Difference between revisions of "Modding Tutorials/Setting up a solution"

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(Tutorial for VS Community)
(→‎Visual Studio Community 2017: Removed the unrelated text about .NET 7.0 and the comparison to SharpDevelop, fixed the note being in italics)
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===Visual Studio Community 2017===
 
===Visual Studio Community 2017===
'NOTE: Visual Studio 2017 is a rather heavy application (2-3 GB for basic functionality) but has a bit more functionality, like the ability to compile C# 7.0, unlike SharpDevelop (As of Apr 26, 2017) Only Install if your computer can handle it! The tutorial is similar for Visual Studio 2015.'
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''NOTE: Visual Studio 2017 is a rather heavy application (2-3 GB for basic functionality) but has a bit more functionality. Only Install if your computer can handle it! The tutorial is similar for Visual Studio 2015.''
 
# Create a new class library project
 
# Create a new class library project
 
## Once loaded, go to File -> New -> Project...
 
## Once loaded, go to File -> New -> Project...
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## Click "Add"
 
## Click "Add"
 
## Right click on both Assembly-CSharp.dll and UnityEngine.dll and set Copy Local to False (Properties pane).
 
## Right click on both Assembly-CSharp.dll and UnityEngine.dll and set Copy Local to False (Properties pane).
 
  
 
===Sharpdevelop===
 
===Sharpdevelop===

Revision as of 08:17, 13 May 2017

Modding Tutorials

This page was originally created by Alistaire.

In this tutorial you will learn how to set up a solution, along with instructions on setting the output directory and files for more convenient building right into the Assemblies folder.

Requirements

Setting up a solution

Setting up can be different for different IDE's. Feel free to add complete instructions for your IDE of choice.

Visual Studio Community 2017

NOTE: Visual Studio 2017 is a rather heavy application (2-3 GB for basic functionality) but has a bit more functionality. Only Install if your computer can handle it! The tutorial is similar for Visual Studio 2015.

  1. Create a new class library project
    1. Once loaded, go to File -> New -> Project...
    2. Go to Templates -> Visual C# -> Class Library (.NET Framework if applicable)
    3. Enter your name and solution name in the lower pane.
    4. Choose a location, preferably:
      (RimWorldInstallFolder)/Mods/(YourModName)/Source
    5. Optional: Untick "Create directory for solution"
  2. In your project, set target framework and various other porperties
    1. In your Solution Explorer, right click your project -> Properties
    2. Once in your properties, select Application -> Set Target Framework to .NET Framework 3.5 (No client profile)
    3. Optional: Change your Assembly and Namespace names to anything of your choice
    4. Go to Build -> Advanced... -> Debugging information and set it to none
    5. Leave Advanced..., and set the Output Path to "..\..\Assemblies\" (The Assemblies folder in your mod folder)
  3. Add references to RimWorld code
    1. Expand your project. Then right click "References" -> Add Reference...
    2. Click Browse...
    3. Navigate towards
      RimWorld******/RimWorld******_Data/Managed
      and select files:
      Assembly-CSharp.dll
      UnityEngine.dll
    4. Click "Add"
    5. Right click on both Assembly-CSharp.dll and UnityEngine.dll and set Copy Local to False (Properties pane).

Sharpdevelop

  1. Create a new class library project in your IDE of choice;
    1. Go to File -> New -> Solution;
    2. Go to C# or .NET -> Library or Class Library (NOT portable);
    3. Enter a project name (solution name automatically updated);
    4. Choose a location, preferably:
      (RimWorldInstallFolder)/Mods/(YourModName)/Source
    5. Optional: Untick "Create a directory for solution"/"Create a project within the solution directory",
  2. In your project, add references to Assembly-CSharp.dll and UnityEngine.dll:
    1. In your IDE project file browser, right-click the "References" folder and "Add reference";
    2. Choose the ".NET Assembly Browser" tab and "Browse...";
    3. Navigate towards
      RimWorld******/RimWorld******_Data/Managed
      and select files:
      Assembly-CSharp.dll
      UnityEngine.dll
    4. Click "Open" then "OK";
    5. In the References folder, right-click Assembly-CSharp -> Properties and change "Local copy" to False. Do the same for UnityEngine,
  3. In your project properties, change the target framework to .NET 3.5:
    1. In your IDE project file browser, right-click "(YourSolutionName)";
    2. Choose Properties;
    3. Go to the "Compiling" tab, "Output", "Target framework", "Change" and choose ".NET Framework 3.5",
  4. In your project properties, change the build events so only a single file is built:
    1. Go to the "Compiling" tab, "Output", "Debug info" and choose "No debug information";
    2. Right-click your .cs files -> Properties and change "Copy to output" (If you haven't resized the properties bar, this will be truncated to "Copy to out") to Never,
  5. In your project properties, fix the output location to put the DLL in the Assemblies folder:
    1. Go to the "Compiling" tab, "Output", "Output path" and change the output path to "..\..\Assemblies\".

Xamarin

The setup is similar as the one above. A few special points to address:

  1. Mono 4.X isn't backward compatible so you may need to install an older 3.X version of Mono in order to compile against .NET3.5 dlls.
  2. Make sure you uncheck "Use MSBuild build engine (recommended for this project type)" under project > options > build > general

See also