Difference between revisions of "Modding Tutorials/Folder structure"
(→Mods: Added file structure to make it easier to understand) |
(Added some more folder structures to make it readable without having Rimworlds' directory open.) |
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− | In this tutorial you will explore Rimworld's folder structure.<br/> | + | In this tutorial you will explore Rimworld's folder structure.<br/><br/> |
+ | |||
+ | ==RimWorld******== | ||
In your Rimworld install directory, you can find three folders, two text files and your RimWorld******.exe file:<br/> | In your Rimworld install directory, you can find three folders, two text files and your RimWorld******.exe file:<br/> | ||
Line 13: | Line 15: | ||
We'll focus on the folders, since the files are pretty self explanatory; Readme.txt contains a readme, Version.txt contains the version string and the .exe starts the game.<br/><br/> | We'll focus on the folders, since the files are pretty self explanatory; Readme.txt contains a readme, Version.txt contains the version string and the .exe starts the game.<br/><br/> | ||
− | ==Mods== | + | ==Mods folder== |
The Mods folder contains a Core folder with most if not all XML files used by Rimworld:<br/> | The Mods folder contains a Core folder with most if not all XML files used by Rimworld:<br/> | ||
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|}<br/> | |}<br/> | ||
− | == | + | ==Data folder== |
− | This folder contains a few files which are important for the base game but not necessarily important for modding it | + | This folder contains a few files which are important for the base game but not necessarily important for modding it:<br/> |
+ | |||
+ | RimWorld******/ | ||
+ | RimWorld******_Data/ | ||
+ | Managed/ | ||
+ | Mono/ | ||
+ | Resources/ | ||
+ | level0 | ||
+ | mainData | ||
+ | output_log.txt | ||
+ | resources.assets | ||
+ | resources.assets.resS | ||
+ | sharedassets0.assets | ||
+ | sharedassets1.assets | ||
+ | |||
+ | These files are; .DLL's which contain the game code, compressed resource files containing the game graphics and audio, several files automatically generated by Unity which contain settings and such, a copy of Mono and a Steamworks .DLL.<br/> | ||
What you might at one point be interested in are the Managed/ folder and output_log.txt, which contain .DLL's required for writing custom C# code and a more detailed version of the game's debug log.<br/><br/> | What you might at one point be interested in are the Managed/ folder and output_log.txt, which contain .DLL's required for writing custom C# code and a more detailed version of the game's debug log.<br/><br/> | ||
− | ==Source== | + | ==Source folder== |
+ | |||
+ | This folder contains a small amount of the game's C# source code:<br/> | ||
+ | |||
+ | RimWorld******/ | ||
+ | Source/ | ||
+ | RimWorld/ | ||
+ | Verse/ | ||
− | + | These can be seen as tiny examples someone might use to get started with C# modding.<br/> | |
Anyone interested in bigger chunks of the source code is better off [[Modding Tutorials/Decompiling source code|decompiling it]] by themselves. | Anyone interested in bigger chunks of the source code is better off [[Modding Tutorials/Decompiling source code|decompiling it]] by themselves. | ||
[[Category:Modding tutorials]] | [[Category:Modding tutorials]] |
Revision as of 18:18, 11 July 2015
In this tutorial you will explore Rimworld's folder structure.
RimWorld******
In your Rimworld install directory, you can find three folders, two text files and your RimWorld******.exe file:
RimWorld*******/ Mods/ RimWorld******_Data/ Source/ Readme.txt RimWorld******.exe Version.txt
We'll focus on the folders, since the files are pretty self explanatory; Readme.txt contains a readme, Version.txt contains the version string and the .exe starts the game.
Mods folder
The Mods folder contains a Core folder with most if not all XML files used by Rimworld:
RimWorld******/ Mods/ Core/
This folder (Mods, not Core) is also the place you place any mod folders you downloaded.
Mod folder structure
The mods inside /Mods/ may contain the following folders:
Folder | Contents | Description |
---|---|---|
About | About.xml and Preview.png | These files are used in the in-game mods list. They contain some info about the mod and an unformatted text description. |
Assemblies | Custom .DLL files | Mods with custom C# code have a .DLL file in this folder. |
Defs | All defs | All XML code is stored in this folder, usually further categorized in subfolders and -files. |
Languages | All translations | Every language file contains a DefInjected folder with a translation for everything in the game. |
Sounds | All sounds | Even though the main game's sounds are stored in compressed resource files, mods might use a folder for them. |
Source | Assemblies' source code | Mods with an Assemblies folder might store source code for the C# code in here. |
Textures | All textures | The main game uses compressed resource files to store textures, but most mods store textures here. |
Data folder
This folder contains a few files which are important for the base game but not necessarily important for modding it:
RimWorld******/ RimWorld******_Data/ Managed/ Mono/ Resources/ level0 mainData output_log.txt resources.assets resources.assets.resS sharedassets0.assets sharedassets1.assets
These files are; .DLL's which contain the game code, compressed resource files containing the game graphics and audio, several files automatically generated by Unity which contain settings and such, a copy of Mono and a Steamworks .DLL.
What you might at one point be interested in are the Managed/ folder and output_log.txt, which contain .DLL's required for writing custom C# code and a more detailed version of the game's debug log.
Source folder
This folder contains a small amount of the game's C# source code:
RimWorld******/ Source/ RimWorld/ Verse/
These can be seen as tiny examples someone might use to get started with C# modding.
Anyone interested in bigger chunks of the source code is better off decompiling it by themselves.