My version of n-fisher's cookiecutter.
Builds the basic Rimworld mod development file structure and sets up a sane build environment.
- Harmony Integration
- Git Integration with README.md template and .gitignore
- Option to debug in borderless window
- Refactored solution for clarity (especially with About.xml)
- Easely set release version and generate zip
- Option to automagically enable the mod before starting up rimworld
- other small QOL tweaks
- git
- python
pip install cookiecutter
(or cookiecutter download link)
cookiecutter gh:L0laapk3/cookiecutter-rimworld-mod-development
[Answer the prompts]
(If you don't know what something is, leave it empty)- Open the folder you just created and double-click the
ModName.sln
file - To test, compile as
Debug
. To Release, compile asRelease
- Open up VS Installer (In Visual Studio -> Tools -> Gets Tools and Features)
- Click Modify
- Click Individual Components
- Scroll to Development activities
- Click the Cookiecutter template 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
L0laapk3/cookiecutter-rimworld-mod-development
- Change the Template Options:
Create To
=>[...]/Rimworld/Mods/mod_name
Mod name
Author
(Use your Steam username for automatic linking of mod to profile) (can change later in About-Release.xml)Mod Description
(not required, can change later in About-Release.xml)Create blank XML files
(yes/no)
Create and Open Folder
- In the Solution Explorer pane that comes up on the right, double click your
ModName.sln
file - In the new Solution Explorer view that comes up, right click
RimWorldWin
and clickSet as Startup Project
- Due to a bug in VS, you'll have to delete the folder
[...]/Rimworld/Mods/ModName - Release
after you create the project. Otherwise, you will receive an error message whenever you start the game before the first time that you build VS in Release mode.
- Links Rimworld and UnityEngine .dlls for importing in code
- Sets build events to automate file management of About.xml for tagging development versions.
- Clears the default set debugging and trace constants
- Creates a VS solution with correctly defined paths
- Clicking
Start ▶️
will preform the designated build sequence and start Rimworld.exe tied to a Visual Studio resource monitor.
blabla