RimWorld

RimWorld

122 ratings
Guide To Modifying Mods
By ✬Rustic Fox✬
Modify Mods

Have a mod you want to make changes too? It it too op or not exactly how you wanted it? Don't worry you came to the right place. now you can modify it.
2
   
Award
Favorite
Favorited
Unfavorite
Step 1 - Local Copy
The first step is to make a local copy there are 3 main ways to make a local copy.

1. Manually

Navigate to your steam folder for me it is here
C:\Program Files (x86)\Steam\

Next, Navigate to your workshop file from the steam folder
C:\Program Files (x86)\Steam\steamapps\workshop\

Now Navigate to your Rimworld (294100) folder in the content
C:\Program Files (x86)\Steam\steamapps\workshop\content\294100

Move to step 2

2. Automatically

Download ModSwitch if you don't already have it.

Launch Rimworld and load Mod Switch

Find the mod you want to edit right click then click Create a local copy

Move to step 4

3. External Download

If you downloaded the mod somewhere other than steam you already installed the mod locally
all you need to do is change the values.
Step 2 - (Only required if done manually)
After you did step 1 manually you will see a screen like this.



Now you need to find the mod you want to edit.

First, go to the mods workshop page
Second look at the top of the page you will see this


It will say id=(numbers) for the specific example it was 1252691435
Third, take that number and insert into the search function for your Rimworld workshop folder

Move to Step 3
Step 3 - (Only Required if done manually)
Now you made it to step 3

Copy the file you searched for in step 2.
Now you need to navigate to your Rimworld local mods folder.
C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods
Paste the copied file.
I recommend you rename it from all the number to the mods name just for ease of navigation if you decide to modify it later.

Move to Step 4
Step 4 - Editing The Mod
Congratulations you made it to the final step



The About folder there is no need to change anything this is just for modders uploading their mods.
The Assemblies folder if there is a Assemblies folder it is where any C# Code will be located for the mod.
The Defs folder is usually the main part of any mod this is the folder you are most likely to edit.
The Patches folder if there is a patches folder is where it's usually used to override something in the main game or XML code that is dependant on other mods.
The Textures folder is where all the textures for the mod are stored.
Look through the Defs for whatever you want to change. modify it to your liking
If you had Rimworld open when you did the edit you will have to reopen Rimworld or restart make sure you only have the edited version enabled.

If you are looking to edit a certain function I will be adding more and more content over time

Whatever you do don't re-upload people's content steal their textures or original code without permission and if you do get permission you should give them appropriate credit for their mod.

Feel Free to tell me any changes you want to learn how to make
29 Comments
CaptainRedBeard Apr 18 @ 3:33pm 
I just wanted to say thank you so much! I have never edited anything like this, I know it may seem simple to some, but this guide helped me to edit a gas-mask that for some reason was a head item and not an eye piece. My soldiers now can wear their rimmunation helmet with their mask.
MidgetThrower551 May 13, 2023 @ 6:49pm 
I just do it by opening the workshop link of the item I want to edit into a browser, copying the number that appears, then go to Steam > steamapps > workshop and then paste the number.
Niska24 Jan 20, 2023 @ 12:00pm 
Just realised this guide is for Rimworld however it will work the same for Kenshi as you can grab workshop mods from C:\Program Files (x86)\Steam\steamapps\workshop\content\233860
and then simply copy the numerical mod from the workshop folder to the mods folder located at C:\Program Files (x86)\Steam\steamapps\common\Kenshi\mods
then simply rename the number ID to the same name as the mod itself located in said folder. When you open the FCS you will see the downloaded mod and can make edits as you please :)
Delta7777777 May 25, 2022 @ 5:21pm 
Does anyone know if there's a "Mirror" equivalent to:
<flip>true</flip>

"Flip" inverts the image so it is upside-down and mirrored. I simply wish to "mirror" the image for a specific direction without having it become upside-down.

I tried <mirror>true</mirror> and <reverse>true</reverse> separately, but they did not work.
TK Apr 27, 2020 @ 6:18am 
Nice guide! I was annoyed at all the Vanilla Expanded animals with unique leather types, so this is very handy.
Tenchi Masaki Dec 4, 2019 @ 5:05am 
@re_inTerpret there's a modding page on the RimWorld wiki which will help you with all things modding, including the assemblies. In Windows, you can use Visual Studio Community or some other C# IDE to read/edit the assemblies, and in Linux you can use MonoDevelop or something.
Opening them in a text editor like Notepad will give you gibberish because the assemblies are not plaintext.
Hammy Dec 1, 2019 @ 1:05pm 
I'm on the final step, trying to modify GlitterTech, and when i open the def files I cant edit anything. Maybe I'm missing something obvious but I have no idea what to do
✬Rustic Fox✬  [author] Nov 28, 2019 @ 11:24am 
@ReabelTheRebel is most situations you will want to just have the edited version enabled as if u have both you are creating mod conflicts as they would have same def names.

@re_inTerpret i don't know enough about assemblies dll files or c# to help im sorry
Selever Nov 28, 2019 @ 5:33am 
I have a question, after doing the steps above, when starting the game after I click on "Mods" in the main menu, do I have to leave the original version of the mod on and enable the edited one additionally or disable the original and only enable the edited? For now I had both of them on and it felt like there was a bit of lag but it could have been unrelated idk.
✬Rustic Fox✬  [author] Nov 15, 2019 @ 4:40pm 
If the mods are already compatible you will just be able to add all files in to 1 mod folder and make a super mod. The only manual editing you would need to do is if the both have a Txt file with the same name. and any mods that directly replace default games files should be Xpathed as if they are not they will likely cause issues at some point.