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README.md
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README.md
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# vsmodtemplate
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# Vintage Story Mod Template
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This repository contains a configured .NET 7 mod for Visual Studio, Visual Studio Code and Rider that let's you start Vintage Story and add your own code to it. Supports logging and as well as debugging.
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This repository contains a configured .NET 7 mod for VisualStudio, VisualStudioCode and Rider that let's you start Vintage Story and add your own code to it. Supports logging and as well as debugging.
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## Usage
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"executablePath": "$(VINTAGE_STORY)/Vintagestory",
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"executablePath": "$(VINTAGE_STORY)/VintagestoryServer",
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```
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## Info General
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Since version 1.18.8-rc1 Vintage Story uses .NET 7 as its base framework. This means from now on mods can be targeted towards it and make use of the latest C# 11 language features.
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Further the new way of creating mods uses a [dotnet template package](https://www.nuget.org/packages/VintageStory.Mod.Templates/).
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This basically allows you to create a mod directly from Visual Studio, Rider or the command line (`dotnet new vsmod`) for more details how to use it see our [wiki page](https://wiki.vintagestory.at/index.php/Modding:Setting_up_your_Development_Environment).
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It supports options so you can easily add what ever dependency you may need in you next modding project.
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The new template also just houses a single mod by default (you can still manually add more if wanted). We think it is better to have the mods separated in their own repositories and Solutions.
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Further with the new template package and the cake build system there is not much need for the `vsmodtools` tool hopefully, which means less code to be maintained by us.
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We are also now supporting Visual Studio, Visual Studio Code and Rider with the new SDK style project and templates.
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## Cake build system
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The new template also comes with the cake build system https://cakebuild.net/ found in the file [CakeBuild/Program.cs](CakeBuild/Program.cs).
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It is also used in the games repo to build the game for each platform (Windows x64, Linux x64, MacOs x64) and eventually Arm x64 as well at some point.
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But that is not all cake can do for us.
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Since we use the `Cake Frosting` setup which essentially adds another Project to our solution where we can write C# code to define our build and package procedure. Further we added a Json Validation step to it so before a build is made it will verify that all json files are at least parsable by `Newtonsoft.Json` to avoid simple mistakes. And if you want to use any Testing library you can also add it to the Cake build system to run your test when you create a mod.zip for release.
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## Migrating Mods to .NET 7
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To migrate your mod to .NET 7 we would recommend you to create a new project with our new template (checkout our updated [wiki page](https://wiki.vintagestory.at/index.php/Modding:Setting_up_your_Development_Environment) for that) and copy over your old code. Additionally you may need to add any special references you need for your mod.
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Then you may have to make some code changes so your mod works with the .NET 7 version of the game. For most mods this should be just minor changes.
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Once that is done it should be ready to be started within you preferred IDE. So you can also benefit from new C# 11 language features as well as the cake build system.
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