Difference between revisions of "Modding Tutorials/Getting started with mods"

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{{BackToTutorials}}
 
{{BackToTutorials}}
  
This page is a tutorial on how to create a Rimworld mod it will step you through the process of creating a mod from scratch. from basic file structure to writing code for your mod. This tutorial is aimed at people who have never created a mod before and are looking to get started. and is meant to be an updated guide for the old tutorials on the wiki.
+
This page is a tutorial on how to create a RimWorld mod, it will step you through the process of creating a mod from scratch. From basic file structure to writing code for your mod. This tutorial is aimed at people who have never created a mod before and are looking to get started. And is meant to be an updated guide for the old tutorials on the wiki. If you're still facing issues after using this tutorial, head over to the [https://discord.gg/rimworld/ RimWorld Discord server]. In the server, there's a Modding Resources section where you might find help if you're stuck during mod creation.
  
 
+
=Introduction=
=Introdusion=
+
RimWorld mods are created using XML and C# code. XML is used to define the content of the mod, and C# is used to add functionality to the mod, and also to modify existing items. For now, we will focus on XML and later tutorials will cover C#. Tweaks are mostly done with XML; new mechanics uses C#. New weapons, creatures and armor - learn to draw, preferably in vector and use XML or C#, depending on thing's complexity. To get started, we will create the basic files and folders that are needed for a mod. We will then add some basic content to the mod and test it in the game.
Rimworld mods are created using XML and C# code. XML is used to define the content of the mod and C# is used to add functionality to the mod. For now, we will focus on XML and later tutorials will cover C#.
 
 
 
To get started we will create the basic files and folders that are needed for a mod. We will then add some basic content to the mod and test it in the game.
 
  
 
=Goal of this tutorial=
 
=Goal of this tutorial=
By the end of this tutorial you will have:
+
By the end of this tutorial, you will have:
 
# Install software needed to make a mod
 
# Install software needed to make a mod
 
# Create a mod folder structure
 
# Create a mod folder structure
Line 18: Line 15:
  
 
=Software=
 
=Software=
To Get started making a mod with XML you will need to download the following:
+
To get started making a mod with XML, you will need to download/choose the following (program):
  
* a copy of Rimworld (duh)
+
* RimWorld base game (official License) From Ludeon.com or GOG, Steam or Epic Gamestore.
* a code editor
+
* Code editor like Notepad++ or Visual Studio (Code)
 
* [https://steamcommunity.com/sharedfiles/filedetails/?id=1847679158 RimPy] (This is a Mod manager that will make it easier to test your mod)
 
* [https://steamcommunity.com/sharedfiles/filedetails/?id=1847679158 RimPy] (This is a Mod manager that will make it easier to test your mod)
* [https://git-scm.com/ Git] Git can be scary at first but it is a very useful tool. and can be used to keep track of changes to your mod. (optional but highly recommended)
+
* [https://git-scm.com/ Git] can be scary at first, but it is a very useful tool. And can be used to keep track of changes to your mod. (Optional but highly recommended)
 +
* GitHub account; Using GitHub repositories for handling small mod changes and fixing bugs helps mod creators easily keep track of their modifications.
  
 
==Code Editor==
 
==Code Editor==
There are many code editors out there some of the most commonly used are:
+
There are many code editors out there, some of the most commonly used are:
 
+
* [https://code.visualstudio.com/ Visual Studio Code] is a free code editor and has a lot of useful features and tools You can add extensions tools to make coding work easier (this is what we will use in this tutorial).
* [https://code.visualstudio.com/ Visual Studio Code] is a free code editor and has a lot of useful features and tools (this is what I will use).
+
* [https://visualstudio.microsoft.com/ Visual Studio] you can get the Windows, MAC or Linux version, a program made by Microsoft.
 +
* [https://notepad-plus-plus.org/ Notepad++] is a very lightweight code editor that is very easy to use, however it is missing some features that make it less useful for larger projects. It is easy to use when you are a beginner in coding.
 
* [https://www.sublimetext.com/ Sublime Text] is a free code editor that is popular.
 
* [https://www.sublimetext.com/ Sublime Text] is a free code editor that is popular.
* [https://notepad-plus-plus.org/ Notepad++] is a very lightweight code editor that is very easy to use however it is missing some features that make it less useful for larger projects.
 
 
  
 
'''''About IDEs:'''''
 
'''''About IDEs:'''''
IDEs are Integrated Development Environments. They are a code editor and a compiler all in one. They are very useful for larger projects but can be overkill for smaller projects. IDEs are also very resource intensive and can slow down your computer. I would recommend using a code editor for now and when you are ready to start using C# you can look into IDEs.
+
IDEs are Integrated Development Environments. They are a code editor and a compiler all in one. They are very useful for larger projects, but can be overkill for smaller projects. IDEs are also very resource intensive and can slow down your computer. I would recommend using a simple code editor for now and when you are ready to start using C# you can look into IDEs.
  
 
=Making the folder structure=
 
=Making the folder structure=
'''''There are mod templates available for quick setup however it is recommended to create the folder structure manually at least once to get a better understanding of how mods work.'''''
+
'''''There are mod templates available for quick setup, however it is recommended to create the folder structure manually at least once to get a better understanding of how mods work.'''''
To start making a mod we need to create a folder for the mod. This folder will contain all the files and folders that make up the mod. to keep things organized we will create a folder in Rimworlds mod local folder. this is located at: <br/><pre>(RimWorldInstallFolder)/Mods/</pre>
+
To start making a mod, we need to create a folder for the mod. This folder will contain all the files and folders that make up the mod.<br>
'''''Note: it is not recommended to put your mod in the steam mods folder'''''
+
'''Note:''' Avoid putting your local mod in the Steam mods' folder, as it's meant for published workshop mods. Many beginners make this mistake and then wonder why their mod isn't visible in their test game.
 
+
To keep things organized, we will create a folder in RimWorld's mod local folder, which is located at:  
==Creating the about file==
+
<pre>(RimWorldInstallFolder)/Mods/</pre>
Now lets make an About folder inside the mod folder. This folder will contain information about the mod and the mods preview image.
 
 
 
Inside the About folder, we will create a file called About.xml. This file will contain information about the mod. inside the file, we will add the following code: <br/>
 
  
 +
==Making an "about” file. ==
 +
Now let's make an About folder inside the mod folder. This folder will contain information about the mod and the mods preview image.
 +
Inside the About folder, we will create a file called About.xml. This file will contain information about the mod. Inside the file, we will add the following code:
 
<pre>
 
<pre>
<?xml version="1.0" encoding="UTF-8"?> <!-- Comments in XML look like this-->
+
<?xml version="1.0" encoding="UTF-8"?> <!-- Comments in XML look like this -->
 
</pre>
 
</pre>
<br/>
+
This is the first line of every XML file. It tells the computer that this is an XML file and what encoding to use. Get used by putting this line in every XML file you make)<br>
This is the first line of every XML file. it tells the computer that this is an XML file and what encoding to use. (get used to seeing this line in every XML file you make) <br/>
+
now we will add the following code to the file:
now we will add the following code to the file: <br/>
 
 
<pre>
 
<pre>
 
<ModMetaData>
 
<ModMetaData>
    <name>Mod Name Here</name> <!-- This is the name of the mod -->
+
<name>Mod Name Here</name> <!-- This is the name of the mod -->
 
     <author>Your Name Here</author>  
 
     <author>Your Name Here</author>  
 
     <packageId>yourName.ModName</packageId> <!-- It is best to use this format-->
 
     <packageId>yourName.ModName</packageId> <!-- It is best to use this format-->
     <description>Super Cool Mod</description> <!-- Be Creative The description is what people will see when they look at your mod -->
+
     <description>This mod will make your life on the Rim more enjoyable.</description> <!-- Be creative, the description is what people will see when they look at your mod and don't leave space between description tags -->
 
     <supportedVersions>
 
     <supportedVersions>
        <li>1.4</li>
+
    <li>1.4</li>
     </supportedVersions> <!-- This is the version of Rimworld that the mod is compatible with -->
+
     </supportedVersions> <!-- This is the version of RimWorld that the mod is compatible with -->
 
</ModMetaData> <!-- be sure to close all tags you open -->
 
</ModMetaData> <!-- be sure to close all tags you open -->
 
</pre>
 
</pre>
<br/>
+
'''''XML is picky about spacing, formatting, and Capitalization. If you get an error when loading your mod, it is most likely because of a typo or missing <tag> or forgot the closing </tag>.'''''
'''''XML is picky about spacing, formatting, and Capitalization. if you get an error when loading your mod it is most likely because of a typo or missing tag''''' <br/>
+
Now save the file and close it. '''Note: the name of the file must be exactly "About.xml"'''
Now save the file and close it. <br/>
+
Open RimPy and sort by local mods. You should see your mod listed. If you click on it, you should see the information you have entered in the About.xml file. <br>
'''''Note: the name of the file must be exactly "About.xml"'''''
+
'''''When adding a preview image to your mod you must name the image "Preview.png" and place it in the About folder, the image resolution should be 512×512 pixels and the size must be under 2mb'''''
open RimPy and sort by local mods. you should see your mod listed. if you click on it you should see the information you entered in the About.xml file. <br/>
 
 
 
'''''When adding a preview image to your mod you must name the image "Preview.png" and place it in the About folder the image should be 512x512 pixels and must be under 1mb'''''
 
  
 
==Creating the other folder==
 
==Creating the other folder==
Now let's make a Def's folder inside the mod folder. This folder will contain all the XML files that define the content the mod will add. <br/>
+
Now let's make a Def's folder inside the mod folder. This folder will contain all the XML files that define the content the mod will add.<br>
start by creating a folder called "Defs" inside the mod folder, inside the Defs folder create a file called "ThingDefs.xml" <br/>
+
Start by creating a folder called "Defs" inside the mod folder, inside the Defs folder create a file called "ThingDefs.xml" <br>
in the root of the mod folder create a folder called "Patchs". this folder will contain XML files that will be used to patch existing content in the game. inside the Patchs folder create a file called "ThingDefs_Patch.xml" <br/>
+
let's also create a folder called "Textures" inside the mod folder. this folder will contain all the images that will be used in the mod.<br>
let's also create a folder called "Textures" inside the mod folder. this folder will contain all the images that will be used in the mod. <br/>
+
Your mod folder should now look like this:  
 
 
your mod folder should now look like this: <br/>
 
 
<pre>
 
<pre>
 
ModName
 
ModName
Line 85: Line 76:
 
     Defs
 
     Defs
 
         ThingDefs.xml
 
         ThingDefs.xml
    Patchs
 
        ThingDefs_Patch.xml
 
 
     Textures
 
     Textures
 
</pre>
 
</pre>
  
 
=Adding content to the mod=
 
=Adding content to the mod=
Now that we have the basic folder structure set up we can start adding content to the mod.
+
Now that we have the basic folder structure set up, we can start adding content to the mod.
 +
 
 
==Adding a new item==
 
==Adding a new item==
Let's start by adding a new item to the game. open the "ThingDefs.xml" file and add the following code: <br/>
+
Remember, this is the first line of every XML file.
 
+
<pre>
<pre>  
 
 
<?xml version="1.0" encoding="UTF-8"?>
 
<?xml version="1.0" encoding="UTF-8"?>
 
</pre>
 
</pre>
Remember this is the first line of every XML file.
+
Let's start by adding a new item to the game, open the “ThingDefs.xml” file and add the following code:
<br/>
 
 
 
 
<pre>
 
<pre>
 
<Defs>
 
<Defs>
Line 116: Line 103:
 
             <Beauty>2</Beauty>
 
             <Beauty>2</Beauty>
 
         </statBases>
 
         </statBases>
 
 
     </ThingDef>
 
     </ThingDef>
 
</Defs>
 
</Defs>
 
</pre>
 
</pre>
Now save the file and close it. In RimPy enable the mod and start the game. In Settings under general enable Development Mode.
+
Now save the file and close it. In RimPy enable the mod and start the game. When in-game, go to settings and enable [https://rimworldwiki.com/wiki/Development_mode development mode]. On the main menu, you'll see a new button named “Dev quick test.” Clicking it starts a new game on a test map. After the game loads, open the Debug actions menu and click on the “Spawn Thing” button. In the “Spawn Thing” menu, type in the def name of the item you just added. Click on the item, then click anywhere on the map to spawn it. Congratulations, you have just added your first item to the game. [[File:empty_item.png|200px|thumb|right|You have now added a new item to the game.]]
Now on the main menu, there should be a new button called "Dev quicktest", This will start a new game on a test map. Once the game has loaded open the Debug menu, in the Debug menu click on the "Spawn Thing" button. In the "Spawn Thing" menu type in the def name of the item you just added. Click on the item then click anywhere on the map to spawn it.
 
<br/>
 
Congratulations you have just added your first item to the game. [[File:empty_item.png|200px|thumb|right|You have now added a new item to the game.]]
 
  
 
==Adding a texture to the item==
 
==Adding a texture to the item==
While we have added an item to the game currently it has no texture. and looks ugly. to fix this we will add a texture to the item. to start we will need to add a texture to the mod. for now, let's grab a texture from the Rimworld wiki (this means the image will be the correct size and format).  
+
While we have added an item to the game currently, it has no texture and shows a pink box, this means it has no texture yet. We can fix this by adding a corresponding texture to the item. We do this by adding a Texture folder which contains the corresponding ItemName.PNG. Take the example texture from the RimWorld wiki (this means the image will be the correct size and format). The "Animal Gear Base" mod [https://steamcommunity.com/workshop/filedetails/?id=1541438907/ Animal Gear] has folders meant to help you create a mod for animal apparel. In these folders, you'll find an ItemName.png file which can act as placeholder image.<br>
Here's what your texture folder should look like: <br/>
+
Here's what your texture folder should look like:
 
<pre>
 
<pre>
 
Textures
 
Textures
Line 135: Line 118:
 
                 Resource.png
 
                 Resource.png
 
</pre>
 
</pre>
It is best to organize your textures into folders that match the folder structure of the game. after you have added your texture to the mod folder open the "ThingDefs.xml" file and add the following code to your items ThingDef:
+
It is best to organize your textures into folders that match the folder structure of the game. After you have added your texture to the mod folder, open the "ThingDefs.xml" file and add the following code to your items ThingDef:
<br/>
 
 
<pre>
 
<pre>
 
<graphicData>
 
<graphicData>
Line 143: Line 125:
 
</graphicData>
 
</graphicData>
 
</pre>
 
</pre>
Note how you don't add the file extension to the texture path. <br/>
+
''''''Note how you don't add the file extension to the texture path.'''''' <br>
 
Now that looks much better! [[File:Adding_Textures.png|200px|thumb|right|Look at that lovely item]]
 
Now that looks much better! [[File:Adding_Textures.png|200px|thumb|right|Look at that lovely item]]
If you consider yourself an artist you can make your own textures (you won't be getting a how-to from me). <br/>
+
 
 +
==Important when adding textures==
 +
* You have the option to use either vector-based programs or grid-based programs.
 +
* Textures must be exported as PNG files in order for them to be usable within the game.
 +
* PNG files should not exceed 1 GB in size and can be up to 2 MB per texture.<br>
 +
For optimal performance and visual quality, consider keeping PNG texture files at a moderate resolution that suits your mod's style. Aim for a balance between 2 MB and 10 MB per texture, as larger files might affect loading times.
  
 
==Adding more complex properties==
 
==Adding more complex properties==
Now that we have added a new item to the game we can add some more features to it. to start we will make the item rot. open the "ThingDefs.xml" file and add the following code to your items ThingDef: <br/>
+
Now that we have added a new item to the game, we can add some more features to it. to start we will make the item rot. open the "ThingDefs.xml" file and add the following code to your items ThingDef:
 
<pre>
 
<pre>
 
<comps>
 
<comps>
     <li Class="CompProperties_Rottable">
+
    <tickerType>Rare</tickerType>
 +
     <li Class="CompProperties_Rottable"> <!-- This tells the game that the item can rot -->
 
         <daysToRotStart>2</daysToRotStart> <!-- This is the number of days it takes for the item to start rotting -->
 
         <daysToRotStart>2</daysToRotStart> <!-- This is the number of days it takes for the item to start rotting -->
         <daysToDessicated>3</daysToDessicated> <!-- This is the number of days it takes for the item to start dessicating -->
+
         <daysToDessicated>3</daysToDessicated> <!-- This is the number of days it takes for the item to start desiccating -->
 
     </li>
 
     </li>
 
</comps>
 
</comps>
 
</pre>
 
</pre>
the best way to learn how to add more features to your items is to look at the existing items in the game. you can find the XML files for the existing items in the RimWorld install folder located at: <br/>
+
The best way to learn how to add more features to your items is to look at the existing items in the game. You can find the XML files for the existing items in the RimWorld install folder located at:  
 
<pre>
 
<pre>
steamapps/common/RimWorld/Data/Core(Or whatever DLC you have)/Defs/
+
steamapps/common/RimWorld/Data/Core (Or any DLC you have) or Games/RimWorld/Data/Core
 
</pre>
 
</pre>
<br/>
+
You can for example open the RimWorld/Data/Core/Defs folder in your Code editor to see all the items, to understand its structure. It will be easier to navigate through all the folders.
 +
Also, here you can find a Cheatsheet which you can use for Git commands [https://phoenixnap.com/kb/git-commands-cheat-sheet#ftoc-heading-10/ Cheatsheet]
  
 
=GitHub files=
 
=GitHub files=
All the files made in this tutorial can be found [https://github.com/Burgess12/RimWorld-Mod-Tutorials here] on GitHub. this allows you to download the files and use them as a reference when making your own mods.
+
* All the files made in this tutorial can be found [https://github.com/Zeta-of-the-rim/RimWorld-Mod-Tutorials here] on GitHub. this allows you to download the files and use them as a reference when making your own mods.
 
 
 
GitHub is a great tool for sharing code and is especially useful when you are ready to start programming in C#.
 
GitHub is a great tool for sharing code and is especially useful when you are ready to start programming in C#.
  
 
=Next steps=
 
=Next steps=
After you have completed this tutorial you should have a basic understanding of how to make a mod for RimWorld. now you can start adding more features to your mod. the next step is adding a recipe, weapon, and trait to the mod. [[Modding_Tutorials/Xml_Adding_Weapons_Traits_Research|Next Tutorial]]
+
After completing this tutorial, you'll have a basic understanding of modding in RimWorld. Now, you can begin adding more features to your mod, starting with recipes, weapons, and traits.[[Modding_Tutorials/Xml_Adding_Weapons_Traits_Research|Next Tutorial]]
  
 
[[Category:Modding tutorials]]
 
[[Category:Modding tutorials]]

Latest revision as of 16:09, 2 March 2024

Modding Tutorials

This page is a tutorial on how to create a RimWorld mod, it will step you through the process of creating a mod from scratch. From basic file structure to writing code for your mod. This tutorial is aimed at people who have never created a mod before and are looking to get started. And is meant to be an updated guide for the old tutorials on the wiki. If you're still facing issues after using this tutorial, head over to the RimWorld Discord server. In the server, there's a Modding Resources section where you might find help if you're stuck during mod creation.

Introduction[edit]

RimWorld mods are created using XML and C# code. XML is used to define the content of the mod, and C# is used to add functionality to the mod, and also to modify existing items. For now, we will focus on XML and later tutorials will cover C#. Tweaks are mostly done with XML; new mechanics uses C#. New weapons, creatures and armor - learn to draw, preferably in vector and use XML or C#, depending on thing's complexity. To get started, we will create the basic files and folders that are needed for a mod. We will then add some basic content to the mod and test it in the game.

Goal of this tutorial[edit]

By the end of this tutorial, you will have:

  1. Install software needed to make a mod
  2. Create a mod folder structure
  3. Edit the About.xml file
  4. Add a new item to the game
  5. Test the mod in-game using the Debug menu

Software[edit]

To get started making a mod with XML, you will need to download/choose the following (program):

  • RimWorld base game (official License) From Ludeon.com or GOG, Steam or Epic Gamestore.
  • Code editor like Notepad++ or Visual Studio (Code)
  • RimPy (This is a Mod manager that will make it easier to test your mod)
  • Git can be scary at first, but it is a very useful tool. And can be used to keep track of changes to your mod. (Optional but highly recommended)
  • GitHub account; Using GitHub repositories for handling small mod changes and fixing bugs helps mod creators easily keep track of their modifications.

Code Editor[edit]

There are many code editors out there, some of the most commonly used are:

  • Visual Studio Code is a free code editor and has a lot of useful features and tools You can add extensions tools to make coding work easier (this is what we will use in this tutorial).
  • Visual Studio you can get the Windows, MAC or Linux version, a program made by Microsoft.
  • Notepad++ is a very lightweight code editor that is very easy to use, however it is missing some features that make it less useful for larger projects. It is easy to use when you are a beginner in coding.
  • Sublime Text is a free code editor that is popular.

About IDEs: IDEs are Integrated Development Environments. They are a code editor and a compiler all in one. They are very useful for larger projects, but can be overkill for smaller projects. IDEs are also very resource intensive and can slow down your computer. I would recommend using a simple code editor for now and when you are ready to start using C# you can look into IDEs.

Making the folder structure[edit]

There are mod templates available for quick setup, however it is recommended to create the folder structure manually at least once to get a better understanding of how mods work. To start making a mod, we need to create a folder for the mod. This folder will contain all the files and folders that make up the mod.
Note: Avoid putting your local mod in the Steam mods' folder, as it's meant for published workshop mods. Many beginners make this mistake and then wonder why their mod isn't visible in their test game. To keep things organized, we will create a folder in RimWorld's mod local folder, which is located at:

(RimWorldInstallFolder)/Mods/

Making an "about” file.[edit]

Now let's make an About folder inside the mod folder. This folder will contain information about the mod and the mods preview image. Inside the About folder, we will create a file called About.xml. This file will contain information about the mod. Inside the file, we will add the following code:

<?xml version="1.0" encoding="UTF-8"?> <!-- Comments in XML look like this -->

This is the first line of every XML file. It tells the computer that this is an XML file and what encoding to use. Get used by putting this line in every XML file you make)
now we will add the following code to the file:

<ModMetaData>
<name>Mod Name Here</name> <!-- This is the name of the mod -->
    <author>Your Name Here</author> 
    <packageId>yourName.ModName</packageId> <!-- It is best to use this format-->
    <description>This mod will make your life on the Rim more enjoyable.</description> <!-- Be creative, the description is what people will see when they look at your mod and don't leave space between description tags -->
    <supportedVersions>
     <li>1.4</li>
    </supportedVersions> <!-- This is the version of RimWorld that the mod is compatible with -->
</ModMetaData> <!-- be sure to close all tags you open -->

XML is picky about spacing, formatting, and Capitalization. If you get an error when loading your mod, it is most likely because of a typo or missing <tag> or forgot the closing </tag>. Now save the file and close it. Note: the name of the file must be exactly "About.xml" Open RimPy and sort by local mods. You should see your mod listed. If you click on it, you should see the information you have entered in the About.xml file.
When adding a preview image to your mod you must name the image "Preview.png" and place it in the About folder, the image resolution should be 512×512 pixels and the size must be under 2mb

Creating the other folder[edit]

Now let's make a Def's folder inside the mod folder. This folder will contain all the XML files that define the content the mod will add.
Start by creating a folder called "Defs" inside the mod folder, inside the Defs folder create a file called "ThingDefs.xml"
let's also create a folder called "Textures" inside the mod folder. this folder will contain all the images that will be used in the mod.
Your mod folder should now look like this:

ModName
    About
        About.xml
        Preview.png
    Defs
        ThingDefs.xml
    Textures

Adding content to the mod[edit]

Now that we have the basic folder structure set up, we can start adding content to the mod.

Adding a new item[edit]

Remember, this is the first line of every XML file.

<?xml version="1.0" encoding="UTF-8"?>

Let's start by adding a new item to the game, open the “ThingDefs.xml” file and add the following code:

<Defs>
    <ThingDef ParentName="ResourceBase">
        <thingClass>ThingWithComps</thingClass>
        <defName>MM_Resource</defName>
        <label>Resource</label>
        <description>Resource</description>
        <statBases>
            <MarketValue>1</MarketValue>
            <MaxHitPoints>300</MaxHitPoints>
            <Mass>1</Mass>
            <Flammability>0</Flammability>
            <DeteriorationRate>0.1</DeteriorationRate>
            <Beauty>2</Beauty>
        </statBases>
    </ThingDef>
</Defs>

Now save the file and close it. In RimPy enable the mod and start the game. When in-game, go to settings and enable development mode. On the main menu, you'll see a new button named “Dev quick test.” Clicking it starts a new game on a test map. After the game loads, open the Debug actions menu and click on the “Spawn Thing” button. In the “Spawn Thing” menu, type in the def name of the item you just added. Click on the item, then click anywhere on the map to spawn it. Congratulations, you have just added your first item to the game.

You have now added a new item to the game.

Adding a texture to the item[edit]

While we have added an item to the game currently, it has no texture and shows a pink box, this means it has no texture yet. We can fix this by adding a corresponding texture to the item. We do this by adding a Texture folder which contains the corresponding ItemName.PNG. Take the example texture from the RimWorld wiki (this means the image will be the correct size and format). The "Animal Gear Base" mod Animal Gear has folders meant to help you create a mod for animal apparel. In these folders, you'll find an ItemName.png file which can act as placeholder image.
Here's what your texture folder should look like:

Textures
    Things
        Item
            Resource
                Resource.png

It is best to organize your textures into folders that match the folder structure of the game. After you have added your texture to the mod folder, open the "ThingDefs.xml" file and add the following code to your items ThingDef:

<graphicData>
    <texPath>Things/Item/Resource/Resource</texPath>
    <graphicClass>Graphic_Single</graphicClass>
</graphicData>

'Note how you don't add the file extension to the texture path.'

Now that looks much better!

Look at that lovely item

Important when adding textures[edit]

  • You have the option to use either vector-based programs or grid-based programs.
  • Textures must be exported as PNG files in order for them to be usable within the game.
  • PNG files should not exceed 1 GB in size and can be up to 2 MB per texture.

For optimal performance and visual quality, consider keeping PNG texture files at a moderate resolution that suits your mod's style. Aim for a balance between 2 MB and 10 MB per texture, as larger files might affect loading times.

Adding more complex properties[edit]

Now that we have added a new item to the game, we can add some more features to it. to start we will make the item rot. open the "ThingDefs.xml" file and add the following code to your items ThingDef:

<comps>
     <tickerType>Rare</tickerType>
     <li Class="CompProperties_Rottable"> <!-- This tells the game that the item can rot -->
        <daysToRotStart>2</daysToRotStart> <!-- This is the number of days it takes for the item to start rotting -->
        <daysToDessicated>3</daysToDessicated> <!-- This is the number of days it takes for the item to start desiccating -->
    </li>
</comps>

The best way to learn how to add more features to your items is to look at the existing items in the game. You can find the XML files for the existing items in the RimWorld install folder located at:

steamapps/common/RimWorld/Data/Core (Or any DLC you have) or Games/RimWorld/Data/Core

You can for example open the RimWorld/Data/Core/Defs folder in your Code editor to see all the items, to understand its structure. It will be easier to navigate through all the folders. Also, here you can find a Cheatsheet which you can use for Git commands Cheatsheet

GitHub files[edit]

  • All the files made in this tutorial can be found here on GitHub. this allows you to download the files and use them as a reference when making your own mods.

GitHub is a great tool for sharing code and is especially useful when you are ready to start programming in C#.

Next steps[edit]

After completing this tutorial, you'll have a basic understanding of modding in RimWorld. Now, you can begin adding more features to your mod, starting with recipes, weapons, and traits.Next Tutorial