This file provides guidance to WARP (warp.dev) when working with code in this repository.
This is a RimWorld mod inspired by the classic 1980s game Paradroid, implementing robot hacking and control mechanics. The mod is currently in early development with XML definitions established but C# implementation pending.
# Launch RimWorld with dev mode enabled (from RimWorld installation directory)
& "C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin64.exe" -dev
# Copy mod to RimWorld mods folder for testing (if not already in Steam location)
Copy-Item -Recurse "." "C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\RimWorld-Paradroid-Mod"# Build C# assemblies (when Source directory contains .csproj files)
dotnet build Source/ParadroidMod.csproj
# Clean build artifacts
dotnet clean Source/ParadroidMod.csproj# Validate XML definition files
Get-ChildItem -Path "Defs" -Filter "*.xml" -Recurse | ForEach-Object {
try {
[xml]$xml = Get-Content $_.FullName
Write-Host "✓ Valid: $($_.Name)" -ForegroundColor Green
}
catch {
Write-Host "✗ Invalid: $($_.Name) - $($_.Exception.Message)" -ForegroundColor Red
}
}# Run single test scenario in RimWorld (manual process)
# 1. Launch RimWorld with -dev flag
# 2. Enable mod in mod configuration
# 3. Use debug actions to spawn test items/scenariosThe mod implements a component-based architecture following RimWorld's patterns:
Key Components (Planned C# Implementation):
HackingComp: Attached to pawns with neural interfaces, manages hacking capabilitiesHackableComp: Attached to robots/mechanoids, defines hackability parametersControllerComp: Manages hacker-robot relationships and control statesHackingJobDriver: Custom job driver implementing the hacking action sequenceControlUIOverlay: UI system for managing controlled robots
Integration Points:
- Surgery System: Neural interface installation via RimWorld's surgery framework
- Research System: Progressive technology unlocks through research tree
- Combat System: Controlled robots participate in colony combat
- Work System: Controlled robots perform colony tasks
- AI System: Custom behaviors for controlled robot entities
Following Paradroid's numbering convention adapted for RimWorld:
- 100-199: Basic utility bots (cleaning, hauling) - Easy to hack, low combat value
- 200-399: Worker bots (construction, mining) - Medium difficulty, high utility
- 400-599: Combat bots (security, patrol) - Hard to hack, high combat value
- 600-799: Advanced combat mechanoids - Very hard to hack, extremely powerful
- 800-999: Experimental/unique robots - Special mechanics, rare encounters
Player Action → HackingJobDriver → Skill Checks → HackingComp → ControllerComp → Robot Behavior
↑ ↓
Neural Interface ← Surgery System UI Updates ← ControlUIOverlay
ThingDefs: Define physical items (neural interfaces, data cores)
ResearchProjectDefs: Define research progression and prerequisites
JobDefs: Define custom jobs (hacking, robot control)
WorkGiverDefs: Define work priorities and assignments (not yet implemented)
- Defs/: XML definitions following RimWorld conventions
- Source/: C# source code (structured as Visual Studio project when implemented)
- Textures/: Art assets organized by category (items, ui, effects)
- About/: Mod metadata and Steam Workshop information
When creating new definitions:
- Use consistent defName patterns:
Paradroid[Category][Name] - Follow RimWorld's parent inheritance structure
- Include proper research prerequisites and tech levels
- Maintain balance with vanilla game content
Component Pattern: Use RimWorld's ThingComp system for modular functionality
Job System Integration: Extend JobDriver classes for custom actions
UI Framework: Leverage RimWorld's immediate mode GUI system
Performance Considerations: Cache expensive calculations, use object pooling for frequent allocations
- Neural interfaces should be mid-to-late game technology
- Controlled robots shouldn't trivialize combat encounters
- Resource costs should be significant to prevent exploitation
- Implement risk/reward mechanics for different robot types
Manual Testing Workflow:
- Launch RimWorld with
-devflag - Use debug actions to spawn test scenarios
- Verify XML definitions load without errors
- Test research progression and item crafting
- Validate mod compatibility with vanilla systems
Key Test Scenarios:
- Neural interface installation surgery
- Research tree progression
- Item crafting and resource requirements
- Mod compatibility with other mechanoid mods
Planned Extensions:
- Robot customization and upgrade systems
- Network hacking (multiple simultaneous robots)
- Counter-hacking mechanics from enemy forces
- Robot rebellion and loyalty decay systems
Integration Opportunities:
- Compatibility hooks for other robot/mechanoid mods
- Special faction interactions and storylines
- Custom events and incident systems
DEVELOPMENT_NOTES.md: Detailed design philosophy and technical planningAbout/About.xml: Mod metadata for RimWorld mod loaderDefs/ResearchProjectDefs/ParadroidResearch.xml: Research progression treeDefs/ThingDefs/ParadroidDevices.xml: Item definitions and crafting recipesDefs/JobDefs/ParadroidJobs.xml: Custom job definitions
This project follows RimWorld modding conventions and requires understanding of:
- RimWorld's XML definition system
- C# modding with Harmony patching (when implemented)
- Unity engine integration for UI and visual effects
- Steam Workshop publishing process
The mod is designed to integrate seamlessly with RimWorld's existing systems while adding strategic depth through the Paradroid-inspired robot control mechanics.