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License: Creative Commons Zero v1.0 Universal
i dont know what to do here...
GameVersion : 1.18.10(stable)
i did checked the directory and its the Vintage Story directory
issue.txt
The GPL-2.0 is incorrectly applied to the template. The only reference to licensing in the template is the LICENSE file which contains a copy of the GPL-2.0 license. The directions in that license file say that a license notice should be placed at the top of every file. The GPL website also says that a license notice should be put at the top of every file. That license notice should declare whether the file is licensed under GPL-2.0, any version of GPL, or GPL-2.0 or later. So in the current state, it is unclear what license the template is under.
Do the Vintage Story game developers want all mods to be open source? The official mod database does not push mod developers to use an open source license. Using a GPL license for the official mod template strongly pushes mode developers into making open source mods. However, if the intention is really for developers to make open source mods, the mod template readme should have directions on how to properly comply with the licensing terms. Most likely many developers are unaware that their mods that use different licenses are violating the licensing terms.
I think that a public domain equivalent license would be more appropriate for a mod template.
Vintage Story is installed in C:\Program Files for me, but modtools.exe is searching in (x86).
It then asks me for a custom path, which I provide.
I get and error because it reads it as C:\Program.
So I then use double quotes as is standard, and I get nothing either!
Searching for VS in ""C:\Program Files\Vintagestory"..."
Only way this works is if you don't give up just yet and type :
setup "C:\Program Files\Vintagestory"
During the creation of my release, I encountered an issue where the release file only contained the following items:
assets/
modicon.png
modinfo.json
The DLL and other necessary files were missing from the release.
Solution:
To resolve this issue, I had to modify the "Package" task in the Program.cs
file to include the following lines of code:
// Copy DLL and others
context.CopyFiles($"../{BuildContext.ProjectName}/bin/{context.BuildConfiguration}/Mods/mod/{context.Name}.dll",
$"../Releases/{context.Name}/");
context.CopyFiles($"../{BuildContext.ProjectName}/bin/{context.BuildConfiguration}/Mods/mod/{context.Name}.deps.json",
$"../Releases/{context.Name}/");
context.CopyFiles($"../{BuildContext.ProjectName}/bin/{context.BuildConfiguration}/Mods/mod/{context.Name}.pdb",
$"../Releases/{context.Name}/");
These lines of code ensure that the DLL, dependencies JSON, and PDB files are copied to the release directory. After making these changes, the release file now contains all the necessary files.
When present, the modicon file -- such as modicon.png
-- is not packaged with the rest of the mod.
Can be remedied by modifying CakeBuild/Program.cs to include a line similar to the following, but would be nice to have this automatically included in the template for each newly created mod.
context.CopyFile($"../{BuildContext.ProjectName}/modicon.png", $"../Releases/{context.Name}/modicon.png");
Can we please have the vsmodtemplate to append a version number to the zip file name?
Right now when downloading all it shows is: "vsmodtemplate-master.zip"
Following the guide
Changed target framework from 4.5.2 to 4.6.1 project compiled and started the game as expected
Searching for VS in "d:\Vintagestory" ...
Something went wrong!
System.NullReferenceException: Object reference not set to an instance of an object.
at vsmodtools.SetupCommand.CheckPath(String path)
at vsmodtools.SetupCommand.Run(String[] args)
at vsmodtools.Program.Main(String[] args)
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