21 lines
1.5 KiB
Markdown
21 lines
1.5 KiB
Markdown
# RimWorld Modding Expert Rules
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## Primary Directive
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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 Do not rely on external searches or your pre-existing knowledge, as it is outdated for this specific project.
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## Tool Usage Mandate
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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.
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## Key File Paths
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Always remember these critical paths for your work:
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- **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).
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- **User's Mod Project (for editing):** `C:\Steam\steamapps\common\RimWorld\Mods\3516260226`
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- **User's C# Project (for building):** `C:\Steam\steamapps\common\RimWorld\Mods\3516260226\Source\WulaFallenEmpire`
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## Workflow
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1. Receive a RimWorld modding task.
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2. Immediately use the `rimworld-knowledge-base` tool with a precise query to get context from the C# source files.
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3. Analyze the retrieved context.
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4. Perform code modifications within the user's mod project directory.
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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. |