Inside the Patches folder create a file called "ThingDefs_Patch.xml" this folder will contain XML files that will be used to patch existing content in the game. In the root of the mod folder create a folder called "Patches". Start by creating a folder called "Defs" inside the mod folder, inside the Defs folder create a file called "ThingDefs.xml" This folder will contain all the XML files that define the content the mod will add. Now let's make a Def's folder inside the mod folder. When adding a preview image to your mod you must name the image "Preview.png" and place it in the About folder, the image resolution should be 512×512 pixels and the size must be under 2mb Creating the other folder If you click on it, you should see the information you have entered in the About.xml file. Note: the name of the file must be exactly "About.xml" If you get an error when loading your mod, it is most likely because of a typo or missing or forgot the closing. XML is picky about spacing, formatting, and Capitalization. This mod will make your life on the Rim more enjoyable. Now we will add the following code to the file: Get used by putting this line in every XML file you make) It tells the computer that this is an XML file and what encoding to use. This is the first line of every XML file. Inside the file, we will add the following code: This file will contain information about the mod. Inside the About folder, we will create a file called About.xml. This folder will contain information about the mod and the mods preview image. Now let's make an About folder inside the mod folder. (RimWorldInstallFolder)/Mods/ Making an "about” file. To keep things organized, we will create a folder in RimWorld's mod local folder, which is located at: Many beginners make this mistake and then wonder why their mod isn't visible in their test game. Note: Avoid putting your local mod in the Steam mods' folder, as it's meant for published workshop mods. This folder will contain all the files and folders that make up the mod. To start making a mod, we need to create a folder for the mod. There are mod templates available for quick setup, however it is recommended to create the folder structure manually at least once to get a better understanding of how mods work. I would recommend using a simple code editor for now and when you are ready to start using C# you can look into IDEs. IDEs are also very resource intensive and can slow down your computer. They are very useful for larger projects, but can be overkill for smaller projects. They are a code editor and a compiler all in one. IDEs are Integrated Development Environments.
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