Difference between revisions of "Modding Tutorials/Folder structure"

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(→‎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/>
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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/>
  
==RimWorld******_Data==
+
==Data folder==
  
This folder contains a few files which are important for the base game but not necessarily important for modding it, such as; .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/>
+
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/
  
This folder contains a small amount of the game's C# source code. These can be seen as tiny examples someone might use to get started with C# modding.<br/>
+
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.