Editing Modding Tutorials/Mod Folder Structure

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{{DISPLAYTITLE:Mod Folder Structure}}
 
{{DISPLAYTITLE:Mod Folder Structure}}
 
{{BackToTutorials}}
 
  
 
This is a guide explaining the contents of mod folders and best practices for how they should be laid out for proper recognition by RimWorld as well as compatibility with other mods.
 
This is a guide explaining the contents of mod folders and best practices for how they should be laid out for proper recognition by RimWorld as well as compatibility with other mods.
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| Windows || <code>C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods</code>
 
| Windows || <code>C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods</code>
 
|-
 
|-
| Mac || <code>~/Library/Application Support/Steam/steamapps/common/RimWorld/RimWorldMac.app/Mods</code>
+
| Mac || <code>Library/Application/Support/Steam/steamapps/common/RimWorld</code>
 
|-
 
|-
 
| Linux (standalone) || <code>~/.steam/steam/steamapps/common/RimWorld/Mods</code>
 
| Linux (standalone) || <code>~/.steam/steam/steamapps/common/RimWorld/Mods</code>
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'''Note''': While PNG files are standard, RimWorld does not actually require a PNG file. 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. 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.
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| class="TutorialCodeTable-description" |
 
<code>ModIcon.png</code>
 
''(Optional)''
 
| class="TutorialCodeTable-description" |
 
New in RimWorld 1.5, a mod's <code>ModIcon.png</code> is shown during game loading screens and in the Options UI if your mod has [[Modding_Tutorials/ModSettings|mod settings]]. It should be either a 32x32 or 64x64 PNG file, and too much detail or color should be avoided; Unity texture compression will make overcomplicated icons very crunchy.
 
 
|-
 
|-
 
| class="TutorialCodeTable-description" |
 
| class="TutorialCodeTable-description" |
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* Folders that should be loaded if mods and DLCs are ''not'' loaded can also be specified using <code>IfModNotActive</code>. Mods and DLCs specified using <code>IfModActive</code> or <code>IfModNotActive</code>
 
* Folders that should be loaded if mods and DLCs are ''not'' loaded can also be specified using <code>IfModNotActive</code>. Mods and DLCs specified using <code>IfModActive</code> or <code>IfModNotActive</code>
 
* If you have files with the same relative path, then the last one specified by your load order will be used. Thus in the above example setup, if you had <code>Defs/MyFile.xml</code>, <code>1.4/Defs/MyFile.xml</code>, and <code>Ideology/1.4/Defs/MyFile.xml</code>, then the Ideology version would be loaded. This applies to all XML files (both Defs and Patches), Sounds, Textures, and Language files.
 
* If you have files with the same relative path, then the last one specified by your load order will be used. Thus in the above example setup, if you had <code>Defs/MyFile.xml</code>, <code>1.4/Defs/MyFile.xml</code>, and <code>Ideology/1.4/Defs/MyFile.xml</code>, then the Ideology version would be loaded. This applies to all XML files (both Defs and Patches), Sounds, Textures, and Language files.
* If you have both a local version of the mod, as well as the steam version, you will need to qualify the steam version with <code>_steam</code> for requiring it to test out compatibility with the steam version. In the example above, <code>IfModActive="CETeam.CombatExtended"</code> would become <code>IfModActive="CETeam.CombatExtended,CETeam.CombatExtended_steam"</code> to support both a local mod version of Combat Extended as well as the steam version.
 
  
 
== Miscellaneous ==
 
== Miscellaneous ==

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