Modding:Modding Efficiently: Difference between revisions

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* Use <code>.tfedit</code> to modify the lookings of your item/block inside the GUI, Hands or on the ground - with live preview.
* Use <code>.tfedit</code> to modify the lookings of your item/block inside the GUI, Hands or on the ground - with live preview.
* Use <code>.bsedit</code> to edit block selection and collisionboxes ingame - with live preview.  
* Use <code>.bsedit</code> to edit block selection and collisionboxes ingame - with live preview.  
* Once you added a bunch of new content and want to properly name blocks and items you can use the command <code>/expclang</code> which will generate a neatly preformatted list of language entries destined for your en.json. The file generated will be called collectiblelang.json and placed in the folder where the VintageStory.exe is. It creates language entries for any block or item that currently has no translation.
* Use the <code>/expclang</code> command to generate a neatly pre-formatted list of language entries destined for your en.json, it's placed in a file named collectiblelang.json in the same folder where VintageStory.exe is. It creates language entries for any block or item that currently has no translation. Can save you a ton of time by not needing to handwrite your en.json file.
* Use the error reporter activated via <code>/errorreporter 1</code> to save yourself the work of finding and scouring through the log files for problems. This feature will make it so that a dialog pop ups during start up of the game if any errors were encountered.
* Use the error reporter activated via <code>/errorreporter 1</code> to save yourself the work of finding and scouring through the log files for problems. This feature will make it so that a dialog pop ups during start up of the game if any errors were encountered.
* If you are doing programming tasks
* If you are doing programming tasks
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