Difference between revisions of "Modding Tutorials/Writing custom code"

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(Visual Studio is also free (See: Community Edition or Express).)
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In addition to creating data for the game to use, you can also write code. You could probably write in any .NET language, but I’ve only tested C#.
 
In addition to creating data for the game to use, you can also write code. You could probably write in any .NET language, but I’ve only tested C#.
  
1. Create a new project in your code editor of choice. I use Visual Studio, but MonoDevelop also works well and has the advantage of being free.
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1. Create a new project in your code editor of choice. I use Visual Studio, but MonoDevelop also works well.
  
 
2. In your project, add references to these DLLs:
 
2. In your project, add references to these DLLs:

Revision as of 05:06, 2 May 2015

In addition to creating data for the game to use, you can also write code. You could probably write in any .NET language, but I’ve only tested C#.

1. Create a new project in your code editor of choice. I use Visual Studio, but MonoDevelop also works well.

2. In your project, add references to these DLLs:

(RimWorldInstallFolder)/RimWorld_Data/Managed/Assembly-CSharp.dll
(RimWorldInstallFolder)/RimWorld_Data/Managed/UnityEngine.dll

3. In your project properties, change the target framework to .NET 3.5

4. Create a new class in a new code file.

5. You’ll want to add these namespace to each of your source files as necessary.

using UnityEngine;  	//For all Unity functionality, rendering, resource management
using AI;		//RimWorld AI
using Sound;	        //RimWorld sound subsystem
using UI;		//RimWorld GUI

6. Write your class and compile it into a .dll. Note that by default, Visual Studio will compile all the references of the project as well, so you’ll get a copy of UnityEngine.dll and Assembly-CSharp.dll and some others. You don’t need these. Just take YourModName.dll.

7. Place the .dll in the YourModeName/Assemblies folder of your mod.

8. Reference the classes in your .dll from the xml data in the YourModName/Defs folder. For example, you could create a new ThingDef with a <thingClass> that points to a class in your .dll.

9. The game should load your class now.

10. If you wish, you should also release your source code in the YourModName/Source directory.


You can find a small tutorial project here: Modding Tutorials/Assembly Modding Example