Editing Modding Tutorials/Decompiling source code

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{{BackToTutorials}}
 
{{BackToTutorials}}
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{{Credit|[[User:Alistaire|Alistaire]]}}<br/>
  
The base game provides a bunch of code snippets in ''../Source/'', relative to your Rimworld installation. Since this isn't a lot, one might want to take a look at the game's full source code. RimWorld's [https://rimworldgame.com/eula/ EULA] allows you to decompile the game for personal use. It's recommended to read it.
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The base game provides a bunch of code snippets in ''../Source/'', relative to your Rimworld installation. Since this isn't a lot, one might want to take a look at the game's full source code:<br/><br/>
 
 
The following programs are used and recommended by modders:<br/><br/>
 
  
 
=Decompiling source code=
 
=Decompiling source code=
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===ILSpy===
 
===ILSpy===
  
ILSpy is generally recommended as it is the best-maintained and most reliable decompiler. The core project only has binaries for Windows, but there is an [https://github.com/icsharpcode/AvaloniaILSpy Avalonia-based port] as well as a [https://github.com/icsharpcode/ILSpy#unix--mac CLI application for Mono framework] for OS X and Linux.<br/>
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One method is to use ILSpy. This software is recommended because its settings are correct on a clean install. It is Windows only, though.<br/>
  
# Download [http://ilspy.net/ ILSpy] ([https://github.com/icsharpcode/ILSpy/releases Download latest release]) and extract it to a directory of your choosing. Optionally create a desktop shortcut;
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# Download [http://ilspy.net/ ILSpy] (Download Binaries) and extract it to a directory of your choosing. Optionally create a desktop shortcut;
 
# '''Either''': associate the .dll extension with ILSpy:
 
# '''Either''': associate the .dll extension with ILSpy:
## Navigate to ''Assembly-CSharp.dll'' in ''../Rimworld***_Data/Managed/'', relative to your Rimworld installation and with *** being a version number (See Note on MacOS below);
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## Navigate to ''Assembly-CSharp.dll'' in ''../Rimworld***_Data/Managed/'', relative to your Rimworld installation and with *** being a version number;
 
## Right-click "Open with" and select a standard program. Navigate to your ILSpy installation and double-click ''ILSpy.exe'', tick the checkbox and accept;
 
## Right-click "Open with" and select a standard program. Navigate to your ILSpy installation and double-click ''ILSpy.exe'', tick the checkbox and accept;
 
## Double-click ''Assembly-CSharp.dll'',
 
## Double-click ''Assembly-CSharp.dll'',
 
# '''Or''': open ILSpy and open a .dll:
 
# '''Or''': open ILSpy and open a .dll:
 
## Open ILSpy;
 
## Open ILSpy;
## Go to File -> Open or press Ctrl+O, navigate to ''../Rimworld***_Data/Managed/'', relative to your Rimworld installation and with *** being a version number (See Note on MacOS below);
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## Go to File -> Open or press Ctrl+O, navigate to ''../Rimworld***_Data/Managed/'', relative to your Rimworld installation and with *** being a version number;
 
## Select ''Assembly-CSharp.dll'' and confirm,
 
## Select ''Assembly-CSharp.dll'' and confirm,
 
# Click the "+" next to ''Assembly-CSharp (***)'', you will now see a list including the items ''Rimworld'' and ''Verse'';
 
# Click the "+" next to ''Assembly-CSharp (***)'', you will now see a list including the items ''Rimworld'' and ''Verse'';
# Take your time to look through the source code, to make yourself familiar. If you ever need the source code, open ILSpy again:
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# Take your time to look through the source code, to make yourself familiar. If you ever need the source code, open ILSpy again.<br/><br/>
## Ctrl+Shift+F or Ctrl+E opens the search bar which can be used to search through all loaded assemblies;
 
## Ctrl+F opens a search bar for the currently opened decompiled class.<br/><br/>
 
 
 
If using CLI application:
 
# Despite the instructions saying .NET 5.0 SDK is needed, you may also need [https://dotnet.microsoft.com/download/dotnet/3.1 .NET Core 3.1];
 
# It seems that it's possible to simply build from a [https://github.com/icsharpcode/ILSpy/releases release tarball], even if the instructions suggest to use a git checkout;
 
# After you've built ILSpy, find the ''ilspycmd'' tool (should be located at ''ICSharpCode.Decompiler.Console/bin/Release/netcoreapp3.1'');
 
# Run a command like ''ilspycmd RimWorld/RimWorld*_Data/Managed/Assembly-CSharp.dll -p -o <output directory>'' (use proper paths to RimWorld and for the output directory);
 
# The given output directory now contains decompiled sources.
 
 
 
===dnSpy===
 
 
 
dnSpy is an alternative with a Visual Studio editor feel. At the time of this writing, however, the original project has been archived for more than two years and none of its forks have reached a similar level of adoption. Decompilation glitches can occur.<br/>
 
 
 
# Download [https://github.com/dnSpyEx/dnSpy/releases dnSpy] and extract it somewhere.
 
# Open dnSpy.exe. Once it's open, click "open" on the top ribbon (or press Ctrl+O).
 
# Navigate to ''../Rimworld***_Data/Managed/'', relative to your Rimworld installation and with *** being a version number.
 
# Ctrl+Shift+K to open the search bar.
 
# Explore the assembly and look through the source code to your heart's desire.
 
 
 
===Rider / dotPeek===
 
 
 
Rider is a cross-platform IDE with a built-in decompiler. If you're using Rider as your IDE ([[Modding_Tutorials/Setting_up_a_solution#Rider_.28good_for_Mac.29|Setup Instructions]]), you can view the source of any RimWorld class or method by right-clicking its name and clicking Go To > Definition.
 
 
 
The developer of Rider also offers a free standalone decompiler in the form of [https://www.jetbrains.com/decompiler/ dotPeek]. dotPeek is preferred by some for reading IL Code for the purpose of Harmony transpilers, but suffers similar glitches and inconsistency as dnSpy when decompiling back to C# code.
 
  
 
===MonoDevelop===
 
===MonoDevelop===
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# Download [http://www.monodevelop.com/download/ MonoDevelop] and install it;
 
# Download [http://www.monodevelop.com/download/ MonoDevelop] and install it;
 
# '''Either''': associate the .dll extension with MonoDevelop:
 
# '''Either''': associate the .dll extension with MonoDevelop:
## Navigate to ''Assembly-CSharp.dll'' in ''../Rimworld***_Data/Managed/'', relative to your Rimworld installation and with *** being a version number (See Note on MacOS below);
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## Navigate to ''Assembly-CSharp.dll'' in ''../Rimworld***_Data/Managed/'', relative to your Rimworld installation and with *** being a version number;
 
## Right-click "Open with" and select MonoDevelop as standard program;
 
## Right-click "Open with" and select MonoDevelop as standard program;
 
## Double-click ''Assembly-CSharp.dll'',
 
## Double-click ''Assembly-CSharp.dll'',
 
# '''Or''': open MonoDevelop and open a .dll:
 
# '''Or''': open MonoDevelop and open a .dll:
 
## Open MonoDevelop;
 
## Open MonoDevelop;
## Go to File -> Open, navigate to ''../Rimworld***_Data/Managed/'', relative to your Rimworld installation and with *** being a version number (See Note on MacOS below);
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## Go to File -> Open, navigate to ''../Rimworld***_Data/Managed/'', relative to your Rimworld installation and with *** being a version number;
 
## Select ''Assembly-CSharp.dll'' and confirm,
 
## Select ''Assembly-CSharp.dll'' and confirm,
 
# '''Very important''': search for a dropdown called "Visibility" and change it from "Only public members" to "All members";
 
# '''Very important''': search for a dropdown called "Visibility" and change it from "Only public members" to "All members";
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# Click the "+" next to ''Assembly-CSharp (***)'', you will now see a list including the items ''Rimworld'' and ''Verse'';
 
# Click the "+" next to ''Assembly-CSharp (***)'', you will now see a list including the items ''Rimworld'' and ''Verse'';
 
# Take your time to look through the source code, to make yourself familiar. If you ever need the source code, open ''Assembly-CSharp.dll'' again.<br/><br/>
 
# Take your time to look through the source code, to make yourself familiar. If you ever need the source code, open ''Assembly-CSharp.dll'' again.<br/><br/>
 
===MacOS Directories===
 
 
For Macs, directories are similar but in: ../RimWorldMac.app/Contents/Resources/Data/Managed.
 
 
For Steam installed RimWorld, find your app here: ~/Library/Application Support/Steam/steamapps/common/RimWorld/RimWorldMac.app.
 
 
=How to make use of a decompiler=
 
{{Main|Modding_Tutorials/ThingDef}}
 
 
=Tips when decompiling=
 
# Right-click any Type or Method and hit "analyse" to obtain more context on that item. 'Used by' and 'Uses' provide a lot of contextual clues which is required to know how things work.
 
# RimWorld often uses reflection to instantiate Workers and MakeThings. This means no decompiler will cleanly find what/where an instance of a class is created. Hint: if you find yourself using 'new Pawn()', you're doing it wrong.
 
# If you're going in circles trying to find things like "where is X assigned", odds are you'll need to look at the XML for it. The XML contains the data, C# does things with it.
 
  
 
=See also=
 
=See also=

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