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__NOTOC__
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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.
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Mods
  
== Using Mods ==
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==MODs files are stored in:==
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[[File:Folders-OS-Windows-8-Metro-icon.png|36px|link=]] [[File:Folders-OS-Linux-Metro-icon.png|36px|link=]] [[File:Folders-OS-Apple-Metro-icon.png|36px|link=]]
  
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.
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<code>path to game folder/Mods</code>
  
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.
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== How to install mods ==
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Finding and Installing mods which is short for modification to your 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, 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. Once you have downloaded them 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.
  
=== Manual Installation ===
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== Editing mods folder ==
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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 ThingCatagories.xml file in your mod pack; doing this will result in a black screen when trying to start the game up.
  
You can install mods manually by unzipping them into subfolders within your local Mods folder. This location varies by operating system:
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== Mod Compatibility ==
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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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==General Modding Advice==
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*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.)
! Operating System !! Default Folder Location
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*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.)
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| Windows || <code>C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods</code>
 
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| Mac || <code>Library/Application Support/Steam/steamapps/common/RimWorld</code>
 
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| Linux (standalone) || <code>~/.steam/steam/steamapps/common/RimWorld/Mods</code>
 
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| Linux (GoG) || <code>/home/<user>/GOG/Games/RimWorld/game/Mods/</code>
 
|}
 
  
=== Activating Mods ===
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==Getting started==
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===Format of files===
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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:
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<source lang="xml">
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<?xml version="1.0" encoding="utf-8" ?>
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<SomeDefs>
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  <SomeDef>
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      <defName>MyNewDefinitionOfContent</defName>
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      <!-- more tags will appear depending on what are you defining -->
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  </SomeDef>
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</SomeDefs>
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</source>
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Remember, that the word '''Some''' must be replaced by the name of whatever are you defining. For thing it's '''&lt;ThingDef&gt;'''.
  
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.
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==Mod structure==
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The RimWorld mods use the following directory structure.
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<pre>
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┌About
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├╴About.xml (Contains info about the mod)
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├╴Preview.png (Image that appears above the mod info in game. Max width 600px.)
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├Assemblies (If your mod uses any DLL files put them here)
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├╴MyMod.dll
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├Defs (Contains xml definitions of the mod)
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├┬ThingDefs
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│├╴Things.xml
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│└╴Buildings.xml
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├┬ResearchProjectDefs
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│└╴MyProjects.xml
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│the folder name must be specific here. Look in Core mod to see what are other names supposed to be
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├Sounds
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├Source
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├╴MyMod.cs (Optionally, put the source code of your mod here)
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├Strings
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├Textures (Put any image textures here, preferably in .png format.)
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└┬Things
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├╴MyMod_ImageA.png
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└╴MyMod_ImageB.png
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</pre>
  
== Making Mods ==
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===Mod Info:===
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This is found in <code>\MODNAME\About\</code>
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*The contents of About.xml are plain text. HTML Markup tags cause NullRef's.
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*You can have an image for your mod. Restrict the image width to 600 pixels
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===Textures:===
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These are found in <code>MODNAME\Textures\</code>
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*You can have any path you want from this point on.
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*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>
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*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.
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===New Interactable "Things":===
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A thing is anything that exists in the game world. It includes resources, races (humanoid and animal), buildings, furniture, and many others.
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These are defined in <code>MODNAME\Defs\ThingDefs</code>
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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.
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The recipes themselves are defined in: <code>MODNAME\Defs\RecipeDefs</code>
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In here you can define what ingredients/resources are required, what can be used, and what the default recipe is.
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Any new resources will need to be defined in: <code>MODNAME\Defs\ThingDefs</code>
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===New Turrets:===
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These are defined in two files in: <code>MODNAME\Defs\ThingDefs</code>
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Buildings_Big.xml and Weapons_Guns.xml (Remember, these can be named anything)
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Buildings_Big.xml defines the structure of the turret itself. For example:
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<source lang="xml" >
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<building>
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<turretGunDef>Gun_TurretImprovised</turretGunDef>
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<burstCooldownTicks>300</burstCooldownTicks>
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</building>
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</source>
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Weapons_Gun.xml defines the weapon the turret uses. Anything can be used as a weapon for turrets, including grenades.
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===New Resources:===
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These are defined in: <code>MODNAME\Defs\ThingDefs\Resources.xml</code>
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===New Research Projects:===
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These are found in: <code>MODNAME\Defs\ResearchProjectDefs</code>
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You can have research trees as well, where additional research projects get unlocked as you move through.
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This is how to add prerequisites:
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<source lang="xml" >
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<prerequisites>
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<li>-this is the <defName> of the prerequisite-</li>
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</prerequisites>
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</source>
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Because it's a list, you can have multiple prerequisites for a research project.
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== References ==
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*[http://ludeon.com/forums/index.php?topic=1681.0 Simple tutorial forum thread]
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*[http://rimworldgame.com/publicArtSource/ThingGraphics.zip RimWorld core art source]
  
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]]

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