Difference between revisions of "Modding Tutorials/Folder structure"

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In this tutorial you will explore Rimworld's folder structure.<br/><br/>
 
In this tutorial you will explore Rimworld's folder structure.<br/><br/>
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| [[Modding Tutorials/Mod folder structure#The Languages folder|Languages]] || All translations || Every language file contains a DefInjected folder with a translation for everything in the game.
 
| [[Modding Tutorials/Mod folder structure#The Languages folder|Languages]] || All translations || Every language file contains a DefInjected folder with a translation for everything in the game.
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| [[Modding Tutorials/Mod folder structure#The Patches folder|Patches]] || All patches || All xpath PatchOperations are stored in this folder.
 
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| [[Modding Tutorials/Mod folder structure#The Textures and Sounds folders|Sounds]] || All sounds || Even though the main game's sounds are stored in compressed resource files, mods might use a folder for them.
 
| [[Modding Tutorials/Mod folder structure#The Textures and Sounds folders|Sounds]] || All sounds || Even though the main game's sounds are stored in compressed resource files, mods might use a folder for them.

Revision as of 14:26, 18 January 2019

Modding Tutorials

In this tutorial you will explore Rimworld's folder structure.

What you'll learn

You'll learn what content folders starting from your RimWorld starting location have and what use they might have in modding.

Base game folder structure

The RimWorld****** root

In your Rimworld install directory, you can find three folders, two text files and your RimWorld******.exe file:

 RimWorld*******/
   Mods/
   RimWorld******_Data/
   Source/
   Readme.txt
   RimWorld******.exe
   Version.txt

We'll focus on the folders, since the files are pretty self explanatory; Readme.txt contains a readme, Version.txt contains the version string and the .exe starts the game.

The Mods folder


The Mods folder contains a Core folder with most if not all XML files used by Rimworld:

 RimWorld******/
   Mods/
     Core/

Mods you download will be placed in the Mods folder alongside the Core folder.

Each mod's folder may contain the following folders:

Folder Contents Description
About About.xml and Preview.png These files are used in the in-game mods list. They contain some info about the mod and an unformatted text description.
Assemblies Custom .DLL files Mods with custom C# code have a .DLL file in this folder.
Defs All defs All XML code is stored in this folder, usually further categorized in subfolders and -files.
Languages All translations Every language file contains a DefInjected folder with a translation for everything in the game.
Patches All patches All xpath PatchOperations are stored in this folder.
Sounds All sounds Even though the main game's sounds are stored in compressed resource files, mods might use a folder for them.
Source Assemblies' source code Mods with an Assemblies folder might store source code for the C# code in here.
Textures All textures The main game uses compressed resource files to store textures, but most mods store textures here.


Data folder

This folder contains a few files which are important for the base game but not necessarily important for modding it:

 RimWorld******/
   RimWorld******_Data/
     Managed/
     Mono/
     Resources/
     level0
     mainData
     output_log.txt
     resources.assets
     resources.assets.resS
     sharedassets0.assets
     sharedassets1.assets

These files are; .DLL's which contain the game code, compressed resource files containing the game graphics and audio, several files automatically generated by Unity which contain settings and such, a copy of Mono and a Steamworks .DLL.

What you might at one point be interested in are the Managed/ folder and output_log.txt, which contain .DLL's required for writing custom C# code and a more detailed version of the game's debug log.

Source folder

This folder contains a small amount of the game's C# source code:

 RimWorld******/
   Source/
     RimWorld/
     Verse/

These can be seen as tiny examples someone might use to get started with C# modding.
Anyone interested in bigger chunks of the source code is better off decompiling it by themselves.

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