Difference between revisions of "Modding"

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'''Моды''' (сокращённо от модификации) это маленькие пакеты, что добавляют или изменяют геймплей в RimWorld. Они включают: визуальное изменение, дополнительное оружие, дополнительные инциденты, мебель, и изменение баланса игры.
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Эта страница о том, как сделать моды. Для информации о том, как пользоваться модами, смотри [[Installing mods]].
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'''Game modifications''' (or '''mods''') are a way of altering the way the game functions by adding, changing, or removing content such as items, textures, sounds, or more. RimWorld has built-in support for modding, including Steam Workshop support.
  
==Учебники по созданию модификаций==
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== Using Mods ==
Учебники по созданию модификаций доступны на странице [[Modding Tutorials]]. Если Вы не можете найти то, что Вам нужно, попробуйте посмотреть в [[Modding/Random Bits of Information|Random Bits of Information]] чтобы проверить, если информация, которую Вы ищете была найдена, но просто еще не была организована в правильной статье.
 
  
==Что Вы можете модифицировать==
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If you own RimWorld on Steam, then the easiest way of finding and downloading mods is by using [https://steamcommunity.com/app/294100/workshop/ Steam Workshop]. Steam Workshop automates the process of downloading and installing mods, as well as keeping them up to date with new releases.
Вы можете модифицировать def-ы, код, изображения, и звуки.
 
  
* '''Def-ы''': XML файлы, содержащие списки определений для использования в игре. Есть много всего. Они определяют всё, навыки, рассказчиков, и многие другие типы данных. Найти их можно в YourModName/Defs. Подробнее об этом ниже.
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Even if you do not own RimWorld on Steam, Workshop can still be used to discover new mods; while some mods are released on [https://www.nexusmods.com/rimworld Nexus Mods], no other mod site has close to the same amount of mods available. You can use tools such as [https://github.com/rimpy-custom/RimPy/releases RimPy] to download and install mods from Steam Workshop and GitHub instead.
* '''Код''': Вы можете добавить .NET assemblies и игра загрузит их. Поместите свои DLL-ы в YourModName/Defs. Подробнее об этом ниже.
 
* '''Изображения''': Вы можете добавлять изображения.
 
* '''Звуки''': Вы можете добавлять звуковые файлы.
 
  
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=== Manual Installation ===
  
==Основы: Def-ы==
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You can install mods manually by unzipping them into subfolders within your local Mods folder. This location varies by operating system:
Самый основной вид RimWorld моддинга производится путем редактирования '''def-ов'''.
 
  
Определения, каждое определение - часть игры. Различные виды определений можно разделить на:
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{| class="wikitable" style="margin-right:auto"
Звуки
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|-
Оружие
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! Operating System !! Default Folder Location
Строения
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|-
Растения
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| Windows || <code>C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods</code>
Животные
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|-
Что-либо ещё (что будет определено)
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| Mac || <code>Library/Application Support/Steam/steamapps/common/RimWorld</code>
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|-
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| Linux (standalone) || <code>~/.steam/steam/steamapps/common/RimWorld/Mods</code>
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|-
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| Linux (GoG) || <code>/home/<user>/GOG/Games/RimWorld/game/Mods/</code>
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|}
  
Когда игра запускается, она собирает все определения в пулы. Потом полу-случайно берёт из них (из этих пулов) при различных обстоятельствах. Это будет случайным образом вооружать определённым оружием нового вражеского наёмника. Или случайно создавать животного на краю карты. Моддинг игры означает добавление Ваших определений для этих пулов и наблюдая за игрой использовать их таким образом.
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=== Activating Mods ===
  
Определения организованы в пакеты. Каждый пакет сохраняется в виде отдельного XML-файла.
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Once you have installed mods, you can select the '''Mods''' option from the main menu of RimWorld to activate them. Activating or deactivating mods requires RimWorld to restart.
  
Группы пакетов организованы в моды. Мод это единица взаимосвязанной функциональности и содержания. Это может быть пакет новых видов оружия, новое животное, или в общей сложности преобразоване игры. Моды, как правило, содержат несколько пакетов различных типов, а также наполнение, например, изображеня и звуки.
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== Making Mods ==
 
 
Базовая игра определяется в одном моде под названием Core.
 
 
 
Игроки могут выбрать, какие из модов им активировать. В некоторых случаях, несколько модов могут быть активны одновременно. Вы можете использовать средневековый мод для замены основы игры, и добавить пачку оружия, созданного кем-то другим. Игра будет работать с содержанием средневекового мода, а также случайным образом появится оружие из пакета дополнительных вооружений.
 
 
 
==Mod file structure==
 
For defining new game content, '''[[wikipedia:XML|XML]]''' files are used. Here is an example of the format, that applies to most of the definitions:
 
<source lang="xml">
 
<?xml version="1.0" encoding="utf-8" ?>
 
<SomeDefs>
 
  <SomeDef>
 
      <defName>MyNewDefinitionOfContent</defName>
 
      <!-- more tags will appear depending on what are you defining -->
 
  </SomeDef>
 
</SomeDefs>
 
</source>
 
Remember, that the word '''Some''' must be replaced by the name of whatever are you defining. For thing it's '''&lt;ThingDef&gt;'''.
 
 
 
The RimWorld mods use the following directory structure:
 
<pre>
 
┌About
 
├╴About.xml (Contains info about the mod)
 
├╴Preview.png (Image that appears above the mod info in game. Max width 600px.)
 
 
├Assemblies (If your mod uses any DLL files put them here)
 
├╴MyMod.dll
 
 
├Defs (Contains xml definitions of the mod)
 
├┬ThingDefs
 
│├╴Things.xml
 
│└╴Buildings.xml
 
├┬ResearchProjectDefs
 
│└╴MyProjects.xml
 
│the folder name must be specific here. Look in Core mod to see what are other names supposed to be
 
 
├Sounds
 
 
├Source
 
├╴MyMod.cs (Optionally, put the source code of your mod here)
 
 
├Strings
 
 
├Textures (Put any image textures here, preferably in .png format.)
 
└┬Things
 
├╴MyMod_ImageA.png
 
└╴MyMod_ImageB.png
 
</pre>
 
 
 
===Mod info===
 
This is found in <code>MODNAME/About</code>
 
*The contents of About.xml are plain text. HTML Markup tags cause NullRef's.
 
*You can have an image for your mod. Restrict the image width to 600 pixels
 
 
 
===Textures===
 
These are found in <code>MODNAME/Textures</code>
 
*You can have any path you want from this point on.
 
*When referencing textures in your mod, using <TexturePath>, have the complete path relative to your mod, including the filename (but not the file extension). Example for the RoyalBed Testmod: <code><TexturePath>Things/Building/RoyalBed</TexturePath></code>
 
*You can randomize textures within a folder using a <textureFolderPath> pointing at a folder with multiple textures inside. Each Thing of the given def will have a random texture from the folder.
 
 
 
===Interactive "things"===
 
A thing is anything that exists in the game world. It includes resources, races (humanoid and animal), buildings, furniture, and many others.
 
 
 
These are defined in <code>MODNAME/Defs/ThingDefs</code>
 
If you make a new workbench, you'll need to define a recipe for it. This is a list, so you can have many new recipes listed.
 
 
 
The recipes themselves are defined in: <code>MODNAME/Defs/RecipeDefs</code>
 
In here you can define what ingredients/resources are required, what can be used, and what the default recipe is.
 
 
 
Any new resources will need to be defined in: <code>MODNAME/Defs/ThingDefs</code>
 
 
 
===Turrets===
 
These are defined in two files in: <code>MODNAME/Defs/ThingDefs</code>
 
Buildings_Big.xml and Weapons_Guns.xml (Remember, these can be named anything)
 
 
 
Buildings_Big.xml defines the structure of the turret itself. For example:
 
<source lang="xml" >
 
<building>
 
<turretGunDef>Gun_TurretImprovised</turretGunDef>
 
<burstCooldownTicks>300</burstCooldownTicks>
 
</building>
 
</source>
 
Weapons_Gun.xml defines the weapon the turret uses. Anything can be used as a weapon for turrets, including grenades.
 
 
 
===Resources===
 
These are defined in: <code>MODNAME/Defs/ThingDefs/Resources.xml</code>
 
 
 
===Research projects===
 
These are found in: <code>MODNAME/Defs/ResearchProjectDefs</code>
 
 
 
You can have research trees as well, where additional research projects get unlocked as you move through.
 
This is how to add prerequisites:
 
<source lang="xml" >
 
<prerequisites>
 
<li>-this is the <defName> of the prerequisite-</li>
 
</prerequisites>
 
</source>
 
Because it's a list, you can have multiple prerequisites for a research project.
 
 
 
==Advice==
 
*The tilde key (` or ~) brings up the development console, which will report any errors or warnings it encounters when a mod loads or during gameplay. This is the quickest way to see what, if any, errors exist in your mod. (You don't need to turn on development mode for this.)
 
*Use development mode (found in the options menu) to help debug your mod, spawn items related to your mod, or fire incidents at will. (Or just mess around, if you'd like.)
 
 
 
== References ==
 
*[http://ludeon.com/forums/index.php?topic=1681.0 Simple tutorial forum thread]
 
*[http://rimworldgame.com/publicArtSource/ThingGraphics.zip RimWorld core art source]
 
  
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Please check out the [[Modding_Tutorials|Modding Tutorials]] hub for tutorials and guides on how to create and publish your own mods.
  
 
[[Category:Modding]]
 
[[Category:Modding]]

Latest revision as of 08:05, 24 October 2023

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Game modifications (or mods) are a way of altering the way the game functions by adding, changing, or removing content such as items, textures, sounds, or more. RimWorld has built-in support for modding, including Steam Workshop support.

Using Mods[edit]

If you own RimWorld on Steam, then the easiest way of finding and downloading mods is by using Steam Workshop. Steam Workshop automates the process of downloading and installing mods, as well as keeping them up to date with new releases.

Even if you do not own RimWorld on Steam, Workshop can still be used to discover new mods; while some mods are released on Nexus Mods, no other mod site has close to the same amount of mods available. You can use tools such as RimPy to download and install mods from Steam Workshop and GitHub instead.

Manual Installation[edit]

You can install mods manually by unzipping them into subfolders within your local Mods folder. This location varies by operating system:

Operating System Default Folder Location
Windows C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods
Mac Library/Application Support/Steam/steamapps/common/RimWorld
Linux (standalone) ~/.steam/steam/steamapps/common/RimWorld/Mods
Linux (GoG) /home/<user>/GOG/Games/RimWorld/game/Mods/

Activating Mods[edit]

Once you have installed mods, you can select the Mods option from the main menu of RimWorld to activate them. Activating or deactivating mods requires RimWorld to restart.

Making Mods[edit]

Please check out the Modding Tutorials hub for tutorials and guides on how to create and publish your own mods.