Difference between revisions of "User:Dninemfive"

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Hello! I'm a modder who's trying to clean up the modding tutorials pages, which are quite out-of-date.
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Hello! I'm a modder who's trying to clean up the modding tutorials pages, which are quite out-of-date. So far, I've [[Plague Gun (1.1)|rewritten]] the [[Plague Gun/Introduction|Plague Gun tutorial]].
  
If you like my contributions on this site please check out my [Github] and [Steam Workshop profile].
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If you've been helped by my contributions on this site please check out my mods on [https://github.com/users/dninemfive/projects/1 Github] and [https://steamcommunity.com/id/dninemfive/myworkshopfiles/?appid=294100 Steam].
  
 
= Sandbox =
 
= Sandbox =

Revision as of 20:43, 19 June 2020

Hello! I'm a modder who's trying to clean up the modding tutorials pages, which are quite out-of-date. So far, I've rewritten the Plague Gun tutorial.

If you've been helped by my contributions on this site please check out my mods on Github and Steam.

Sandbox

Plague Gun (1.1)/Introduction

This tutorial is a rewrite of the original by Jecrell (Thread), updated to 1.1 by dninemfive.

Introduction

In this tutorial we will be using most of the tools available to a Rimworld modder to create a custom weapon, known as the Plague Gun.

This weapon will, when its shots hit a living target, have a chance to apply the Plague hediff ("health difference") to that target.

To do this, we will create XML `ThingDefs` for the gun and projectile, create a C# assembly which determines what happens when the projectile hits a target, and link that behavior back to the XML.

This tutorial will assume a basic familiarity with XML and C# syntax. It should be simple enough to follow if you're only a beginner.

If you have no XML or C# experience, there are good tutorials for XML here and C# here.

The Completed Mod

TODO: fork and update the repo, link here.

See Also

Will be filled in once I have separate pages for these.

Plague Gun (1.1)/Required Items

Notepad++ or Atom orTemplate:BrSublimetext or VSCode Use any text editor that allows you to edit XML files and use "Find in Files" for referencing.
Visual Studio Community Use this or any other C# compiler to turn scripts into .dll files that RimWorld can use.
dnSpy or ILSpy This is for referencing the game's decompiled C# scripts.

More In-Depth

For more details, see here.

See Also

Will be filled in once I have separate pages for these.