Editing Modding Tutorials/RimWorld 1.5 Mod Updates

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{{BackToTutorials}}
 
{{BackToTutorials}}
  
'''NOTICE''': This is a repository of information for mod developers updating their mods to RimWorld 1.5. '''THERE MAY BE ANOMALY SPOILERS HERE.'''
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'''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.
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# 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!
# Check back after further patches. Updates and additional content may be released in post-release patches for months to come, don't assume that mods never break once updated!
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# '''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
** [https://docs.google.com/document/d/e/2PACX-1vRpvIu49_CpHFMCk-8vLuzIsLqbFFDnf0DNFlYRpwAYXjNlYH6ZudPoox7Gj6K8wuCLPDCWkWEGARrO/pub Official documentation from Ludeon is linked here.]
 
 
* 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)
** <bloodDef> will no longer default to Filth_Blood if left blank. Pawns with no bloodDef will not show bleeding on the health tab, cannot bleed to death, and generate no filth when injured.
 
** <bloodSmearDef> - new field, defines the filth Def used for blood smears when the pawn is crawling while bleeding
 
 
* 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.
* SerializablePawnList is no more, replaced with List<Pawn>.
 
  
 
== MapDrawer ==
 
== MapDrawer ==
* MapMeshFlag enum has been removed in favor of MapMeshFlagDef, which provides an `index` value which represents the replaced enum value. All enum values have been moved to the MapMeshFlagDefOf for ease of use.
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* 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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== About.xml ==
 
== About.xml ==
* <s><modIconPath IgnoreIfNoMatchingField="True">UI/YourModIconpath</modIconPath> for icons on the save loading screen. Rendered as 32x32. Path points to the Textures folder.</s>
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* <modIconPath IgnoreIfNoMatchingField="True">UI/YourModIconpath</modIconPath> for icons on the save loading screen. Rendered as 32x32. Path points to the Textures folder.
* In the latest build you can now just put a ModIcon.png in your About folder without having to configure any XML. Still renders at 32x32, the vanilla puzzle icon is 64x64 but be aware that Unity image compression can make your icons very crunchy at this size. Avoiding too much detail and using either flat colors or very subtle gradients is recommended.
 
  
 
== DLC Dependency changes ==
 
== DLC Dependency changes ==
 
* Skulls
 
* Skulls
** The skull ThingDef has been migrated from Ideology to Core.
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** The skull thing has been migrated from Ideology to Core.
** The "extract skull" DesignationDef, WorkGiverDef, and JobDef have been migrated to Core. It still requires the correct Ideology precept or a new Anomaly research to be unlocked.
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** The "extract skull" DesignationDef has been migrated to core, but is set never to be visible unless Ideology is active.
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** 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.
 
[[Category:Modding]]
 
[[Category:Modding tutorials]]
 

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