![]() Let's also create a folder called "Textures" inside the mod folder. Inside the Patches folder create a file called "ThingDefs_Patch.xml" this folder will contain XML files that will be used to patch existing content in the game. In the root of the mod folder create a folder called "Patches". Start by creating a folder called "Defs" inside the mod folder, inside the Defs folder create a file called "ThingDefs.xml" This folder will contain all the XML files that define the content the mod will add. Now let's make a Def's folder inside the mod folder. When adding a preview image to your mod you must name the image "Preview.png" and place it in the About folder, the image resolution should be 512×512 pixels and the size must be under 2mb Creating the other folder If you click on it, you should see the information you have entered in the About.xml file. Note: the name of the file must be exactly "About.xml" If you get an error when loading your mod, it is most likely because of a typo or missing or forgot the closing. XML is picky about spacing, formatting, and Capitalization. This mod will make your life on the Rim more enjoyable. Now we will add the following code to the file: Get used by putting this line in every XML file you make) It tells the computer that this is an XML file and what encoding to use. This is the first line of every XML file. Inside the file, we will add the following code: This file will contain information about the mod. Inside the About folder, we will create a file called About.xml. This folder will contain information about the mod and the mods preview image. Now let's make an About folder inside the mod folder. (RimWorldInstallFolder)/Mods/ Making an "about” file. To keep things organized, we will create a folder in RimWorld's mod local folder, which is located at: Many beginners make this mistake and then wonder why their mod isn't visible in their test game. Note: Avoid putting your local mod in the Steam mods' folder, as it's meant for published workshop mods. This folder will contain all the files and folders that make up the mod. To start making a mod, we need to create a folder for the mod. There are mod templates available for quick setup, however it is recommended to create the folder structure manually at least once to get a better understanding of how mods work. I would recommend using a simple code editor for now and when you are ready to start using C# you can look into IDEs. IDEs are also very resource intensive and can slow down your computer. They are very useful for larger projects, but can be overkill for smaller projects. ![]() They are a code editor and a compiler all in one. ![]() IDEs are Integrated Development Environments. Sublime Text is a free code editor that is popular.It is easy to use when you are a beginner in coding. Notepad++ is a very lightweight code editor that is very easy to use, however it is missing some features that make it less useful for larger projects.Visual Studio you can get the Windows, MAC or Linux version, a program made by Microsoft.Visual Studio Code is a free code editor and has a lot of useful features and tools You can add extensions tools to make coding work easier (this is what we will use in this tutorial).There are many code editors out there, some of the most commonly used are: ![]() GitHub account Using GitHub repositories for handling small mod changes and fixing bugs helps mod creators easily keep track of their modifications.And can be used to keep track of changes to your mod. Git can be scary at first, but it is a very useful tool.RimPy (This is a Mod manager that will make it easier to test your mod).Code editor like Notepad++ or Visual Studio (Code).RimWorld base game (official License) From or GOG, Steam or Epic Gamestore.To get started making a mod with XML, you will need to download/choose the following (program): Test the mod in-game using the Debug menu.We will then add some basic content to the mod and test it in the game.īy the end of this tutorial, you will have: To get started, we will create the basic files and folders that are needed for a mod. New weapons, creatures and armor - learn to draw, preferably in vector and use XML or C#, depending on thing's complexity. Tweaks are mostly done with XML new mechanics uses C#. For now, we will focus on XML and later tutorials will cover C#. XML is used to define the content of the mod, and C# is used to add functionality to the mod, and also to modify existing items. RimWorld mods are created using XML and C# code.
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