Modding Tutorials

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Modding Modding Tutorials

This is the table of contents for the modding tutorial. Here, you'll learn step by step how to create mods of gradually increasing complexity.

In light of little official documentation, most of the knowledge here was gained by experience, trial-and-error, decompiling and learning from the source. Keep in mind that RimWorld is a big game that underwent substantial code changes during its alphas. While most of this wiki was updated for 1.0, some information you find may be outdated.

What's a mod?

A mod is a folder containing data the game reads/loads. Mods can add, remove or alter the content of other mods (including the Core mod) in the broadest sense of the word. For more info, see also Modding.

Getting Started

1. Setting up your first mod

2. Changing simple traits of things

3. Creating a new thing (XML only)

Introduction to modding

  1. First Steps and Some Links
  2. Essence of Modding
  3. Exploring the Folder Structure
  4. Mod Folder Structure
  5. Recommended Software
  6. Modding Troubleshooting Tips and Guides

General modding


XML tutorials

  1. XML File Structure
  2. Introduction to XML Defs
  3. In-depth XML Def tutorials
  4. PatchOperations, replace specific xml elements of core files while keeping the rest untampered. Uses xpath.

C# tutorials

  1. Setting up
  2. Hello World
  3. Decompiling Source Code
  4. Writing Custom Code
  5. Linking XML and C#
  6. Alter Code at Runtime with Harmony - this is a best practice for modifying game code, replacing C# code injection to reduce Mod Conflicts
  7. The wonderful things you will want to do with C#
  8. Useful things:

Art Tutorials


Dangerously Outdated

  1. Required Items
  2. XML Stage
  3. Connecting XML and C#
  4. C# Assembly Setup
  5. C# Coding
  6. Localisation

See also