other
| [https://github.com/mono/monodevelop compile from source]
| Follow the instructions to compile from source
|}


=== Installation Guide on Linux / macOS with Visual Studio Code === <!--T:95-->


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== Setup a Mod  ==
You can use Visual Studio Code to make VS mods on Linux. The download instructions are below, choose your OS and follow the link to download it.


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=== Mod Template package ===
{| class="wikitable"
|-
! scope="col"| OS
! scope="col"| Download
! scope="col"| Command
|-
| Debian 8-10
| [https://code.visualstudio.com/download download deb]
| <code>sudo dpkg -i /path/to/vscode/file.deb && sudo apt-get install -f</code>
|-
| Ubuntu 18.04-20.04
| [https://code.visualstudio.com/download download deb]
| <code>sudo apt install /path/to/vscode/file.deb</code>
|-
| CentOS / RedHat / Fedora / SUSE
| [https://code.visualstudio.com/download download rpm]
| <code>rpm -ih /path/to/vscode/file.rpm</code>
|-
| Arch
| [https://aur.archlinux.org/packages/visual-studio-code-bin package]
| <code>yay -S visual-studio-code-bin</code>
|-
| Using Snap
| [https://snapcraft.io/docs/installing-snapd Download <code>snapd</code>]
| <code>sudo snap install code --classic</code>
|-
| macOS
| [https://code.visualstudio.com/download download zip]
| Run downloaded file
|-
| Other
| [https://github.com/microsoft/vscode compile from source]
| Follow the instructions to compile from source
|}


=== Installation Guide on Windows / Linux / macOS with JetBrains Rider === <!--T:98-->
The first and recommended option would be to use the ''template package''.


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Install the mod [https://github.com/anegostudios/VSdotnetModTemplates Mod template package] using the following command on the Terminal:
You can use Jetbrains Rider to make VS mods on Linux. The download instructions are below, choose your OS and follow the link to download it.


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<syntaxhighlight lang=shell>
{| class="wikitable"
dotnet new install VintageStory.Mod.Templates
|-
</syntaxhighlight>
! scope="col"| OS
! scope="col"| Download
! scope="col"| Command
|-
| Windows
| [https://www.jetbrains.com/rider/download/#section=windows download exe]
| Run downloaded file
|-
| Arch
| [https://aur.archlinux.org/packages/rider package]
| <code>yay -S rider mono mono-msbuild</code>
|-
| Using Toolbox
| [https://www.jetbrains.com/help/idea/installation-guide.html#toolbox Download Toolbox]
| Follow the given instructions for your OS
|-
| Using Snap
| [https://snapcraft.io/docs/installing-snapd Download <code>snapd</code>]
| <code>sudo snap install rider --classic</code>
|-
| macOS
| [https://www.jetbrains.com/rider/download/#section=mac download dmg]
| Run downloaded file
|-
| Other
| [https://www.jetbrains.com/rider/download/#section=linux download <code>.tar.gz</code>]
| <code>sudo tar -xzf ideaIU.tar.gz -C /opt && cd /opt/idea-dir-edit-me && sudo ./idea.sh</code>
|}


== Mod templates == <!--T:18-->
This will download the latest mod template package from [https://www.nuget.org/packages/VintageStory.Mod.Templates nuget.org]


<!--T:19-->
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.
* [https://github.com/anegostudios/vsmodtemplate/releases/latest '''The official Mod template for Visual Studio'''] which is covered in this article.
* [https://github.com/copygirl/howto-example-mod copygirl's VSCode setup]


== Setup using the official Mod template == <!--T:20-->


<!--T:21-->
==== Visual Studio ====
To get started download the VSModTemplate solution from [https://github.com/anegostudios/vsmodtemplate/releases/latest GitHub]. Now you simply need to extract the zip archive to your desired destination.


<!--T:22-->
We advise you to check the option  <code>Place solution and project in the same directory</code> for Visual Studio
[[File:VSMods9.png]]
This will flatten the project tree by one folder and make it easier to navigate.


<!--T:23-->
Open Visual Studio and click on ''Create a new project''. If you installed the ''VintageStory.Mod.Templates'' you can then select '''Vintage Story Mod'''.
Navigate to <code>vsmodtemplate-x.y.z</code> and double click <code>VSMods.sln</code> (only works if Visual Studio is installed). Alternatively you can also start Visual Studio hit <code>File -> Open -> Project/Solution...</code>, navigate to the extracted folder and select <code>VSMods.sln</code>.
<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>


<!--T:24-->
==== Rider ====
But before you can start to work, you have to set up the ModTools first.


=== Run ModTools === <!--T:25-->
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.


<!--T:26-->
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.
The ModTools allow you to do various tasks rather easily by typing in a command. Each platform requires a different way to start it.
Please note, the mod tools have only been tested with Visual Studio and MonoDevelop, but they are not required to mod the game, it merely simplifies some of the tasks.


==== Windows ==== <!--T:27-->
Open Rider and click on ''New Solution''. If you installed the ''VintageStory.Mod.Templates'' you can then select '''Vintage Story Mod'''.


<!--T:28-->
[[File:Rider-cp-template.png|400px|frameless|center|alt=Rider Mod Template|Rider Mod Template]]
Double-click <code>vsmodtools.exe</code>.


==== Linux ==== <!--T:29-->


<!--T:30-->
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.
Open a terminal and navigate to this folder and enter <code>mono vsmodtools.exe</code>.
For now you can make use of those options using the CLI see the  [[Visual Studio Code]] section for how to use it.


==== Mac OS ==== <!--T:31-->
==== Visual Studio Code ====


<!--T:32-->
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.
Double-click <code>modtools.command</code>.
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''.  


<!--T:33-->
* Create a new Mod Project with launch.json and task.json to easily start it
[[File:ModTools.png]]
<syntaxhighlight lang=shell>
dotnet new vsmod --IncludeVSCode
</syntaxhighlight>


=== Setup === <!--T:34-->
For all possible options run the following in the terminal:
<syntaxhighlight lang=shell>
dotnet new vsmod --help
</syntaxhighlight>


<!--T:35-->
==== Other / Commandline ====
{{Syntax|setup [optional path]}}
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.


<!--T:36-->
* Create a new VS mod in the folder ''mytestmod'' in the current location of the terminal.
Before doing anything else you have to setup your workspace. Just type in <code>setup</code> and it will automatically try to locate your Vintage Story installation directory. If it cannot find it, you will be asked to type in the full path. Once you have entered your path, it will update your project files so you can start to work with it. Now open the project again and run your first test by clicking <code>Start</code> [[File:VSMods10.png]]. If everything has been set up correctly, Vintage Story should start.
<syntaxhighlight lang=shell>
dotnet new vsmod -o mytestmod
</syntaxhighlight>


=== Project Setup (ZIP) === <!--T:37-->
* or create a dll/code only mod
<syntaxhighlight lang=shell>
dotnet new vsmoddll -o mytestmod
</syntaxhighlight>


<!--T:38-->
For all possible options run the following in the terminal:
The source mod system lets you build zip mods that can ship source code besides their assets. The source code is compiled during run-time by the modloader engine. This has the great advantage of being open and easy to modify on the run, but also comes with one major disadvantage, which is that the inbuilt source code compiler can only compile code up until C# 6.0, so newer language features are not supported. If this is a showstopper for you, we advise you to build a compiled mod.
<syntaxhighlight lang=shell>
dotnet new vsmod --help
</syntaxhighlight>


==== Add Mod ==== <!--T:39-->
When using the Commandline you can specify these options like so:


<!--T:40-->
<syntaxhighlight lang=shell>
{{Syntax|add <modid>}}
# Will create a new Mod Project with the dependency for VSSurvivalMod
dotnet new vsmod --IncludeVSSurvivalMod -o mytestmod
</syntaxhighlight>


<!--T:41-->
Adds a new mod project to your workspace, also generates an <code>assets</code>, a <code>src</code> folder and a <code>modinfo.json</code> file. The mod will be added to your visual studio solution and will be loaded by Vintage Story. Make sure to fill in all additional information in <code>modinfo.json</code>.


==== Delete Mod ==== <!--T:42-->
==== Updating the template package ====


<!--T:43-->
To update all installed templates you can run:
{{Syntax|delete <modid>}}
<syntaxhighlight lang=shell>
dotnet new update
</syntaxhighlight>


<!--T:44-->
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.
Before executing, make sure your project is closed, otherwise you might run into some difficulties. Running this command will delete the given mod completely (irreversible).


==== Pack Mod ==== <!--T:45-->
</br>
{{Syntax|pack <modid>}}
Finally in <code>yourmod\resources\modinfo.json</code>
change the <code>name</code>, <code>modid</code> , <code>authors</code> and <code>description</code> to describe your mod.


<!--T:46-->
For a full list of available options see '''[[Modinfo | Modinfo]]'''.
Creates a mod zip file and places it in <code>/releases/<modid>/<modid>_v<modversion>.zip</code>. This file is ready for use and can be shared with other people.


<!--T:47-->
=== Template Mod Project ===
{{Syntax|pack-all}}


<!--T:48-->
Use the [https://github.com/anegostudios/vsmodtemplate Github Mod template] to create a new mod
Packs all mods in your workspace at once.


=== Project Setup (Compiled Zip) === <!--T:49-->


<!--T:50-->
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.
Both dll and zip mods have their advantages and disadvantages, so why not combine them together? This project setup is very similar to zip. Instead of adding the source code to the zip file, it uses the compiled dll. This allows you to have all the dll benefits while still having the zip mod asset structure.


==== Add Mod ==== <!--T:51-->
* Without using git and Github account


<!--T:52-->
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.
{{Syntax|add <modid> compiled}}


<!--T:53-->
* Using Github and or git command
Adds a compiled zip mod template to your workspace. The difference is that it uses a compiled dll instead of the actual source code. All other commands are equal to the zip ones.


==== Set Mod ==== <!--T:54-->
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.


<!--T:55-->
If you do not use GitHub just clone the repo and upload it to your preferred Git hosting provider (Gitlab, BitBucket, ...)
{{Syntax|set <modid> <source&#124;compiled>}}


<!--T:56-->
<br>
Sets the given zip mod either to source or compiled. This can be useful if you want to change the type of your mod later on.
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.


=== Project Setup (DLL) === <!--T:57-->
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>


<!--T:58-->
In <code>modtemplate\resources\modinfo.json</code>
Dll mods are way more powerful than source mods, but they have two major downsides. Firstly, they are not able to carry assets which will be loaded by the game, secondly because they are so powerful they can be dangerous. Besides that dll mods can (unlike the others) have cross mod references, provide APIs and use C# 7. We recommend this type of mod for more experienced mod developers.
change the <code>name</code>, <code>modid</code> , <code>authors</code> and <code>description</code> to describe your mod.


==== Add Mod ==== <!--T:59-->
For a full list of available options see '''[[Modinfo | Modinfo]]'''.


<!--T:60-->
The <code>modid</code> has to contain only lowercase letters and numbers. No special chars, whitespaces, uppercase letters, etc. are allowed.
{{Syntax|add-dll <modid>}}


<!--T:61-->
Next, rename the folder <code>modtemplate\resources\assets\mymodid</code> to match what your <code>modid</code> is.
Adds a new mod project to your workspace. A generated <code>AssemblyInfo.cs</code> file will be in your properties folder, it contains the mod information (name, author, version, description etc.) so make sure to change them before you spread the mod to other people. The mod will be added to your visual studio solution and will be loaded by VintageStory.


==== Delete Mod ==== <!--T:62-->
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.


<!--T:63-->
The file <code>modtemplate\modtemplateModSystem.cs</code> can be called whatever you like.
{{Syntax|delete <modid>}}


<!--T:64-->
(Optional) Further, you can change the name <code>ModTemplate</code> to whatever you like as long as you change all of the following:
Before executing, make sure your project is closed, otherwise you might run into some difficulties. Running this command will delete the given mod completely (irreversible).
* 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>


==== Release Mod ==== <!--T:65-->
''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>


<!--T:66-->
=== Launch the Mod ===
Once you launch VintageStory in your workspace, the DLL mod will be compiled. You can find it in your <code>mods</code> folder, with the give name: <code><modid>.dll</code>. If you want to upload this mod or share it with your friends this is the file you need to use.


== Manual setup == <!--T:67-->
==== Visual Studio Launch Mod ====
[[File:Vs-cp-start.png|600px|frameless|center|alt=Visual Studio Launch Mod|Visual Studio Launch Mod]]


<!--T:68-->
==== Rider Launch Mod ====
* Create a new project
<gallery mode="packed-hover" widths=500px heights=100px>
* Add at least a library reference to the <code>VintageStoryApi.dll</code> (on Windows it's located in the installation directory)
File:Rider-cp-start-new-ui.png|Rider Launch Mod (New UI)
* Open the project properties. Under debug select "Start external program" select the <code>VintageStory.exe</code>. Also adjust the working directory to where the executable is located.
File:Rider-cp-start.png|Rider Launch Mod
* If you compile to a .dll file, set up a ModInfo attribute in your AssemblyInfo.cs ([https://github.com/anegostudios/vsmodtemplate/blob/master/Properties/AssemblyInfo.cs example])
</gallery>
** Add the following command line arguments: <code>-openWorld="modsamplestest" -pcreativebuilding --addModPath="C:\path\to\your\bin\folder" --addOrigin="C:\path\to\your\assets\folder\if\you\have\any"</code>
==== Visual Studio Code Launch Mod ====
* If want to ship a source mod or mod with assets, set up a <code>modinfo.json</code> ([https://github.com/copygirl/CarryCapacity/blob/master/resources/modinfo.json example]). Make sure your folders are set up in a way that the modPath contains the modinfo.json and a folder named "src" containing your source files. Optionally it can also contain an assets folder for your assets.
[[File:Vsc-cp-start.png|400px|frameless|center|alt=Visual Studio Code Launch Mod|Visual Studio Code Launch Mod]]
** Add the following command line arguments: <code>-openWorld="modsamplestest" -pcreativebuilding --addModPath="C:\path\to\your\modPath"</code>
* I recommend adding the [https://github.com/anegostudios/vsmodexamples/blob/master/Mods/RedirectLogs/src/RedirectLogs.cs RedirectLogs.cs] file to your project, so that you can see the log output in your visual studio output window. Be sure not to ship your mod with it though.
* Run the project and hope for the best :D
* To ship a mod have a look at [[Mod Packaging]]


<!--T:69-->
<!--T:69-->
If you are having troubles, you might be able to learn from the [https://github.com/anegostudios/vsmodexamples vsmodexamples project]
If you are having trouble, you might be able to learn from the [https://github.com/anegostudios/vsmodexamples vsmodexamples project]


= Moving Forward = <!--T:70-->
= Moving Forward = <!--T:70-->


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If you've successfully managed to setup your development environment and can run Vintage Story through the '''VSMods''' 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 one again with Blocks and Items (since you should be familiar with making them using JSONS by this point).
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).


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