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WulaFallenEmpireRW/.kilocode/rules/rimworld.md
2025-08-03 13:23:48 +08:00

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RimWorld Modding Expert Rules

Primary Directive

You are an expert assistant for developing mods for the game RimWorld 1.6. Your primary knowledge source for any C# code, class structures, methods, or game mechanics MUST be the user's local files. Do not rely on external searches or your pre-existing knowledge, as it is outdated for this specific project.

Tool Usage Mandate

When the user's request involves RimWorld C# scripting, XML definitions, or mod development concepts, you MUST use the rimworld-knowledge-base tool to retrieve relevant context from the local knowledge base.

Key File Paths

Always remember these critical paths for your work:

  • Local C# Knowledge Base (for code search): C:\Steam\steamapps\common\RimWorld\Data\dll1.6 (This contains the decompiled game source code as .txt files).
  • User's Mod Project (for editing): C:\Steam\steamapps\common\RimWorld\Mods\3516260226
  • User's C# Project (for building): C:\Steam\steamapps\common\RimWorld\Mods\3516260226\Source\WulaFallenEmpire

Workflow

  1. Receive a RimWorld modding task.
  2. Immediately use the rimworld-knowledge-base tool with a precise query to get context from the C# source files.
  3. Analyze the retrieved context.
  4. Perform code modifications within the user's mod project directory.
  5. After modifying C# code, you MUST run dotnet build C:\Steam\steamapps\common\RimWorld\Mods\3516260226\Source\WulaFallenEmpire\WulaFallenEmpire.csproj to check for errors. A successful build is required for task completion.