![]() ![]() If you want to translate custom Defs, you'll need the following folder structure: If you want to translate Defs, refer to Ludeon instructions. This allows you (and others) to translate your mod in their language. If you send a message and want to be able to translate that into other languages, you can use "MySentence".Translate() where you'd normally use a string, and keep the translation of This is my sentence. Keys.xml (name is irrelevant) will contain keys you refer to in C#, and translate in XML. Unless you're on a translation team or making a C# mod, you're unlikely to need these folders a lot. Main article: Modding Tutorials/Languages folder People don't navigate these folders, they open ProjectName.sln to navigate it using their software of choice. YourModName/Source/ everything else will be sorted out by the software. And then once you create a solution starting in. Therefore the only things you have to set up are the following folders: Once again, the structure of these folders is decided almost entirely by the author's editing software. These things are processed automatically by your IDE, so you don't have to make these folder structures yourself: You'll want to create the C# project inside your Source folder, and compile the class library into the Assemblies folder. If you want to take a shot at C# modding, you want an empty Source and an empty Assemblies folder. Main article: Modding Tutorials/Setting up a solution This makes it easier for others to remove only part of your mod and keep the rest of it, but with very large mods it makes it harder to navigate the folder. Some mod authors choose to make a separate file for each of their items. If your mod is going to add both apparel and weapons, or even both hats and shoes, you're best off separating the XML code in their respective files. This makes it easier for people to navigate XML code. ![]() Typically, the files inside these folders are named after their contents: Using a non-standard name is going to make it harder for others to navigate your mod's folders, so it is advised to keep the folder names consistent with the base game. The contents of a Def folder don't follow a clear naming convention, but the folder names are generally the same in every mod. These files are going to be stored in the folder structure as follows: If your mod adds new content, chances are you're going to use XML files. Main article: Modding Tutorials/Defs folder This file is an identifier that Steam uses to identify your mod. Steam Workshop will reject your upload if it does!Īfter uploading your mod to Steam, another file named "PublishedFileId.txt" will appear in this folder. Make sure your Preview.png does not exceed 1MB in size. You can optionally also use 1280x720 for higher-resolution previews that you think players might be interested in zooming in on, such as if you are using a piece of art for a preview. ![]() It is strongly recommended that you use this aspect ratio as previews that are taller or wider than this will get letterboxed in mod listings on Steam. The size of RimWorld's Steam Workshop previews is 640x360 pixels. Along with this vital information it's possible to add a preview image for your mod. The folder must contain an About.xml file. Some mods need textures and sounds, while others are XML or even C# only.Įvery mod does however require the following structure to show up in the mods list: Making a mod starts with you making a folder structure. Main article: Modding Tutorials/About folder It is not recommended to have empty folders, and RimWorld will choke on empty or malformed xml files. Your mod needs an About folder and optionally at least one of the following: Assemblies, Defs, Patches, Languages, Textures, Sounds. Each mod is a sub folder of this Mods folder and each mod has to follow the following structure precisely. relative to your RimWorld install directory. Mod folders are located in the mods folder, which is located as such: Along with a few tips on how to keep your mod folder structure readable and functional. You'll learn the following mod structure: Exploring the Folder Structure starts off explaining the folder structure.There is no better solution since we cannot distinguish mods with modder created "_copy" and "_copy" added by Fluffy Mod Manager. As we can see, modification of mod's packageId is not a good solution and breaks RimPy logic. That means that autosorting will not work properly with local copies created with Fluffy Mod Manager. ![]() since modders started uploading mods with packageIds that contains "_copy" in them, RimPy is no longer filter "_copy" in all mods. ![]()
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