Difference between revisions of "Modding"

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__NOTOC__
 
__NOTOC__
{{TNT|stub}}
 
How to MOD.<ref>[https://docs.google.com/document/d/1heWyVT_RfOfZDIaI3LVZM8nkyS3-a9f0QyNs9azvBDk/pub internal version]</ref>
 
  
 
+
==MODs files are stored in:==
MODs files are stored in:
 
 
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|[[File:Folders-OS-Windows-8-Metro-icon.png|36px]]  
 
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----
+
==General Modding Advice==
 +
*The tilde key (`) brings up the dev console, which will report any errors it encounters. This is the quickest way to see what, if any, errors exist in your mod.
 +
*Use Developement Mode (Found in Options) to help debug your mod.
 +
 
 +
==Mod Info:==
 +
This is found in \MODNAME\About\
 +
*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 \MODNAME\Textures\
 +
*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: <TexturePath>Things/Building/RoyalBed</TexturePath>
 +
*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.
 +
 
 +
==Mod Folder Structure:==
 +
While you can name all .xml files whatever you want. You cannot rename the folders; the game looks in folders with specific names to find specific data.
 +
 
 +
==New Interactable "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 \MODNAME\Defs\ThingDefs
 +
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: \MODNAME\Defs\RecipeDefs
 +
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: MODNAME\Defs\ThingDefs
 +
 
 +
==New Turrets:==
 +
These are defined in two files in: \MODNAME\Defs\ThingDefs
 +
Buildings_Big.xml and Weapons_Guns.xml (Remember, these can be named anything)
 +
 
 +
Buildings_Big.xml defines the structure of the turret itself. IE:
 +
<syntaxhighlight lang="xml" >
 +
<building>
 +
<turretGunDef>Gun_TurretImprovised</turretGunDef>
 +
<burstCooldownTicks>300</burstCooldownTicks>
 +
</building>
 +
</syntaxhighlight>
 +
Weapons_Gun.xml defines the weapon the turret uses. Anything can be used as a weapon for turrets, including grenades.
 +
 
 +
==New Resources:==
 +
These are defined in: MODNAME\Defs\ThingDefs\Resources.xml
 +
 
 +
==New Research Projects:==
 +
These are found in: MODNAME\Defs\ResearchProjectDefs
 +
You can have research trees as well, where additional research projects get unlocked as you move through.
 +
This is how to add prerequisites:
 +
<syntaxhighlight lang="xml" >
 +
<prerequisites>
 +
<li>-this is the <defName> of the prerequisite-</li>
 +
</prerequisites>
 +
</syntaxhighlight>
 +
Because it's a list, you can have multiple prerequisites for a research project.
  
 
== References ==
 
== References ==
<references />
+
*[http://ludeon.com/forums/index.php?topic=1681.0 forum thread]
 +
*[http://rimworldgame.com/publicArtSource/ThingGraphics.zip RimWorld core art source]

Revision as of 10:30, 7 March 2014


MODs files are stored in:

Folders-OS-Windows-8-Metro-icon.png

Windows version

path to game folder/Mods


Folders-OS-Linux-Metro-icon.png

Linux version


Folders-OS-Apple-Metro-icon.png

Mac OS X version

General Modding Advice

  • The tilde key (`) brings up the dev console, which will report any errors it encounters. This is the quickest way to see what, if any, errors exist in your mod.
  • Use Developement Mode (Found in Options) to help debug your mod.

Mod Info:

This is found in \MODNAME\About\

  • 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 \MODNAME\Textures\

  • 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: <TexturePath>Things/Building/RoyalBed</TexturePath>
  • 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.

Mod Folder Structure:

While you can name all .xml files whatever you want. You cannot rename the folders; the game looks in folders with specific names to find specific data.

New Interactable "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 \MODNAME\Defs\ThingDefs 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: \MODNAME\Defs\RecipeDefs 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: MODNAME\Defs\ThingDefs

New Turrets:

These are defined in two files in: \MODNAME\Defs\ThingDefs Buildings_Big.xml and Weapons_Guns.xml (Remember, these can be named anything)

Buildings_Big.xml defines the structure of the turret itself. IE:

		<building>
			<turretGunDef>Gun_TurretImprovised</turretGunDef>
			<burstCooldownTicks>300</burstCooldownTicks>
		</building>

Weapons_Gun.xml defines the weapon the turret uses. Anything can be used as a weapon for turrets, including grenades.

New Resources:

These are defined in: MODNAME\Defs\ThingDefs\Resources.xml

New Research Projects:

These are found in: MODNAME\Defs\ResearchProjectDefs You can have research trees as well, where additional research projects get unlocked as you move through. This is how to add prerequisites:

		<prerequisites>
			<li>-this is the <defName> of the prerequisite-</li>
		</prerequisites>

Because it's a list, you can have multiple prerequisites for a research project.

References