Modding:Basic Modding Examples

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Revision as of 09:41, 30 August 2017 by CreativeMD (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.

Some examples you can do:


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

  • Open up blocktypes/wood/generic/firepit.json. There you can see the following line:
    "firepit-lit": [7, 7, 17],
  • These are the Hue, Saturation and Brightness values according to the VS Light Wheel (hover over any pixel to see it's HSV Value). The brightness is how far the light will spread. I'll take [0, 7, 20]:
    "firepit-lit": [0, 7, 20],
  • On line 36 you should see this:
    size: { avg: 0.25, var: 0 },
  • This determines the size of the cubic glowing particles the fire pit emits, let's up the size 8 times and add some randomness to it:
    size: { avg: 2, var: 0.5 },
  • Save the file and restart the your singpleplayer world, place your lit fire pit and you should see this: Moddedfirepit.png