Modding:Basic Modding Examples

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Revision as of 18:15, 26 July 2018 by Tyron (talk | contribs)

A large amount of game content is freely modifiable through editing text files. If you feel like tinkering around, just open your assets folder. To locate it under windows, hit Winkey+R in Windows then paste in this line %appdata%/Vintagestory/assets and hit enter.

Changing sleep duration in beds

Beds in the Vanilla game are pretty limited, more often than not players want to skip the whole night. To change that open the file assets/blocktypes/wood/generic/bed.json

Line 7-11 should contain these lines:

	attributesByType: {
		"bed-wood-*": { sleepEfficiency: 0.375 },
		"bed-hay-*": { sleepEfficiency: 0.25  },
		"bed-woodaged-*": { sleepEfficiency: 0.45833  }
	},

The sleepEfficiency attribute is specific to the bed. In this case a value of 1 means the player can sleep half the day. The hay bed has a value of 0.25, which means the player can sleep for 12 * 0.25 = 3 in-game hours. Change the value to anything between 0...1 and start the game or leave and re-enter your singleplayer world. Next time you sleep in the bed you will be skipping that amount of time.


Playing around with world generation

Inside the assets folder, navigate to worldgen/terrain/standard. Copy aside the landforms.json so you have a backup, then open the landforms.json. Remove everything in this file and paste in the following text:

{
	code: "landforms",
	"variants": 
	[
		{
			"code":  "humongous mountain",
			"comment": "humongous mountains with caverns in them",
			"hexcolor": "#5BC184",
			"weight": 2,
			"useClimateMap": false,
			"terrainOctaves":          [0, 0, 0, 0, 1,   1, 1, 1, 0.6, 0.2],
			"terrainOctaveThresholds": [0, 0, 0, 0, 0.5, 0, 0,   0,   0, 0],
			"terrainYKeyPositions":    [0,  0.33, 0.37, 0.42, 0.43, 0.5, 0.6, 0.7, 0.9, 0.97, 1],
			"terrainYKeyThresholds":   [1,    1, 0.87, 0.84, 0.7, 0.94, 1, 1, 0.1, 0.05, 0]
		},
	]
}

Now next time you create a new survival world, the entire world is made of humongous mountains. Congratulations, you can now officially call yourself a modder!

Very shortly explained, this file defines the list of land forms that may appear in the world. Each section enclosed in { ... } is one landform. If you feel like, you can play around with the values for terrainYKeyPositions and terrainYKeyThresholds and see what happens (they have to be values between 0 and 1). These numbers basically determine the shape of the landform at certain elevations.

More info on on that is available on the World Generation page.

Playing around with blocks

You can tweak, add or remove almost any block you want, inluding their shape. Inside the assets folder: - The blocks themselves are all in the subfolder blocktypes - The block textures in textures/blocks - The shapes of the blocks are in blockshapes/ - these you can open up with our custom model creator

Some examples what you can do: Let's make the fire pit emit a red light and huge particles