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.slnfile - In the Solution Explorer pane right click
RimWorldWinand 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_nameMod nameAuthor(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.slnfile
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