

#Rimworld sound reference mod
├Assemblies (If your mod uses any DLL files, put them here) ├─Preview.png (Image that appears above the mod info in-game) ├─About.xml (Contains info about the mod) ┌About (Your mod MUST have an About folder containing an About.xml file. For the sake of organisation, modders are encouraged to keep things categorised: Apart from the Languages Folder, subfolders can have any structure. Root folders have to follow the naming pattern (About, Assemblies, Defs, Sounds, Patches, Textures, Languages) to be read by RimWorld. The RimWorld mods use the following directory structure. Remember, that the word Some must be replaced by the name of whatever are you defining. Here is an example of the format, that applies to most of the definitions:Īll rootnodes for Defs start with.

The game will run with the medieval mod content while randomly spawning in weapons from the extra weapons pack.įor defining new game content, XML files are used. You could use a medieval mod to replace the core mod and add it to a weapons pack created by someone else. Most players often have several mods active at once. Players can choose which mods to activate. The base game is defined in a single mod called Core. A mod will usually contain several Defs of various types and content like images and sounds. Modding the game with Defs means adding your definitions to these pools and watching the game use them.Ī mod could be a pack of new weapons, a new animal, or a total conversion of the game. Or, it will randomly spawn an animal type on the edge of the map. It will randomly draw guns of a particular category to arm a new enemy mercenary. It then draws from these pools when appropriate. When the game runs, it collects all the definitions into a database. Different kinds of definitions can define: The most basic type of RimWorld modding is editing Defs.ĭefinitions each define some piece of the game.
#Rimworld sound reference full
There is no API for RimWorld modding, but you can make full use of RimWorld's functions. Place your DLLs in YourModName/Assemblies. NET assemblies, and the game will load them. They define every item/thing, skills, storyteller, and many other types of data. Defs: XML files containing lists of definitions for use by the game.You can mod everything, from Defs to code, images, and sounds. The only limit is skills and motivation, or patience and willpower. RimWorld does not limit what you can or can't do.
#Rimworld sound reference how to
Here's Tynan's post & Google Doc explaining how to do it: What you can mod You can make your mod work across several versions rather than breaking compatibility each time the game has a significant update. Mod Development Cookiecutter (automatically build your mod development environment).If you can't find what you need, you should try looking in the forum's help section on modding to check whether the information you're looking for has been asked previously before starting a new thread. Mod-making tutorials are available on the Modding Tutorials page.
