Editing Modding Tutorials/RimWorld 1.5 Mod Updates
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{{BackToTutorials}} | {{BackToTutorials}} | ||
− | '''NOTICE''': This is a repository of information for mod developers | + | '''NOTICE''': This is a repository of information for mod developers based on changes datamined from the unstable release for RimWorld 1.5. Information here should be considered non-final as features may change between now and launch. '''THERE MAY BE ANOMALY SPOILERS HERE.''' |
For questions and clarifications, please come visit us at the #mod-development channel on the [https://discord.gg/rimworld RimWorld Discord server]. | For questions and clarifications, please come visit us at the #mod-development channel on the [https://discord.gg/rimworld RimWorld Discord server]. | ||
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# Update your supportedVersions in your About.xml | # Update your supportedVersions in your About.xml | ||
− | # Try to recompile your assemblies. Address any issues that come up. | + | # Try to recompile your assemblies. Use the actual game files as a reference instead of Kraf's Nuget until it can be updated. Address any issues that come up. |
# Try to load your mod. Work the error list top to bottom. | # Try to load your mod. Work the error list top to bottom. | ||
# Check your mod functionality. This is a great time to create a functionality checklist for future updates if you haven't made one already! | # Check your mod functionality. This is a great time to create a functionality checklist for future updates if you haven't made one already! | ||
− | # | + | # '''REMEMBER TO CHECK BACK AFTER ACTUAL RELEASE.''' - The game can still change between now and the actual release, and the Anomaly DLC may introduce new content with incompatibilities. Don't assume that working against the unstable version means it will work fine after full release! |
== Furniture and Buildings == | == Furniture and Buildings == | ||
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** RenderNodes | ** RenderNodes | ||
** RenderNodeWorkers | ** RenderNodeWorkers | ||
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* Dynamically rendered items are now handled in PawnRenderUtility.DrawEquipmentAndApparelExtras instead of PawnRenderer itself | * Dynamically rendered items are now handled in PawnRenderUtility.DrawEquipmentAndApparelExtras instead of PawnRenderer itself | ||
* ApparelProperties have been dramatically changed | * ApparelProperties have been dramatically changed | ||
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** <soundMoving> - new field | ** <soundMoving> - new field | ||
** Animal property now checks !IsAnomalyEntity (in addition to checking !ToolUser && IsFlesh) | ** Animal property now checks !IsAnomalyEntity (in addition to checking !ToolUser && IsFlesh) | ||
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* Pathfinding changes | * Pathfinding changes | ||
** Pawn.TicksPerMoveCardinal, Pawn.TicksPerMoveDiagonal, and Pawn_PathFollower.CostToMoveIntoCell have been refactored from int to float. | ** Pawn.TicksPerMoveCardinal, Pawn.TicksPerMoveDiagonal, and Pawn_PathFollower.CostToMoveIntoCell have been refactored from int to float. | ||
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== MapDrawer == | == MapDrawer == | ||
− | * MapMeshFlag enum has been removed in favor of | + | * MapMeshFlag enum has been removed in favor of MapMeshDef, which provides an `index` value which represents the replaced enum value. All enum values have been moved to the MapMeshFlagDefOf for ease of use. |
== Manhunters == | == Manhunters == | ||
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** <minMonolithLevelVisible> (default -1) - Something to do with Anomaly. | ** <minMonolithLevelVisible> (default -1) - Something to do with Anomaly. | ||
** <tutorTag> (default null) - Used to highlight research tabs during learning helper lessons. | ** <tutorTag> (default null) - Used to highlight research tabs during learning helper lessons. | ||
+ | * IngredientValueGetter (class): Migrated namespace from Verse to RimWorld | ||
* CompUseEffect | * CompUseEffect | ||
** Virtual method CanBeUsedBy has changed its signature. Old: <code>bool CanBeUsedBy(Pawn, out string)</code> New: <code>AcceptanceReport CanBeUsedBy(Pawn)</code> | ** Virtual method CanBeUsedBy has changed its signature. Old: <code>bool CanBeUsedBy(Pawn, out string)</code> New: <code>AcceptanceReport CanBeUsedBy(Pawn)</code> | ||
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== About.xml == | == About.xml == | ||
− | * | + | * <modIconPath IgnoreIfNoMatchingField="True">UI/YourModIconpath</modIconPath> for icons on the save loading screen. Rendered as 32x32. Path points to the Textures folder. |
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== DLC Dependency changes == | == DLC Dependency changes == | ||
* Skulls | * Skulls | ||
− | ** The skull | + | ** The skull thing has been migrated from Ideology to Core. |
− | ** The "extract skull" DesignationDef, | + | ** The "extract skull" DesignationDef has been migrated to core, but is set never to be visible unless Ideology is active. |
+ | ** The "extract skull" WorkDef has also been migrated to core, but is likely useless without the designator. | ||
* StatDef migrations | * StatDef migrations | ||
** The following stats have been migrated from the data files for Biotech, to the files for Core. They no longer require any DLC to be usable. | ** The following stats have been migrated from the data files for Biotech, to the files for Core. They no longer require any DLC to be usable. | ||
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* Apparel | * Apparel | ||
** Robes have been migrated from Ideology to Core. They can now be crafted without any DLCs active. | ** Robes have been migrated from Ideology to Core. They can now be crafted without any DLCs active. | ||
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