Modding:Getting Started: Difference between revisions

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This is because nearly every feature of the game relies on the usage of '''JSONs''', which are text documents that utilize a flexible, easy to read format. You can open these files with any text editor, and with just a little bit of practice you can learn how to format them to avoid errors. The best way to learn this is to study the existing JSONs that are visible to anybody who has the game installed. To do so you'll need to locate the Vintage Story Assets folder, which you can learn about at the '''[[Modding:The Asset System | Asset System]]''' page.
This is because nearly every feature of the game relies on the usage of '''JSONs''', which are text documents that utilize a flexible, easy to read format. You can open these files with any text editor, and with just a little bit of practice you can learn how to format them to avoid errors. The best way to learn this is to study the existing JSONs that are visible to anybody who has the game installed. To do so you'll need to locate the Vintage Story Assets folder, which you can learn about at the '''[[Modding:The Asset System | Asset System]]''' page.


If you're looking to add more complex systems to Vintage story you can accomplish this as well, but you likely won't be able to do this with JSONS alone. Vintage Story is written in C#, and it is highly suggested you learn the basics of programming and of C# in general before moving onto more complex mods that can't be accomplished with just JSONs.
If you're looking to add more complex systems to Vintage story you can accomplish this as well, but you likely won't be able to do this with JSONs alone. Vintage Story is written in C#, and it is highly suggested you learn the basics of programming and of C# in general before moving onto more complex mods that can't be accomplished with just JSONs.


== Types of Mods ==
== Types of Mods ==
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* [[Modding:Theme Packs | Theme Packs]]: These are mods that only affect visuals and don't add more content or change features significantly.
* [[Modding:Theme Packs | Theme Packs]]: These are mods that only affect visuals and don't add more content or change features significantly.
* [[Modding:Content Mods | Content Mods]]: These are mods that add additional content (IE blocks, items, mobs) to the game but don't utilize C# code and are mostly limited to JSONs.
* [[Modding:Content Mods | Content Mods]]: These are mods that add additional content (i.e. blocks, items, mobs) to the game but don't utilize C# code and are mostly limited to JSONs.
* [[Modding:Code Mods | Code Mods]]: These are mods that add more complex features and systems that require the use of C# code to accomplish.
* [[Modding:Code Mods | Code Mods]]: These are mods that add more complex features and systems that require the use of C# code to accomplish.


== Moving Forward ==
== Moving Forward ==


If you're just starting out it is certainly best to begin with a content mod, as most code mods simply extend the features of blocks, items and entities made from a content mod anyways. Once you've mastered content mods you can move onto coding if you want to add some really special things to your Vintage Story experience.
If you're just starting out it is certainly best to begin with a content mod, as most code mods simply extend the features of blocks, items and entities made from a content mod anyway. Once you've mastered content mods you can move onto coding if you want to add some really special things to your Vintage Story experience.


More advanced programmers may be tempted to jump code mods immediately, but it is still highly suggested you familiarize yourself with content mods first since you'll almost certainly be using them in tandem with any C# code you write.  
More advanced programmers may be tempted to jump code mods immediately, but it is still highly suggested you familiarize yourself with content mods first since you'll almost certainly be using them in tandem with any C# code you write.  
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