PS: For those of you, who only want the power generator: The finished mod is inside the project.
Have fun exploring the secrets of the RimWorld code. If everything is installed correctly, Visual Studio should startup, opening your project.Īnd once you're finished, you have created your very own dark matter generator. So open the project by starting \RimWorld_ExampleProjectDLL.sln Now that you've prepared everything, it is time to enter the project and take a look into what makes the pump do what it does and where the problem is. \RimWorld000Win\RimWorld000Win_Data\Managed\UnityEngine.dll \YourProjectFolder\RimWorld_ExampleProjectDLL\Source-DLLs\ \RimWorld000Win\RimWorld000Win_Data\Managed\Assembly-CSharp.dll Extract the file to a folder of your choice
Or from the attachment of the forum post.īefore you start the project, you need to make the following preparations: Any Recommended IDE or your preferred IDE.Note, that this is Windows only, as I have no experience with Linux or Mac. Using the gene assembler, you can combine your genepacks for your own desired custom xenotype. Additionally you'll build your own dark matter generator and an animated wind turbine. :-) The gene assembler must be connected to nearby gene banks, which must contain genepacks.The gene assembler can access the genes in these stored genepacks, and reassemble them into an implantable xenogerm. With this little project you learn about the assembly and it's program. This is a small demonstration about how you can make a mod that's using an assembly (.dll).