Modding Tutorials

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Modding Modding Tutorials

This is the hub page for tutorials, guides, and reference materials for creating mods for RimWorld. As RimWorld does not have a formal modding API, nearly all of the information here has been gathered and maintained by the modding community.

NOTE: (2023-06-12) As of the time of this writing, the modding section of the RimWorld Wiki is currently undergoing a major overhaul. New content is being written and older tutorials and guides are being revised or deleted. Please be patient while this overhaul takes place.

What's a mod?[edit]

A mod is a folder containing data the game reads/loads. Mods can add, remove or alter the content of other mods (including the Core mod) in the broadest sense of the word. For more info, see also Modding.

Introduction to modding[edit]

  1. First Steps and Some Links
  2. Essence of Modding
  3. Exploring the Folder Structure
  4. Mod Folder Structure
  5. Recommended Software
  6. Modding Troubleshooting Tips and Guides

General modding[edit]


Steam Workshop Specifics[edit]

  • If you want to upload your mod to the Steam Workshop you must own the game on Steam. Owning it on Epic or GoG etc is not enough, both Steam and Tynan have confirmed this.
  • Your Preview.png must be under 1MB to upload to the Steam Workshop otherwise you will see "Error : Limit Exceeded"
  • Steam mod descriptions don't use markdown, they use a form of BBCode. There is a guide.

Updated guides[edit]

These guides have been made with the most recent version of Rimworld in mind and are being updated to reflect changes in the game.

  1. Getting Started With XML
  2. Adding a New Weapon, Trait and Research to the game
  3. Making Patches using Xml

XML tutorials[edit]

  1. XML File Structure
  2. Introduction to XML Defs
  3. In-depth XML Def tutorials
  4. PatchOperations, replace specific xml elements of core files while keeping the rest untampered. Uses xpath.

C# tutorials[edit]

  1. Setting up
  2. Hello World
  3. Decompiling Source Code
  4. Writing Custom Code
  5. Linking XML and C#
  6. Alter Code at Runtime with Harmony - this is a best practice for modifying game code, replacing C# code injection to reduce Mod Conflicts
  7. The wonderful things you will want to do with C#
  8. Useful things:
  9. Getting started with RimWorld modding on Linux

Art Tutorials[edit]

Under construction[edit]

These tutorials are under construction.


Dangerously Outdated[edit]

  1. Required Items
  2. XML Stage
  3. Connecting XML and C#
  4. C# Assembly Setup
  5. C# Coding
  6. Localisation

See also[edit]