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.
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. While most of this wiki was updated for 1.0, some information you find may be outdated.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
- First Steps and Some Links
- Essence of Modding
- Exploring the Folder Structure
- Mod Folder Structure
- Recommended Software
- Modding Troubleshooting Tips and Guides
General modding
Must-knows
Steam Workshop Specifics
- If you want to upload your mod to the Steam Workshop you must own the game on Steam. Owning it on Epic or GoG etc is not enough, both Steam and Tynan have confirmed this.
- Your Preview.png must be under 1MB to upload to the Steam Workshop otherwise you will see "Error : Limit Exceeded"
- Steam mod descriptions don't use markdown, they use a form of BBCode. There is a guide.
Updated guides
These guides have been made with the most recent version of Rimworld in mind and are being updated to reflect changes in the game.
- Getting Started With XML
- Adding a New Weapon, Trait and Research to the game
- Making Patches using Xml
XML tutorials
- XML File Structure
- Introduction to XML Defs
- In-depth XML Def tutorials
- ThingDef explained
- Weapons_Guns.xml explained. Slightly dated.
- PatchOperations, replace specific xml elements of core files while keeping the rest untampered. Uses xpath.
C# tutorials
- Setting up
- Hello World
- Decompiling Source Code
- Writing Custom Code
- Linking XML and C#
- Alter Code at Runtime with Harmony - this is a best practice for modifying game code, replacing C# code injection to reduce Mod Conflicts
- The wonderful things you will want to do with C#
- Useful things:
- Mod settings - Add settings to your mod
- Def mod extensions - Add (custom) fields to Defs
- Custom Comp Classes - A quick overview of what types of Comps there are, and what they're suited for.
- ThingComp - Learn all there is to know about ThingComps.
- Components - GameComponents, WorldComponents, and MapComponents
- Introduction to Def Classes
- Using Harmony to optionally patch other mods for the sake of compatibility
- TweakValues - Change values on the fly (handy for quick iteration!)
- ExposeData - Save stuff
- The big ass list of useful classes - A non-exhaustive list of classes you'll use most
- Grammar Resolver - PAWN_objective, PAWN_possessive? Find out what it all means here.
- ExampleJob - Mehni's top to bottom breakdown of Jobs.
- Config Errors - Provide configuration issues to the user on startup.
- Debug Actions - Call methods from the debug menu
- Getting started with RimWorld modding on Linux
Art Tutorials
- Artstyle - Officially unofficial guide to RimWorld's Artstyle
- Ekksu's guide to creating RimWorld animals
- ChickenPlucker's guide to creating apparel
- Seraphile's guide to masks
Under construction
These tutorials are under construction.
Examples
- RimWorld 1.3: XML Mod Creation
- Assembly Modding
- The Plague Gun tutorial originally by Jecrell, updated to 1.1+.
- Modding Tutorials/Xenotype template originally by Ryflamer
Dangerously Outdated
- Modding Tutorials/Smelter
- Modding Tutorials/Items
- Modding Tutorials/Weapons
- Modding Tutorials/Furniture
- The Plague Gun based on the Plague Gun tutorial by Jecrell, updated for 1.0. Thread.