The text I had you copy already has the DLC listed, so no changes need to be made here. Since we’re playing with Xenotypes, this means we need the BioTech DLC. is to list out anything other than the core game that this mod needs to function. At the time of writing, the current version was 1.4, so that’s what I have put in there, but it can be just one version, or a list of supported versions. should be a list of version numbers supported by your mod, with each version inside of tags. You can put in what ever you want, but username.modname or do the best job for this. That is, if you have 2 mods with the same name, and you use one of them in a game, when RimWorld checks to see which mods are loaded and sees one with the same name, but isn’t the samde mod, this tag is how it verifies that, and lets you know that the mod you were using before is not the same as the one that was used on that save. This one you set up a special name that is designed to make sure that even if 2 people create a mod with the same name, RimWorld will recognize that the mods are different. Inside of you want your username, or what ever name you feel like putting in there. Inside of you want the name some one looking at your file will see. Now, update the data in this file to match your new mod. Now copy this into your text editor: Ī description to explain what your mod does when checking it in game. Notepad++ is my favorite, but there are plenty of others that will suffice for this. I don’t recommend Microsoft Office or a similar product for this, as you want an editor that will save only the text. First, open Notepad, or a text editor of your choice. ![]() Now we need to create a set of definitions that explain what the mod is, and what it does, when viewing it in your mod list. ![]() If you want to create your own icons for factions and Xenotypes, you’ll also want a Textures folder next to that About folder. If you plan to update this mod to work in new versions of RimWorld when ever it updates, instead of a Defs folder, create a 1.4 folder (or what ever version the game is currently on), and put the Defs folder inside of that. ![]() Inside that folder, you will need to create the About folder and Defs folder. Now create a folder for your Mod, name it what ever you feel like, but it will be easier to remember what it is if you choose a name that matches what the mod does. From here, open the Mods folder, or if it doesn’t exist yet, create the Mods folder, then open the folder. This will take you to RimWorld’s directory. Right click the game, select Properties, then go to Local Files and click Browse. ![]() How to start your modīefore you begin anything else, you will need to find your mods directory for RimWorld. I plan to walk you through the basics of creating a simple mod that will add in your Xenotype as part of the game, then create a faction, and tell it to use that Xenotype for its people. If you’ve been frustrated about being unable to encounter the custom Xenotype you created in world unless you get lucky with a drop pod, or find one as a slave, this guide aims to help you fix that. You don’t need any programming knowledge for this, you just need to know the XML format the game uses for this, and I plan to walk you through it. This guide aims to walk you through how to mod in your Xenotype, and create a faction for the Xenotype to appear in. So you’ve gone and created a Catgirl, Dwarf, or something totally different, but you want an in game faction for them to appear in, instead of getting lucky if one appears in a random drop pod or as a slave.
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