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

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# Create a new class library project in your [[Modding Tutorials/Recommended software#IDE.27s|IDE of choice]];
 
# Create a new class library project in your [[Modding Tutorials/Recommended software#IDE.27s|IDE of choice]];
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## Go to File -> New -> Solution,
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## Choose Class Library;
 
# In your project, add references to these DLLs:<br/><pre>(RimWorldInstallFolder)/RimWorld_Data/Managed/Assembly-CSharp.dll&#10;(RimWorldInstallFolder)/RimWorld_Data/Managed/UnityEngine.dll</pre>
 
# In your project, add references to these DLLs:<br/><pre>(RimWorldInstallFolder)/RimWorld_Data/Managed/Assembly-CSharp.dll&#10;(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 08:28, 22 August 2015

Modding Tutorials

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 class library project in your IDE of choice;
    1. Go to File -> New -> Solution,
    2. Choose Class Library;
  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;
    1. Decompile source code to take a look at the game's existing code;
    2. If you still get stuck on anything, any modding questions can be asked on the subforum,
  7. Compile your class into a .dll;
    1. Make sure your project's output type is "class library";
    2. 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,
  8. Place the .dll in the YourModName/Assemblies folder of your mod;
  9. Reference the classes in your .dll from the xml data in the YourModName/Defs folder;
    1. Example: Create a new ThingDef with a <thingClass> that points to a class in your .dll,
  10. The game should load your class now;
  11. Optional: Release your source code.
    1. Most mods include a YourModName/Source folder with the full C# project in it for other modders to check out;
    2. Some mods include a Dropbox download link to their source code in the mod's topic. This is also a possibility.

See also