Modding:WorldGen Concept: Difference between revisions

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{{GameVersion|1.12.14}}
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== Intro ==
== Intro ==
This article introduces how world generation is handled in Vintage story, and the extent to which it can be modded. It is also intended as a general introduction for modding endeavors in regards to world generation.
This article introduces how world generation is handled in Vintage story, and the extent to which it can be modded. It is also intended as a general introduction for modding endeavors in regards to world generation.
{{GameVersion|1.12.4}}
=== Terminology ===
=== Terminology ===
Important terminology to note while reading this article:
Important terminology to note while reading this article:
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World generation is very modular. Almost all generated parts of the world, such as ore deposits, creatures or trees, are specified via JSON content mods. On a coding level, each stage of generation triggers an event which the base game registers handlers to. Event handlers can be registered or removed through the API to alter any part of generation.
World generation is very modular. Almost all generated parts of the world, such as ore deposits, creatures or trees, are specified via JSON content mods. On a coding level, each stage of generation triggers an event which the base game registers handlers to. Event handlers can be registered or removed through the API to alter any part of generation.
== Content modding ==
== Content modding ==
Using content modding, here are the various things that can be added, modified or removed. Properties relative to world generation can generally be found under ''Vintagestory/assets/survival/worldgen''
Using content modding, here are the various things that can be added, modified or removed from world generation. Properties relative to world generation are generally located at <code>Vintagestory/assets/survival/worldgen</code>
=== Moddable content ===
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