Difference between revisions of "Modding Tutorials"

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This is the table of contents for the modding tutorial. Here, you'll learn step by step how to create mods of gradually increasing complexity.
 
This is the table of contents for the modding tutorial. Here, you'll learn step by step how to create mods of gradually increasing complexity.
  
In light of little official documentation, this collection of tutorials has been written in hopes that more players will know how to modify RimWorld and make mods that further broaden horizons and make the game appealing to more audiences despite its early state.
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In light of little official documentation, most of the knowledge here was gained by experience, trial-and-error, decompiling and learning from the source. Keep in mind that RimWorld is a big game that underwent substantial code changes during its alphas. Some information you find may be outdated.
  
==Table of contents==
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===Introduction===
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===What's a mod?===
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A mod is a folder containing data the game reads/loads. Mods can add, remove or alter the content of other mods (including the Core mod) in the broadest sense of the word. For more info, see also [[Modding]].
  
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===Introduction to modding===
 
# [[Modding Tutorials/First Steps|First Steps and Some Links]]
 
# [[Modding Tutorials/First Steps|First Steps and Some Links]]
 
# [[Modding Tutorials/Essence| Essence of Modding]]
 
# [[Modding Tutorials/Essence| Essence of Modding]]
# [[Installing mods|Installing Mods]]
 
 
# [[Modding Tutorials/Folder structure|Exploring the Folder Structure]]
 
# [[Modding Tutorials/Folder structure|Exploring the Folder Structure]]
 
# [[Modding Tutorials/Mod folder structure|Mod Folder Structure]]
 
# [[Modding Tutorials/Mod folder structure|Mod Folder Structure]]
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==See also==
 
==See also==
 
* [https://github.com/roxxploxx/RimWorldModGuide/wiki Roxxploxx's set of modding tutorials]
 
* [https://github.com/roxxploxx/RimWorldModGuide/wiki Roxxploxx's set of modding tutorials]
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* [https://spdskatr.github.io/RWModdingResources/ RimWorld Modding Resources - A hub for guides, modders, practical tips]
  
 
[[Category:Modding]]
 
[[Category:Modding]]
 
[[Category:Modding tutorials]]
 
[[Category:Modding tutorials]]

Revision as of 09:27, 18 January 2019

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Modding Modding Tutorials

This is the table of contents for the modding tutorial. Here, you'll learn step by step how to create mods of gradually increasing complexity.

In light of little official documentation, most of the knowledge here was gained by experience, trial-and-error, decompiling and learning from the source. Keep in mind that RimWorld is a big game that underwent substantial code changes during its alphas. Some information you find may be outdated.


What's a mod?

A mod is a folder containing data the game reads/loads. Mods can add, remove or alter the content of other mods (including the Core mod) in the broadest sense of the word. For more info, see also Modding.

Introduction to modding

  1. First Steps and Some Links
  2. Essence of Modding
  3. Exploring the Folder Structure
  4. Mod Folder Structure
  5. Recommended Software

General modding

XML tutorials

  1. XML File Structure
  2. Introduction to XML Defs
  3. In-depth XML Def tutorials
  4. (Added in Alpha 17) PatchOperations, replace specific xml elements of core files while keeping the rest untampered

C# tutorials

  1. Setting up
  2. Decompiling Source Code
  3. Writing Custom Code
  4. Introduction to Def Classes
  5. Alter Code at Runtime with Harmony - this is a best practice for modifying game code, replacing C# code injection to reduce Mod Conflicts
  6. Mod DLL Compatibility
  7. Distribution

Examples:

See also