Modding:Setting up your Development Environment: Difference between revisions

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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 (as of 1.6) comes with 2 major disadvantages. Up until 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, affect all game versions, is that the inbuilt source compiler can only compile C# language features up until C# 6.0. If either of these disadvantages are a showstopper to you, we advice you to build a compiled mod.
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, affect all game versions, is that the inbuilt source compiler can only compile C# language features up until C# 6.0. If either of these disadvantages are a showstopper to you, we advice you to build a compiled mod.
== Get the Modtemplate ==
== Get the Modtemplate ==


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