To avoid accidental collisions, it's recommended to prefix either your file names or use a namespace folder to reduce the chance that you have the exact same path as another mod: This is sometimes done intentionally by mods that want to change vanilla or other mod's audio. Just like textures, sound files in RimWorld are identified by their path names if a mod contains a sound file with the same path and file name as another mod or even the vanilla game or DLCs, then the last one to be loaded in your mod list will overwrite the others. Please see the Sounds guide for more information. It is generally recommended to use Ogg files, though Unity can also recognize and use MP3 and WAV files. The Sounds folder is used to hold custom sound files for mods. Please see the PatchOperations guide for more information. This can be used to rebalance or adjust vanilla content, remove or disable unwanted content, or provide optional changes or content for better mod compatibility. PatchOperations are a way of modifying Defs from the vanilla game, DLCs, or even other mods in a safe and interoperable manner. Please see the localization guide for more information about the Languages folder and its subfolders. This includes both translations for Defs and code-referenced text as well as word list for procedural name and content generation. Localization is the process of creating and translating game and mod language content for different languages. The one exception to this is if you are using versioned LoadFolders.xml entries: XML files with the same resolved path will overwrite each other, with the last one to be loaded taking precedence. Subfolders and even file names within the Defs does not matter as all XML files are read into memory from each individual mod and you can freely name them however you want for your own personal organization, however it is recommended that you follow vanilla conventions ( SoundDefs in the /SoundDefs folder, ThingDefs in the various /ThingDef_*** folders) for readability. Please see the Def guide for more detailed information. These Defs define everything from items and plants and animals to faction types and ideoligion options, and as a general rule any mod that adds additional content for RimWorld will likely be adding one or more Defs. XML Definitions or Defs are the primary content definition and configuration source for RimWorld. Properly compiled assemblies will be automatically loaded by RimWorld. The Assemblies folder can be used to add custom code to RimWorld in the form of compiled dynamic-link library or DLL files. This is generally considered obsolete as the most important benefits of having a manifest file have largely been mainlined into About.xml you do not need this file unless you want specific additional features provided by Mod Manager. This was a file used by Fluffy's Mod Manager as well as some external mod managers for dependency and versioning information in older versions of RimWorld. You may see a Manifest.xml file in some older mods. It is possible to use JPG or even animated GIF files by simply renaming them "Preview.png", but the PNG extension must be used or RimWorld will not recognize it. Note: While PNG files are standard, RimWorld does not actually require a PNG file. If you get a "limit exceeded" error, then double-check the size of your Preview.png. You can also opt to use 1280x720 for higher resolution artwork, but preview files must remain under 1MB or Steam Workshop will reject your upload. It is strongly recommended to use a 640x360 PNG file as this is the default size and aspect ratio (16/9) configured for RimWorld and using other sizes may result in blurring or letterboxing. Please see the full guide for more information.Ī mod's Preview.png is used as the preview image for that mod in both the in-game mod manager as well as Steam Workshop. The only folder required for all mods, the About folder contains information that identifies your mod to RimWorld and allows it to be loaded.Ībout.xml is used to identify a mod to RimWorld so it can be loaded, and can also be used to specify dependencies and load order helpers for mod compatibility. The following is an example of a mod folder with all recognized subfolders: Unless specified otherwise, all specific files mentioned below must be capitalized and spelled correctly or RimWorld will not recognize them. The name of individual mod folders does not matter and you can name them freely for your own personal organization your mod's internal ID and title are defined in About.xml (see below). ~/.steam/steam/steamapps/common/RimWorld/ModsĮach mod should have its own subfolder within the main Mods folder. Library/Application/Support/Steam/steamapps/common/RimWorld Your local Mods folder for manually installed mods as well as new local mods can be found in the following default installation locations:Ĭ:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods
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