Difference between revisions of "Modding Tutorials/Writing custom code"

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(Made the numbered list easier to read; any comments on the current step are now sub-steps.)
(Removed suggested IDE's, made it a link to "Recommended software" instead (huzzah))
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In addition to creating data for the game to use, you can also write code. You could probably write in any .NET language, but I’ve only tested C#.
 
In addition to creating data for the game to use, you can also write code. You could probably write in any .NET language, but I’ve only tested C#.
  
# Create a new class library project in your code editor of choice;
+
# Create a new class library project in your [[Modding Tutorials/Recommended software#IDE.27s|IDE of choice]];
## Viable code editors include [https://www.visualstudio.com/ Visual Studio], [http://www.monodevelop.com/download/ MonoDevelop] and [http://www.icsharpcode.net/OpenSource/SD/Download/ SharpDevelop],
 
 
# In your project, add references to these DLLs:<br/><pre>(RimWorldInstallFolder)/RimWorld_Data/Managed/Assembly-CSharp.dll&#10;(RimWorldInstallFolder)/RimWorld_Data/Managed/UnityEngine.dll</pre>
 
# In your project, add references to these DLLs:<br/><pre>(RimWorldInstallFolder)/RimWorld_Data/Managed/Assembly-CSharp.dll&#10;(RimWorldInstallFolder)/RimWorld_Data/Managed/UnityEngine.dll</pre>
 
# In your project properties, change the target framework to .NET 3.5;
 
# In your project properties, change the target framework to .NET 3.5;

Revision as of 15:35, 12 July 2015

In addition to creating data for the game to use, you can also write code. You could probably write in any .NET language, but I’ve only tested C#.

  1. Create a new class library project in your IDE of choice;
  2. In your project, add references to these DLLs:
    (RimWorldInstallFolder)/RimWorld_Data/Managed/Assembly-CSharp.dll
    (RimWorldInstallFolder)/RimWorld_Data/Managed/UnityEngine.dll
  3. In your project properties, change the target framework to .NET 3.5;
  4. Create a new class in a new code file;
  5. You’ll want to add these namespace to each of your source files as necessary;
    using UnityEngine;  	//For all Unity functionality, rendering, resource management
    using AI;		//RimWorld AI
    using Sound;	        //RimWorld sound subsystem
    using UI;		//RimWorld GUI
    
  6. Write your class;
    1. Decompile source code to take a look at the game's existing code;
    2. If you still get stuck on anything, any modding questions can be asked on the subforum,
  7. Compile your class into a .dll;
    1. Make sure your project's output type is "class library";
    2. Note: by default, Visual Studio will compile all the references of the project as well, so you’ll get a copy of UnityEngine.dll and Assembly-CSharp.dll and some others. You don’t need these. Just take YourModName.dll,
  8. Place the .dll in the YourModName/Assemblies folder of your mod;
  9. Reference the classes in your .dll from the xml data in the YourModName/Defs folder;
    1. Example: Create a new ThingDef with a <thingClass> that points to a class in your .dll,
  10. The game should load your class now;
  11. Optional: Release your source code.
    1. Most mods include a YourModName/Source folder with the full C# project in it for other modders to check out;
    2. Some mods include a Dropbox download link to their source code in the mod's topic. This is also a possibility.

See also