Difference between revisions of "Modding"
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− | + | ==MODs files are stored in:== | |
− | MODs files are stored in: | ||
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− | -- | + | ==General Modding Advice== |
+ | *The tilde key (`) brings up the dev console, which will report any errors it encounters. This is the quickest way to see what, if any, errors exist in your mod. | ||
+ | *Use Developement Mode (Found in Options) to help debug your mod. | ||
+ | |||
+ | ==Mod Info:== | ||
+ | This is found in \MODNAME\About\ | ||
+ | *The contents of About.xml are plain text. HTML Markup tags cause NullRef's. | ||
+ | *You can have an image for your mod. Restrict the image width to 600 pixels | ||
+ | |||
+ | ==Textures:== | ||
+ | These are found in \MODNAME\Textures\ | ||
+ | *You can have any path you want from this point on. | ||
+ | *When referencing textures in your mod, using <TexturePath>, have the complete path relative to your mod, including the filename (but not the file extension) Example for the RoyalBed Testmod: <TexturePath>Things/Building/RoyalBed</TexturePath> | ||
+ | *You can randomize textures within a folder using a <textureFolderPath> pointing at a folder with multiple textures inside. Each Thing of the given def will have a random texture from the folder. | ||
+ | |||
+ | ==Mod Folder Structure:== | ||
+ | While you can name all .xml files whatever you want. You cannot rename the folders; the game looks in folders with specific names to find specific data. | ||
+ | |||
+ | ==New Interactable "Things":== | ||
+ | A thing is anything that exists in the game world. It includes resources, races (humanoid and animal), buildings, furniture, and many others. | ||
+ | |||
+ | These are defined in \MODNAME\Defs\ThingDefs | ||
+ | If you make a new workbench, you'll need to define a recipe for it. This is a list, so you can have many new recipes listed. | ||
+ | |||
+ | The recipes themselves are defined in: \MODNAME\Defs\RecipeDefs | ||
+ | In here you can define what ingredients/resources are required, what can be used, and what the default recipe is. | ||
+ | |||
+ | Any new resources will need to be defined in: MODNAME\Defs\ThingDefs | ||
+ | |||
+ | ==New Turrets:== | ||
+ | These are defined in two files in: \MODNAME\Defs\ThingDefs | ||
+ | Buildings_Big.xml and Weapons_Guns.xml (Remember, these can be named anything) | ||
+ | |||
+ | Buildings_Big.xml defines the structure of the turret itself. IE: | ||
+ | <syntaxhighlight lang="xml" > | ||
+ | <building> | ||
+ | <turretGunDef>Gun_TurretImprovised</turretGunDef> | ||
+ | <burstCooldownTicks>300</burstCooldownTicks> | ||
+ | </building> | ||
+ | </syntaxhighlight> | ||
+ | Weapons_Gun.xml defines the weapon the turret uses. Anything can be used as a weapon for turrets, including grenades. | ||
+ | |||
+ | ==New Resources:== | ||
+ | These are defined in: MODNAME\Defs\ThingDefs\Resources.xml | ||
+ | |||
+ | ==New Research Projects:== | ||
+ | These are found in: MODNAME\Defs\ResearchProjectDefs | ||
+ | You can have research trees as well, where additional research projects get unlocked as you move through. | ||
+ | This is how to add prerequisites: | ||
+ | <syntaxhighlight lang="xml" > | ||
+ | <prerequisites> | ||
+ | <li>-this is the <defName> of the prerequisite-</li> | ||
+ | </prerequisites> | ||
+ | </syntaxhighlight> | ||
+ | Because it's a list, you can have multiple prerequisites for a research project. | ||
== References == | == References == | ||
− | + | *[http://ludeon.com/forums/index.php?topic=1681.0 forum thread] | |
+ | *[http://rimworldgame.com/publicArtSource/ThingGraphics.zip RimWorld core art source] |
Revision as of 10:30, 7 March 2014
MODs files are stored in:
Windows version |
path to game folder/Mods
Linux version |
Mac OS X version |
General Modding Advice
- The tilde key (`) brings up the dev console, which will report any errors it encounters. This is the quickest way to see what, if any, errors exist in your mod.
- Use Developement Mode (Found in Options) to help debug your mod.
Mod Info:
This is found in \MODNAME\About\
- The contents of About.xml are plain text. HTML Markup tags cause NullRef's.
- You can have an image for your mod. Restrict the image width to 600 pixels
Textures:
These are found in \MODNAME\Textures\
- You can have any path you want from this point on.
- When referencing textures in your mod, using <TexturePath>, have the complete path relative to your mod, including the filename (but not the file extension) Example for the RoyalBed Testmod: <TexturePath>Things/Building/RoyalBed</TexturePath>
- You can randomize textures within a folder using a <textureFolderPath> pointing at a folder with multiple textures inside. Each Thing of the given def will have a random texture from the folder.
Mod Folder Structure:
While you can name all .xml files whatever you want. You cannot rename the folders; the game looks in folders with specific names to find specific data.
New Interactable "Things":
A thing is anything that exists in the game world. It includes resources, races (humanoid and animal), buildings, furniture, and many others.
These are defined in \MODNAME\Defs\ThingDefs If you make a new workbench, you'll need to define a recipe for it. This is a list, so you can have many new recipes listed.
The recipes themselves are defined in: \MODNAME\Defs\RecipeDefs In here you can define what ingredients/resources are required, what can be used, and what the default recipe is.
Any new resources will need to be defined in: MODNAME\Defs\ThingDefs
New Turrets:
These are defined in two files in: \MODNAME\Defs\ThingDefs Buildings_Big.xml and Weapons_Guns.xml (Remember, these can be named anything)
Buildings_Big.xml defines the structure of the turret itself. IE:
<building> <turretGunDef>Gun_TurretImprovised</turretGunDef> <burstCooldownTicks>300</burstCooldownTicks> </building>
Weapons_Gun.xml defines the weapon the turret uses. Anything can be used as a weapon for turrets, including grenades.
New Resources:
These are defined in: MODNAME\Defs\ThingDefs\Resources.xml
New Research Projects:
These are found in: MODNAME\Defs\ResearchProjectDefs You can have research trees as well, where additional research projects get unlocked as you move through. This is how to add prerequisites:
<prerequisites> <li>-this is the <defName> of the prerequisite-</li> </prerequisites>
Because it's a list, you can have multiple prerequisites for a research project.