Difference between revisions of "Modding Tutorials/Writing custom code"
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(Made the numbered list easier to read; any comments on the current step are now sub-steps.) |
(Removed suggested IDE's, made it a link to "Recommended software" instead (huzzah)) |
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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#. | ||
− | # Create a new class library project in your | + | # Create a new class library project in your [[Modding Tutorials/Recommended software#IDE.27s|IDE of choice]]; |
− | |||
# In your project, add references to these DLLs:<br/><pre>(RimWorldInstallFolder)/RimWorld_Data/Managed/Assembly-CSharp.dll (RimWorldInstallFolder)/RimWorld_Data/Managed/UnityEngine.dll</pre> | # In your project, add references to these DLLs:<br/><pre>(RimWorldInstallFolder)/RimWorld_Data/Managed/Assembly-CSharp.dll (RimWorldInstallFolder)/RimWorld_Data/Managed/UnityEngine.dll</pre> | ||
# In your project properties, change the target framework to .NET 3.5; | # In your project properties, change the target framework to .NET 3.5; |
Revision as of 15:35, 12 July 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#.
- Create a new class library project in your IDE of choice;
- In your project, add references to these DLLs:
(RimWorldInstallFolder)/RimWorld_Data/Managed/Assembly-CSharp.dll (RimWorldInstallFolder)/RimWorld_Data/Managed/UnityEngine.dll
- In your project properties, change the target framework to .NET 3.5;
- Create a new class in a new code file;
- 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
- Write your class;
- Decompile source code to take a look at the game's existing code;
- If you still get stuck on anything, any modding questions can be asked on the subforum,
- Compile your class into a .dll;
- Make sure your project's output type is "class library";
- Note: 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,
- Place the .dll in the YourModName/Assemblies folder of your mod;
- Reference the classes in your .dll from the xml data in the YourModName/Defs folder;
- Example: Create a new ThingDef with a <thingClass> that points to a class in your .dll,
- The game should load your class now;
- Optional: Release your source code.
- Most mods include a YourModName/Source folder with the full C# project in it for other modders to check out;
- Some mods include a Dropbox download link to their source code in the mod's topic. This is also a possibility.
See also
- You can find a small tutorial project here: Modding Tutorials/Assembly Modding Example