Modding Tutorials

From RimWorld Wiki
Revision as of 08:38, 12 April 2023 by Zeta18 (talk | contribs) (Added section linking new guides the this page)
Jump to navigation Jump to search
Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Modding Modding Tutorials

This is the table of contents for the modding tutorial. Here, you'll learn step by step how to create mods of gradually increasing complexity.

In light of little official documentation, most of the knowledge here was gained by experience, trial-and-error, decompiling and learning from the source. Keep in mind that RimWorld is a big game that underwent substantial code changes during its alphas. While most of this wiki was updated for 1.0, some information you find may be outdated.


What's a mod?

A mod is a folder containing data the game reads/loads. Mods can add, remove or alter the content of other mods (including the Core mod) in the broadest sense of the word. For more info, see also Modding.

Introduction to modding

  1. First Steps and Some Links
  2. Essence of Modding
  3. Exploring the Folder Structure
  4. Mod Folder Structure
  5. Recommended Software
  6. Modding Troubleshooting Tips and Guides

General modding

Must-knows

Steam Workshop Specifics

  • If you want to upload your mod to the Steam Workshop you must own the game on Steam. Owning it on Epic or GoG etc is not enough, both Steam and Tynan have confirmed this.
  • Your Preview.png must be under 1MB to upload to the Steam Workshop otherwise you will see "Error : Limit Exceeded"
  • Steam mod descriptions don't use markdown, they use a form of BBCode. There is a guide.

Updated guides

These guides have been made with the most recent version of Rimworld in mind and are being updated to reflect changes in the game.

  1. Getting Started With XML

XML tutorials

  1. XML File Structure
  2. Introduction to XML Defs
  3. In-depth XML Def tutorials
  4. PatchOperations, replace specific xml elements of core files while keeping the rest untampered. Uses xpath.

C# tutorials

  1. Setting up
  2. Hello World
  3. Decompiling Source Code
  4. Writing Custom Code
  5. Linking XML and C#
  6. Alter Code at Runtime with Harmony - this is a best practice for modifying game code, replacing C# code injection to reduce Mod Conflicts
  7. The wonderful things you will want to do with C#
  8. Useful things:
  9. Getting started with RimWorld modding on Linux

Art Tutorials

Under construction

These tutorials are under construction.

Examples

Dangerously Outdated

  1. Required Items
  2. XML Stage
  3. Connecting XML and C#
  4. C# Assembly Setup
  5. C# Coding
  6. Localisation

See also