this folder will contain all the images that will be used in the mod. Let's also create a folder called "Textures" inside the mod folder. inside the Patchs 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 "Patchs". 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 should be 512x512 pixels and must be under 1mb Creating the other folder if you click on it you should see the information you 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 tag XML is picky about spacing, formatting, and Capitalization. Now we will add the following code to the file: (get used to seeing 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 lets make an About folder inside the mod folder. Note: it is not recommended to put your mod in the steam mods folder Creating the about file to keep things organized we will create a folder in Rimworlds mod local folder. 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 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. 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.Sublime Text is a free code editor that is popular.Visual Studio Code is a free code editor and has a lot of useful features and tools (this is what I will use).There are many code editors out there some of the most commonly used are: and can be used to keep track of changes to your mod. Git 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).To Get started making a mod with XML you will need to download the following: 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. 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. Rimworld mods are created using XML and C# code.
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