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Author Topic: [Tool] cookiecutter-rimworld-mod-development : Build a Mod In 30 Seconds or Less  (Read 5798 times)

fyarn

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Rimworld Mod Development Cookiecutter

This is a tool for developers to begin mods more quickly, eliminating the overhead of setting up a new project.

Set up a fully functional mod development environment in 30 seconds or less with a Visual Studio integration!

What does it do?

This is a Visual Studio integration (or optionally a command-line, non-VS tool) that, with just 4 skippable questions, will set up an entire Rimworld Mod project for you, including:
  • Complete and accurate file structure
  • VisualStudio project set up inside the folder structure
    • Automatically linked Rimworld .dll files
    • Correct initial VS project settings as listed on RW wiki
    • Automatic build events on Debug/Release build ensure you always have the most up-to-date and optimized version of your code
    • Debug and Release version of mod are automatically maintained and tagged differently
    • Start button builds project and launches Rimworld in a resource monitor
    • Support for separate save profiles and mod lists in debug mode

Why should I care?

Have you ever written a mod? Do you ever plan to? This takes all the hassle out of setting up the mod, letting you get right to that brilliant idea. Bring the time cost of setting up a project down to 30 seconds! Applicable to modders of the XML/Asset-only variety and C# gurus.

Links

Project Repository and Installation Instructions

« Last Edit: February 25, 2018, 05:02:21 PM by fyarn »
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Mehni

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This is a pretty neat tool that I wish I had when I started out. While I've now mastered to set up a project by myself, it did make me realise one thing. My current workflow is nowhere near as organised or structured as it should be. Ideally I should have a self-contained lightweight RimWorld install for modding, and a RimWorld install for playing modded. I'm sure there's a command-line option to swap out a modconfig.xml and set a save-data folder...

Do you mind telling me if there's a benefit to the debug and release builds? What's the added advantage over version control like git?

fyarn

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Quote
Do you mind telling me if there's a benefit to the debug and release builds? What's the added advantage over version control like git?

Yeah! I'm a huge believer in open-source projects and would actually argue these should be used alongside VCS (my default being Git)! The way I structure my projects is to have a Git repository in the Debug build (which is the originally generated, non-cloned folder) that captures all of my work commit-by-commit. Then once I have a completely finished update to the mod, I both:
  • Push the series of commits and create a Release tag on Github
  • Start the solution in Visual Studio in the Release configuration (which both runs the Release mod build tasks and runs Rimworld) and upload that version through the Rimworld editor
This way I can expect to fail on lots of small edits when in the Debug configuration, and once I'm ready to test it like I would upload it (exactly as the user experiences the mod) I change it to Release configuration and play-test the Release version.
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fyarn

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Do you mind telling me if there's a benefit to the debug and release builds?

In addition, the rimworld wiki advocates using Dev and Release builds: http://rimworldwiki.com/wiki/Modding_Tutorials/Distribution#Distribution

So this just follows the standard documented practices, with automation!
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Uuugggg

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This should really be the first thing anyone looks at to make a mod.

Already used it like 10 times for new little mods.
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Wargrave

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Going to try this thanks for this!
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MockMicrobe

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Is there a guide to installing this? The instructions are lacking detail and I can't get it to work.
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fyarn

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I tried to make good instructions, what's unclear? :)
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Logicsol

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Edit: I'm dumb, and this was way easier than I thought.

I do have one question though.

One of the last steps is this:

In the new Solution Explorer view that comes up, right click RimWorldWin and click Set as Startup Project

I don't have a RimWorldWin in the solution viewer after opening my sln file.
« Last Edit: September 03, 2018, 07:03:06 PM by Logicsol »
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Sayuri

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Same as Logicsol, can't find it in the solution explorer either, or I'm quite blind  :-\ .
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