Modding:Basic Item: Difference between revisions

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== A Simple Item ==
== A Simple Item ==
So, the first thing we going to need is an idea. What does this game need? Wait! I got it ... the game needs a cool wand. Let's call this mod '''BasicWand''', because this is the Basic Item tutorial, and we're making a wand.
So, the first thing we going to need is an idea. What does this game need? Wait! I got it ... the game needs a cool wand. Let's call this mod '''BasicItem''', because this is the Basic Item tutorial, and we're making a wand.


== Workspace ==
== Workspace ==
First of all, we need a folder to the mod's files in. Inside this '''workspace''' we will create the mod itself. In side of this we will have to add several folders to keep organized. The Vintage Story mod loader requires some files to be in specific folders so the loader can find what it needs to load. For this mod everything will go in our namespaced assets folder. For us this is <code>assets/basicwand/</code>.
First of all, we need a folder to the mod's files in. Inside this '''workspace''' we will create the mod itself. In side of this we will have to add several folders to keep organized. The Vintage Story mod loader requires some files to be in specific folders so the loader can find what it needs to load. For this mod everything will go in our namespaced assets folder. For us this is <code>assets/basicwand/</code>. ''Note'': the namespace does not need to be the same as the name of the mod.


All mods that add content must be in the assets folder and their own namespace directory. The namespace, for us is <code>basicwand</code>, prevents multiple mods with the same item code from causing issues. For example, if you enable extended debug info with the command <code>.edi</code>, you may notice that all the items in the game are prefixed with <code>game:</code>, which is the namespace for all the vanilla content.
All mods that add content must be in the assets folder and their own namespace directory. The namespace, for us is <code>basicwand</code>, prevents multiple mods with the same item code from causing issues. For example, if you enable extended debug info with the command <code>.edi</code>, you may notice that all the items in the game are prefixed with <code>game:</code>, which is the namespace for all the vanilla content.
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