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In this tutorial, we’re going to make a simple mod that adds a simple, useless block onto the game. | In this tutorial, we’re going to make a simple mod that adds a simple, useless block onto the game. |
Revision as of 20:02, 12 July 2015
In this tutorial, we’re going to make a simple mod that adds a simple, useless block onto the game.
Prerequisites
First, we’ll be working with XML files, so a program like Notepad++ or Microsoft’s XML Notepad will definitely be better than just Notepad.
Setup Directory Structure
Create the following directory structure in the RimWorld's Mods directory.
SimpleBlock/ About/ About.xml Preview.png Defs/ ThingDefs/ Building_Structure_SimpleBlock.xml Textures/ Things/ Building/ SimpleBlock_Atlas.png SimpleBlock_Blueprint.png SimpleBlock_MenuIcon.png
Rimworld's Mod's Directory
Mac
Right click the RimWorld application and Show Package Contents
, you should see a Mods
directory.
Place your SimpleBlock directory inside of the Mods
directory
Defining our SimpleBlock
Let's add the following code to our Buildings_Structure_SimpleBlock.xml
file.
Barebones file
Lets setup the basic structure of our SimpleBlock.
<?xml version="1.0" encoding="utf-8"?>
<Buildings> <ThingDef Name="BuildingBase" Abstract="True"> </ThingDef> <ThingDef ParentName="BuildingBase"> </ThingDef> </Buildings>
Defining Building base
Since all of the buildings in this XML file will have the following properties, we’ll make an abstract ThingDef with the name BuildingBase
, so your file should look like this:
<?xml version="1.0" encoding="utf-8"?> <Buildings> <ThingDef Name="BuildingBase" Abstract="True"> <category>Building</category> <soundImpactDefault>BulletImpactMetal</soundImpactDefault> <selectable>true</selectable> <drawerType>MapMeshAndRealTime</drawerType> <terrainAffordanceNeeded>Light</terrainAffordanceNeeded> <repairEffect>Repair</repairEffect> <filthLeaving>BuildingRubble</filthLeaving> </ThingDef> <ThingDef ParentName="BuildingBase"> </ThingDef> </Buildings>
This doesn’t provide enough information to define a whole in-game building (hence the abstract) so we’ll make another object. This one will provide all of the necessary properties. We can break this one up even further, but since we’re just going to make a single object it doesn’t really matter.
Creating the simple object
Now we will define our SimpleBlock.
<?xml version="1.0" encoding="utf-8"?> <Buildings> <ThingDef Name="BuildingBase" Abstract="True"> <category>Building</category> <soundImpactDefault>BulletImpactMetal</soundImpactDefault> <selectable>true</selectable> <drawerType>MapMeshAndRealTime</drawerType> <terrainAffordanceNeeded>Light</terrainAffordanceNeeded> <repairEffect>Repair</repairEffect> <filthLeaving>BuildingRubble</filthLeaving> </ThingDef> <ThingDef ParentName="BuildingBase">
<designationCategory>Structure</designationCategory> <defName>SimpleBlock</defName> <label>Simple block</label> <description>An ugly thing.</description>
<graphicPath>Things/Building/SimpleBlock_Atlas</graphicPath> <blueprintgraphicPath>Things/Building/SimpleBlock_BluePrint</blueprintgraphicPath> <graphicClass>Graphic_Single</graphicClass> <uiIconPath>Things/Building/SimpleBlock_MenuIcon</uiIconPath>
<statBases> <MaxHealth>450</MaxHealth> <Beauty>2</Beauty> <WorkToMake>100</WorkToMake> <Flammability>0</Flammability> </statBases>
<size>(1,1)</size> <costList> <Steel>7</Steel> </costList>
<filthLeaving>BuildingRubble</filthLeaving>
<eType>BuildingComplex</eType> <thingClass>Building</thingClass> <altitudeLayer>BuildingTall</altitudeLayer> <passability>Impassable</passability> <castEdgeShadows>true</castEdgeShadows> <fillPercent>1</fillPercent> <placingDraggableDimensions>0</placingDraggableDimensions> <tickerType>Never</tickerType> <rotatable>true</rotatable> <neverMultiSelect>true</neverMultiSelect> <holdsRoof>false</holdsRoof> <staticSunShadowHeight>0.5</staticSunShadowHeight> <blockLight>true</blockLight> </ThingDef> </Buildings>
Finishing touches
We need to identify our mod so that RimWorld can recognize it. Edit the About.xml
and place the following code inside of it:
<?xml version="1.0" encoding="utf-8"?> <ModMetaData> <name>Simple Block</name> <author>Your name here!</author> <url>about:blank</url> <targetVersion>Alpha 9</targetVersion> <description>A very simple block for a tutorial.</description> </ModMetaData>
If you’d like, you can also add an image called Preview
. You can make that image any size.
Testing
Let’s test our new mod! Fire up RimWorld, making sure to turn on Development mode
in the options menu. Turn on the mod, and press the tilde key (~) to check for any errors thrown on runtime. That’s right, no errors! Enjoy your first mod!
Remember, if you update your mod files between game sessions, you will need to re-open the mods screen when you run the game, otherwise your changes will not be properly processed.
Download
From now on, we'll be using GitHub to store finished tutorials. Each branch in the Git repository will contain an up-to-date browsable and downloadable archive for a specific tutorial. In future and more complex tutorials, there might be individual commits for each step in the tutorial.
You can take a look at the branch for this tutorial here, and you can download a zip archive here.
Conclusion
You now know how to:
- make a simple, single-file mod
- manage XML files along with their resources
- create a building that covers a single space
- finalize a mod for consumption
- learn how to follow instructions
Next, we’ll learn how to make various types of items.