Modding Tutorials/Writing custom code

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Revision as of 14:46, 11 July 2015 by Alistaire (talk | contribs) (Made the numbered list easier to read; any comments on the current step are now sub-steps.)
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In addition to creating data for the game to use, you can also write code. You could probably write in any .NET language, but I’ve only tested C#.

  1. Create a new class library project in your code editor of choice;
    1. Viable code editors include Visual Studio, MonoDevelop and SharpDevelop,
  2. In your project, add references to these DLLs:
    (RimWorldInstallFolder)/RimWorld_Data/Managed/Assembly-CSharp.dll
    (RimWorldInstallFolder)/RimWorld_Data/Managed/UnityEngine.dll
  3. In your project properties, change the target framework to .NET 3.5;
  4. Create a new class in a new code file;
  5. You’ll want to add these namespace to each of your source files as necessary;
    using UnityEngine;  	//For all Unity functionality, rendering, resource management
    using AI;		//RimWorld AI
    using Sound;	        //RimWorld sound subsystem
    using UI;		//RimWorld GUI
    
  6. Write your class;
    1. Decompile source code to take a look at the game's existing code;
    2. If you still get stuck on anything, any modding questions can be asked on the subforum,
  7. Compile your class into a .dll;
    1. Make sure your project's output type is "class library";
    2. Note: by default, Visual Studio will compile all the references of the project as well, so you’ll get a copy of UnityEngine.dll and Assembly-CSharp.dll and some others. You don’t need these. Just take YourModName.dll,
  8. Place the .dll in the YourModName/Assemblies folder of your mod;
  9. Reference the classes in your .dll from the xml data in the YourModName/Defs folder;
    1. Example: Create a new ThingDef with a <thingClass> that points to a class in your .dll,
  10. The game should load your class now;
  11. Optional: Release your source code.
    1. Most mods include a YourModName/Source folder with the full C# project in it for other modders to check out;
    2. Some mods include a Dropbox download link to their source code in the mod's topic. This is also a possibility.

See also