Difference between revisions of "Installing mods"

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(Added info on installing mods on macs)
(Rewrite of the tutorial's general feel; too many useless things like "it's easy to install mods you like", categorized)
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==Installation==
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==Finding mods==
Finding and installing mods which is short for modification to RimWorld is a very easy task to do if you want to add some new content to your game. First, you need to look online and find a mod that you want to try out. Remember, the main source for finding mods is the [http://ludeon.com/forums/index.php?board=15.0 forum] in the mod release section. Once you find a mod you like that is '''compatible''' with the version of RimWorld you have, or even a few mods you like you can download them from their individual threads.
 
  
===Windows===
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Look online and find a mod that you want to try out. The main source for finding mods is the [http://ludeon.com/forums/index.php?board=15.0 mod release section] on the forums.<br/>
Once you have downloaded a mod and opened up your zip files you just got, it's just a simple case of drag and dropping the extracted zip files into your RimWorld mods folder, starting up your game, and activating the mods. However, be aware that many mods require you to start a new game before the new content is available.
 
  
===Mac===
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Once you find a mod you like that is '''compatible''' with the version of RimWorld you have, you can download them from their individual threads.<br/><br/>
To install the mods you have downloaded, go to your applications folder where you can find the RimWorld application. Right click on the RimWorld app and select 'show package contents'. This is where the mods folder is located and to install mods just extract the downloaded mod into a folder inside the mods folder.
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===Installation===
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# Open the downloaded ZIP archive;
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# Go to your RimWorld download location;
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# '''Windows''':
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## Drag and drop the extracted ModName folder into your RimWorld***Win/Mods/ folder (not in Core);
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# '''Mac''':
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## Right-click the RimWorld application and ''show package contents'';
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## Drag and drop the ZIP archive's ModName folder into your Mods folder (not in Core) in the application package;
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# Start up your game;
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# Click the Mods button and activate your mods.
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Some mods require a fresh world generation to work.<br/><br/>
  
 
===Editing mods folder===
 
===Editing mods folder===
When editing your mods folder, you should '''always''' make a backup somewhere (such as your desktop) in case you come across errors. This way, you will always be able to undo a mistake that may occur. It is also very important to never delete the ThingCategories.xml file in your mod pack; doing this will result in a black screen when trying to start the game up.
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In case your game stops running after you installed a mod, it's useful to have a backup of the mods folder somewhere. This way, you will always be able to undo a mistake that may occur.<br/>
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<!-- I have no idea whether this is at all useful info -->It is also very important to never delete the ThingCategories.xml file in your mod pack; doing this will result in a black screen when trying to start the game up.<br/><br/>
  
 
===Compatibility===
 
===Compatibility===
Not all mods work with each other. You will know if you have incompatible mods if you are having serious gameplay issues, such as unplaceable items, graphical issues, colonists getting stuck, etc.
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Not all mods are compatible with eachother:<br/>
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* Many content mods; such as Weapon, Apparel, Faction or even Hair mods; are compatible with eachother;
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* Mods that change the same base game files, such as combat overhaul mods, are usually incompatible;
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* Mods that add functionality to base game things are compatible but usually won't include the things from content mods;
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* Modpack authors try to make mods in their pack compatible with eachother. Adding or updating mods might break the pack.
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You will know if you have incompatible mods if you are having serious gameplay issues, such as unplaceable items, graphical issues, colonists getting stuck, etc.<br/>
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Having a console error might point to incompatibility as well, but some mods are expected to have console errors on start up.
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[[Category:Modding]][[Category:Modding tutorials]]

Revision as of 09:25, 12 July 2015

Finding mods

Look online and find a mod that you want to try out. The main source for finding mods is the mod release section on the forums.

Once you find a mod you like that is compatible with the version of RimWorld you have, you can download them from their individual threads.

Installation

  1. Open the downloaded ZIP archive;
  2. Go to your RimWorld download location;
  3. Windows:
    1. Drag and drop the extracted ModName folder into your RimWorld***Win/Mods/ folder (not in Core);
  4. Mac:
    1. Right-click the RimWorld application and show package contents;
    2. Drag and drop the ZIP archive's ModName folder into your Mods folder (not in Core) in the application package;
  5. Start up your game;
  6. Click the Mods button and activate your mods.


Some mods require a fresh world generation to work.

Editing mods folder

In case your game stops running after you installed a mod, it's useful to have a backup of the mods folder somewhere. This way, you will always be able to undo a mistake that may occur.

It is also very important to never delete the ThingCategories.xml file in your mod pack; doing this will result in a black screen when trying to start the game up.

Compatibility

Not all mods are compatible with eachother:

  • Many content mods; such as Weapon, Apparel, Faction or even Hair mods; are compatible with eachother;
  • Mods that change the same base game files, such as combat overhaul mods, are usually incompatible;
  • Mods that add functionality to base game things are compatible but usually won't include the things from content mods;
  • Modpack authors try to make mods in their pack compatible with eachother. Adding or updating mods might break the pack.


You will know if you have incompatible mods if you are having serious gameplay issues, such as unplaceable items, graphical issues, colonists getting stuck, etc.
Having a console error might point to incompatibility as well, but some mods are expected to have console errors on start up.