Difference between revisions of "Modding Tutorials/Flooring"

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<small>< [[Modding Tutorials]]</small>
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{{BackToTutorials}}
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<noinclude>
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{{modal mark for deletion}}
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</noinclude>
  
In this tutorial, we're going to be learning how to add your own flooring too the game using the resource which we created in the last tutorial.
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In this tutorial, we're going to be learning how to add your own flooring to the game using the resource which we created in the last tutorial.
  
 
==Prerequisites==
 
==Prerequisites==
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You should have read the [[Modding Tutorials/Getting Started|Getting Started]] tutorial, which gets you up to speed with how mods are structured in RimWorld. You should also have a good understanding of where files are located (such as <code>About.xml</code>, def XML files, where you should put textures, and so on).
 
You should have read the [[Modding Tutorials/Getting Started|Getting Started]] tutorial, which gets you up to speed with how mods are structured in RimWorld. You should also have a good understanding of where files are located (such as <code>About.xml</code>, def XML files, where you should put textures, and so on).
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 +
You should also have a look at the [[TerrainDef]] article, which should clear up any concerns you have on the attributes we'll be using below.
  
 
== Making the folders ==
 
== Making the folders ==
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After you have made your mod folder from the [[Modding Tutorials/Getting Started|Getting Started]] tutorial, you will need to create a new folder in which will contain your new flooring xml. Inside your <code>Defs</code> folder create a new subfolder called <code>TerrainDefs</code>. You're now done as far as creating folders go.
 
After you have made your mod folder from the [[Modding Tutorials/Getting Started|Getting Started]] tutorial, you will need to create a new folder in which will contain your new flooring xml. Inside your <code>Defs</code> folder create a new subfolder called <code>TerrainDefs</code>. You're now done as far as creating folders go.
  
== Creating the new flooring (Wooden flooring example) ==
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== Creating the new flooring (Titanium example) ==
  
In this example, we'll be making a new wooden flooring using the wood which we created in the last tutorial! Your file should now look like this (if you're making a wood flooring like me) :
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In this example, we'll be making a new titanium flooring using the titanium resource which we created in the last tutorial! Your file should now look like this (if you're making a titanium flooring like me) :
  
<source lang="html4strict"><?xml version="1.0" encoding="utf-8" ?>
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<source lang="xml">
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<?xml version="1.0" encoding="utf-8" ?>
 
<TerrainDefs>
 
<TerrainDefs>
 
<TerrainDef>
 
<TerrainDef>
<defName>WoodFlooring</defName>
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<defName>TitaniumFloor</defName>
<Label>Wooden Flooring</Label>
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<Label>Titanium Flooring</Label>
 
<RenderPrecedence>210</RenderPrecedence>
 
<RenderPrecedence>210</RenderPrecedence>
<Description>Wooden planks to liven up your lovely colony.</Description>
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<Description>A lovely</Description>
 
<TexturePath>Things/Buildings/Floors/WoodFlooring</TexturePath>
 
<TexturePath>Things/Buildings/Floors/WoodFlooring</TexturePath>
 
<Beauty>NiceTiny</Beauty>
 
<Beauty>NiceTiny</Beauty>
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<CostList>
 
<CostList>
 
<li>
 
<li>
<thingDef>Wood</thingDef>
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<thingDef>Titanium</thingDef>
 
<count>2</count>
 
<count>2</count>
 
</li>
 
</li>
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</TerrainDefs></source>
 
</TerrainDefs></source>
  
== An explanation of all the lines (Global Attributes)! ==
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To find out what each line does and there options, have a look at [[TerrainDef|TerrainDef]]. There you can also find more lines.
  
'''defName''' - This is the ID for which the TerrainDef will take(Also the reference ID).This MUST be unique otherwise it will cause overrides.
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== Testing ==
  
'''Label''' - This is the display name or the visual name (The name in which the game will show you when selecting or looking at the flooring).
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Let’s test our new mod! Fire up RimWorld, making sure to turn on <code>Development mode</code> in the options menu. Open the mods menu and make sure your mod is ticked (For active), and then press the tilde key (~) to check for any errors thrown on runtime. That’s right, no errors! Enjoy your new flooring!
 
 
'''RenderPrecedence''' - This is render importance of the flooring (Sand = 350, Soil = 340, Gravel = 330, Carpet = 300-298).
 
 
 
'''Description''' - This is some information about the flooring.
 
 
 
'''TexturePath''' - This is the path in which the texture of your flooring is located inside of Textures, Do not include Textures/ in the path.
 
 
 
'''Beauty''' - This is how nice the flooring looks to the colonists (Choices, from nice to horrible - Enchanting, Gorgeous, Nice, NiceTiny, Neutral, UglyTiny, Ugly, Hideous, Horrifying)
 
 
 
'''SurfacesSupported''' - What surfaces it can be placed on (Choices - Any, Light, Heavy, GrowSoil, Diggable, SmoothHard, SmoothableStone)
 
 
 
'''WorkToBuild''' - This is how many ticks in-game it takes for 1 tile of the flooring to be built. (60 ticks = 1 real life second)
 
 
 
'''DesignationCategory''' - This is what Architect Tab you would like this flooring to be available in. (Tabs available in Alpha 3 are - Zone, Building, Orders, Structure, Furniture, Security. You can remove the whole line if you don't want it to be in any Architect Tab.)
 
 
 
'''Fertility''' - This is the fertility rating of the flooring. (Soil = 1.0, SoilRich = 1.4, Gravel = 0.7, Sand = 0.06)
 
 
 
'''CostList''' - This is the cost to make each tile of flooring. (Flooring can cost multiple resources, as demonstrated in above)
 
 
 
'''ConstructionEffect''' - This is the effect for which colonists will build it (Stick with ConstructDig for all)
 
 
 
'''AcceptTerrainSourceFilth''' - This decides whether the flooring can collect filth on it or not.
 
 
 
== A few more lines (Global Attributes) you can add on! ==
 
 
 
'''<TakeFootprints>True</TakeFootprints>''' - Decides whether or not the flooring can accept footprints for colonists. (Options - False, True)
 
 
 
'''<EdgeType>Fade</EdgeType>''' - Give the tile a fade effect towards the edges (Options - Fade, Hard) If not included it is Hard by default.
 
 
 
'''<ResearchPrerequisite>ResearchName</ResearchPrerequisite>''' - If you want the flooring to be available only after a certain Research.
 
  
== Testing ==
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==Download==
  
Let’s test our new mod! Fire up RimWorld, making sure to turn on <code>Development mode</code> in the options menu. Open the mods menu and make sure your mod is ticked (For active), and then press the tilde key (~) to check for any errors thrown on runtime. That’s right, no errors! Enjoy your new flooring!
+
The latest working package of this tutorial can be found [https://github.com/oldmud0/rwmd/tree/tutorial_flooring1 here] ([https://github.com/oldmud0/rwmd/archive/tutorial_flooring1.zip download]).
  
 
== Conclusion ==
 
== Conclusion ==
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You now know how to:  
 
You now know how to:  
 
* make a simple flooring
 
* make a simple flooring
* know most of the terrainDef's global attributes and their functions with the optional choices
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* know most of the TerrainDef's global attributes and their functions with the optional choices
 
 
Tutorial brought to you by Cala13er, If you have any questions about this tutorial. Message either Cala13er or Tynan on the forums.
 
 
 
Next we'll learn how to make a weapon!
 
 
 
[[Category:Modding tutorials]]
 

Latest revision as of 22:29, 17 June 2020

Modding Tutorials


In this tutorial, we're going to be learning how to add your own flooring to the game using the resource which we created in the last tutorial.

Prerequisites[edit]

You have completed the Items Tutorial.

You should have read the Getting Started tutorial, which gets you up to speed with how mods are structured in RimWorld. You should also have a good understanding of where files are located (such as About.xml, def XML files, where you should put textures, and so on).

You should also have a look at the TerrainDef article, which should clear up any concerns you have on the attributes we'll be using below.

Making the folders[edit]

After you have made your mod folder from the Getting Started tutorial, you will need to create a new folder in which will contain your new flooring xml. Inside your Defs folder create a new subfolder called TerrainDefs. You're now done as far as creating folders go.

Creating the new flooring (Titanium example)[edit]

In this example, we'll be making a new titanium flooring using the titanium resource which we created in the last tutorial! Your file should now look like this (if you're making a titanium flooring like me) :

<?xml version="1.0" encoding="utf-8" ?>
<TerrainDefs>
	<TerrainDef>
		<defName>TitaniumFloor</defName>
		<Label>Titanium Flooring</Label>
		<RenderPrecedence>210</RenderPrecedence>
		<Description>A lovely</Description>
		<TexturePath>Things/Buildings/Floors/WoodFlooring</TexturePath>
		<Beauty>NiceTiny</Beauty>
		<SurfacesSupported>
			<li>Light</li>
			<li>Heavy</li>
			<li>SmoothHard</li>
		</SurfacesSupported>
		<WorkToBuild>50</WorkToBuild>
		<DesignationCategory>Structure</DesignationCategory>
		<Fertility>0</Fertility>
		<CostList>
			<li>
				<thingDef>Titanium</thingDef>
				<count>2</count>
			</li>
		</CostList>
		<ConstructionEffect>ConstructDig</ConstructionEffect>
		<AcceptTerrainSourceFilth>True</AcceptTerrainSourceFilth>
	</TerrainDef>
</TerrainDefs>

To find out what each line does and there options, have a look at TerrainDef. There you can also find more lines.

Testing[edit]

Let’s test our new mod! Fire up RimWorld, making sure to turn on Development mode in the options menu. Open the mods menu and make sure your mod is ticked (For active), and then press the tilde key (~) to check for any errors thrown on runtime. That’s right, no errors! Enjoy your new flooring!

Download[edit]

The latest working package of this tutorial can be found here (download).

Conclusion[edit]

You now know how to:

  • make a simple flooring
  • know most of the TerrainDef's global attributes and their functions with the optional choices