Difference between revisions of "Modding Tutorials/Distribution"

From RimWorld Wiki
Jump to navigation Jump to search
(Made more in line with other tutorials)
Line 1: Line 1:
{{BackToTutorials}}
+
{{BackToTutorials}}<br/>
{{Credit|[[User:Alistaire|Alistaire]]}}<br/>
 
  
 
This tutorial suggests steps to take when releasing your mod.<br/><br/>
 
This tutorial suggests steps to take when releasing your mod.<br/><br/>
Line 8: Line 7:
 
* (Optional): This tutorial requires you to have [[Modding Tutorials/Setting up a solution|set up a solution]].
 
* (Optional): This tutorial requires you to have [[Modding Tutorials/Setting up a solution|set up a solution]].
 
* (Optional): You will have to [[Modding Tutorials/Writing custom code|have written code]] (there's no use in an empty project).<br/><br/>
 
* (Optional): You will have to [[Modding Tutorials/Writing custom code|have written code]] (there's no use in an empty project).<br/><br/>
 +
 +
=Preparation=
 +
# Compile all your DLLs and make sure they're in the Assemblies folder.
 +
# Activate your mod. Test it. Your mod should not cause any errors, warnings or other logspam on startup.
 +
# '''Recommended''': Consider a license, preferably one that will let other modders update and expand upon your mod.
 +
# '''Optional''': Make a copy of your mod folder for release. This folder shouldn't contain files that aren't of interest to most users.
 +
## Backups of older versions of textures and such can be removed from this folder.
 +
## Your .git folder and the .vs and bin/obj folders made by your IDE/Visual Studio can be removed.
 +
# Update your About folder, that thing was made in a hurry anyways. Add a nice Preview.png to showcase your mod:
 +
## A good preview will help garner interest in your mod. For Steam, your Preview.png can't be bigger than 1 MB. A resolution of 638x360 works best.
 +
## Make sure you've updated the supportedVersions tag.
 +
## Write a good description. A good description will have a sentence at the top stating what the mod does.<br/>
  
 
=Distribution=
 
=Distribution=
 +
==Steam==
 +
# Put your prepared folder in the '''Mods''' subfolder of your RimWorld installation.
 +
# Enable dev mode (You're a mod developer now, you should already have it enabled).
 +
# Press the Mods button. If you have dev-mode enabled, there will be a button labeled "Upload on Steam".
 +
## Once you've successfully uploaded the mod on Steam, there will be a new file called PublishedFileId.txt. It contains a long number like 1454024362 which is the unique ID for your workshop submission. This file is required to update your mod later. Only your Steam account can update the workshop submission with this number.<br/>
 +
 +
==GitHub==
 +
# If your mod has a GitHub repository, you can visit its https://github.com/YOURUSERNAME/YOURREPOSITORY/releases section to make a new release.
 +
## https://github.com/YOURUSERNAME/YOURREPOSITORY/releases/latest will always link to your latest release.<br/>
  
# Compile all your DLLs and make sure they're in the Assemblies folder;
+
==General==
# Make a copy of your mod and call it (YourModName)-DEV or something along those lines. Strip all files standard users won't need out of the standard version:
+
# Some mods include a Dropbox download link to their source code in the mod's topic.
## The Source folder is mostly useless for standard mod users;
 
## Backups of older versions of textures and such can be removed from the standard version;
 
## Make sure to remove as many XML comments as you want, don't leave spoilers in there for your upcoming updates!
 
# Update your About folder, that thing was made in a hurry anyways. Add a nice Preview.png to showcase your mod:
 
## Make sure you've updated the targetVersion tag,
 
# '''Optional:''' Release your source code.
 
## Some mods include the Source folder with the full C# project in it for other modders to check out;
 
## Some mods include a Dropbox download link to their source code in the mod's topic. This is also a possibility,
 
 
# Take a look at the "Mod release rules" {{LudeonThread|10561}};
 
# Take a look at the "Mod release rules" {{LudeonThread|10561}};
# Along with that, this {{LudeonThread|7037}} has tips on host sites and further naming conventions.<br/><br/>
+
# Along with that, this {{LudeonThread|7037}} has tips on host sites and further naming conventions.
 +
# While possible to add your mod as an attachment to your Ludeon thread, these attachments are severely limited in size (max. 600kB) and are regularly deleted. They are also only visible to logged in users.<br/><br/>
  
 
[[Category:Modding tutorials]]
 
[[Category:Modding tutorials]]

Revision as of 16:31, 24 January 2019

Modding Tutorials

This tutorial suggests steps to take when releasing your mod.

Requirements

Preparation

  1. Compile all your DLLs and make sure they're in the Assemblies folder.
  2. Activate your mod. Test it. Your mod should not cause any errors, warnings or other logspam on startup.
  3. Recommended: Consider a license, preferably one that will let other modders update and expand upon your mod.
  4. Optional: Make a copy of your mod folder for release. This folder shouldn't contain files that aren't of interest to most users.
    1. Backups of older versions of textures and such can be removed from this folder.
    2. Your .git folder and the .vs and bin/obj folders made by your IDE/Visual Studio can be removed.
  5. Update your About folder, that thing was made in a hurry anyways. Add a nice Preview.png to showcase your mod:
    1. A good preview will help garner interest in your mod. For Steam, your Preview.png can't be bigger than 1 MB. A resolution of 638x360 works best.
    2. Make sure you've updated the supportedVersions tag.
    3. Write a good description. A good description will have a sentence at the top stating what the mod does.

Distribution

Steam

  1. Put your prepared folder in the Mods subfolder of your RimWorld installation.
  2. Enable dev mode (You're a mod developer now, you should already have it enabled).
  3. Press the Mods button. If you have dev-mode enabled, there will be a button labeled "Upload on Steam".
    1. Once you've successfully uploaded the mod on Steam, there will be a new file called PublishedFileId.txt. It contains a long number like 1454024362 which is the unique ID for your workshop submission. This file is required to update your mod later. Only your Steam account can update the workshop submission with this number.

GitHub

  1. If your mod has a GitHub repository, you can visit its https://github.com/YOURUSERNAME/YOURREPOSITORY/releases section to make a new release.
    1. https://github.com/YOURUSERNAME/YOURREPOSITORY/releases/latest will always link to your latest release.

General

  1. Some mods include a Dropbox download link to their source code in the mod's topic.
  2. Take a look at the "Mod release rules" Thread;
  3. Along with that, this Thread has tips on host sites and further naming conventions.
  4. While possible to add your mod as an attachment to your Ludeon thread, these attachments are severely limited in size (max. 600kB) and are regularly deleted. They are also only visible to logged in users.