Modding:Setting up your Development Environment: Difference between revisions

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= Project Setup (DLL) =
= Project Setup (DLL) =


A convenient setup system for dll mods is not finished yet, please refer to the samples mod repository until then: https://github.com/anegostudios/vsmodexamples
Dll mods are way more powerful than source mods, but they have two major downsides. Firstly, they are not able to carry assets which will be loaded by the game, secondly because they are so powerful they can be dangerous. Besides that dll mods can (unlike the others) have cross mod references, provide APIs and use C# 7. We recommend this type of mod for more experienced mod developers.
 
== Add Mod ==
 
''Syntax: <code>add-dll <modid></code>''
 
Adds a new mod project to your workspace. A generated <code>AssemblyInfo.cs</code> file will be in your properties folder, it contains the mod information (name, author, version, description etc.) so make sure to change them before you spread the mod to other people. The mod will be added to your visual studio solution and will be loaded by VintageStory.
 
== Delete Mod ==
 
''Syntax: <code>delete <modid></code>''
 
Before executing, make sure your project is closed, otherwise you might run into some difficulties. Running this command will delete the given mod completely (irreversible).
 
== Release Mod ==
 
Once you launch VintageStory in your workspace, the dll mod will be compiled. You can find it in your <code>mods</code> folder, with the give name: <code><modid>.dll</code>. If you want to upload this mod or share it with your friends this is the file you need to use.
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