Difference between revisions of "User:Dninemfive"

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m (it truly is a classic)
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= Sandbox =
 
= Sandbox =
  
== Plague Gun (1.1)/Introduction ==
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== Version Control Into ==
  
This tutorial is a rewrite of the [[Plague Gun/Introduction|original]] by Jecrell ({{LudeonThread|33219}}), updated to 1.1 by dninemfive.
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An introduction to using Github for version control, with an eye toward Rimworld modding. Will go through my particular setup, and various tips and tricks, like:
 +
* Having a separate dev folder from the Rimworld mods folder
 +
* Build events copying from the dev folder into the build folder
 +
* .gitignore settings
 +
&c
  
=== Introduction ===
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== Example Comp Project ==
  
In this tutorial we will be using most of the tools available to a Rimworld modder to create a custom weapon, known as the Plague Gun.
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This project will teach players how to use <code>ThingComp</code>s, load textures in C#, and make gizmos.
  
This weapon will, when its shots hit a living target, have a chance to apply the Plague hediff ("health difference") to that target.
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== Introduction to core mods ==
  
To do this, we will create XML `ThingDefs` for the gun and projectile, create a C# assembly which determines what happens when the projectile hits a target, and link that behavior back to the XML.
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This project will teach players how to use basic Harmony patches and demonstrate the use of <code>MapComponent</code>s (or maybe game/world ones, idk)
 
 
This tutorial will assume a basic familiarity with XML and C# syntax. It should be simple enough to follow if you're only a beginner.
 
 
 
If you have no XML or C# experience, there are good tutorials for XML [https://www.w3schools.com/xml/ here] and C# [https://www.learncs.org/ here].
 
 
 
=== The Completed Mod ===
 
 
 
TODO: fork and update the repo, link here.
 
 
 
=== See Also ===
 
 
 
Will be filled in once I have separate pages for these.
 
 
 
== Plague Gun (1.1)/Required Items ==
 
 
 
{| class="wikitable"
 
|-
 
| [https://notepad-plus-plus.org/ Notepad++] or [https://atom.io Atom] or{{br}}[https://www.sublimetext.com/ Sublimetext] or [https://code.visualstudio.com/ VSCode] || Use any text editor that allows you to edit XML files and use "Find in Files" for referencing.
 
|-
 
| [https://visualstudio.microsoft.com/vs/community/ Visual Studio Community] || Use this or any other C# compiler to turn scripts into .dll files that RimWorld can use.
 
|-
 
| [https://github.com/0xd4d/dnSpy/releases dnSpy] or [https://github.com/icsharpcode/ILSpy/releases ILSpy]|| This is for referencing the game's decompiled C# scripts.
 
|}
 
 
 
=== More In-Depth ===
 
 
 
For more details, see [[Modding Tutorials/Recommended software|here]].
 
 
 
=== See Also ===
 
 
 
Will be filled in once I have separate pages for these.
 

Revision as of 21:48, 27 June 2020

Hello! I'm a modder who's trying to clean up the modding tutorials pages, which are quite out-of-date. So far, I've rewritten the classic Plague Gun tutorial.

If you've been helped by my contributions on this site please check out my mods on Github and Steam.

Sandbox

Version Control Into

An introduction to using Github for version control, with an eye toward Rimworld modding. Will go through my particular setup, and various tips and tricks, like:

  • Having a separate dev folder from the Rimworld mods folder
  • Build events copying from the dev folder into the build folder
  • .gitignore settings

&c

Example Comp Project

This project will teach players how to use ThingComps, load textures in C#, and make gizmos.

Introduction to core mods

This project will teach players how to use basic Harmony patches and demonstrate the use of MapComponents (or maybe game/world ones, idk)