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 should be 512×512 pixels and must be under 1mb 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 to seeing 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. Note: it is not recommended to put your mod in the steam mods' folder since it is a local mod and not yet published on the Steam workshop. To keep things organized, we will create a folder in RimWorld's mod local folder. 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. Sublime Text is a free code editor that is popular.It is easy to use when you are a beginner in coding. Notepad++ is a very lightweight code editor that is very easy to use, however it is missing some features that make it less useful for larger projects.Visual Studio you can get the Windows, MAC or Linux version, a program made by Microsoft.Visual Studio Code is a free code editor and has a lot of useful features and tools You can add extensions tools to make coding work easier (this is what we will use in this tutorial). ![]() There are many code editors out there, some of the most commonly used are: GitHub account you can use GitHub easily to make smaller changes/fixing smaller bugs in your mods, instead of releasing (bigger) updates on Steam workshop.And can be used to keep track of changes to your mod. Git can be scary at first, but it is a very useful tool. ![]()
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