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= Project Setup (SRC) = | = Project Setup (SRC) = | ||
The source mod system lets you build mods that ship with source code that is compiled during run-time by the modloader engine. This has the great advantage of being open and easy to modify on the run but also comes with 2 major disadvantages. Up until game version 1.6.x you only have a hardcoded list of library references available to you (System.dll, System.Core.dll, System.Drawing.dll, System.Xml.dll, System.Net.Http.dll, VintagestoryAPI.dll, Newtonsoft.Json.dll, protobuf-net.dll, Tavis.JsonPatch.dll, cairo-sharp.dll), any other reference will not get loaded and thus your mod would fail to compile. The second major disadvantage, | The source mod system lets you build mods that ship with source code that is compiled during run-time by the modloader engine. This has the great advantage of being open and easy to modify on the run but also comes with 2 major disadvantages. Up until game version 1.6.x you only have a hardcoded list of library references available to you (System.dll, System.Core.dll, System.Drawing.dll, System.Xml.dll, System.Net.Http.dll, VintagestoryAPI.dll, Newtonsoft.Json.dll, protobuf-net.dll, Tavis.JsonPatch.dll, cairo-sharp.dll), any other reference will not get loaded and thus your mod would fail to compile. The second major disadvantage, affecting all game versions, is that the inbuilt source code compiler can only compile code only up until C# 6.0, so newer language feature are not supported. If either of these disadvantages are a showstopper to you, we advice you to build a compiled mod. | ||
== Get the Modtemplate == | == Get the Modtemplate == | ||