A cookiecutter project that builds the basic Rimworld mod development file structure and sets up a sane build environment.
- git
- python
- cookiecutter (or
pip install cookiecutter
)
cookiecutter gh:n-fisher/cookiecutter-rimworld-mod-development
- Follow the prompts, and just press enter to skip the last prompt (
_visual_studio
) - Open the folder you just created and double-click the
ModName.sln
file - In the Solution Explorer pane right click
RimWorldWin
and clickSet as Startup Project
- Open up VS Installer (In Visual Studio -> Tools -> Gets Tools and Features)
- Click Modify
- Click Individual Components
- Scroll to Development activities 5a. (VS 2017) Click the Cookiecutter template support checkbox 5b. (VS 2019) Click the Python language support checkbox
- Click Modify
(Due to a bug in VS, you'll have to make the specific mod's folder in [...]/Rimworld/Mods/ModName
beforehand)
- Open Visual Studio
File -> New -> From Cookiecutter...
- Search for
rimworld
- Double-click
n-fisher/cookiecutter-rimworld-mod-development
- Change the Template Options:
Create To
=>[...]/Rimworld/Mods/mod_name
Mod name
Author
(Use your Steam username for automatic linking of mod to profile) (can change later in About.xml)Mod Description
(not required, can change later in About.xml)Create blank XML files
(yes/no)
Create and Open Folder
- In the Solution Explorer pane double click your
ModName.sln
file
This cookiecutter builds the entire standard mod folder structure, with empty folders as the default. namespace_name
is automatically calculated.
- {{cookiecutter.mod_name}}
- About
- About.xml
- Preview.png
- Common
- Assemblies
- Defs
- Languages
- Patches
- Sounds
- Textures
- Source
- Properties
- AssemblyInfo.cs
namespace_name
.csnamespace_name
.csprojnamespace_name
.csproj.user
- Properties
namespace_name
.sln- LoadFolders.xml
- About
- Links Rimworld and UnityEngine .dlls for importing in code
- Clears the default set debugging and trace constants
- Creates a VS solution with correctly defined paths