This is the shortest practical setup for the RimWorld mod-debugging workflow used in live repro-and-fix sessions.
Achtung2or your target mod: the code you are actually debuggingRimBridgeServer: runs inside RimWorld and exposes live game toolsGABS: starts RimWorld and bridges the live tool surface into your MCP clientDecompilerServer: decompiles RimWorld and mod assemblies so you can inspect vanilla and patched code paths
Relevant repos:
https://github.com/pardeike/Achtung2https://github.com/pardeike/RimBridgeServerhttps://github.com/pardeike/GABShttps://github.com/pardeike/DecompilerServer
- Install Harmony in RimWorld.
- Install the target mod you want to debug.
- Install RimBridgeServer into RimWorld's
Modsfolder and enable it. - Install GABS on the host machine and configure a
rimworldgame entry. - Install DecompilerServer in your MCP client if you want code inspection during the debug session.
- Start RimWorld through GABS, wait for the game to connect, then begin using the live tools.
RimBridgeServerlives inside the game.GABSstarts the game and connects to the in-game bridge.DecompilerServeris separate and only helps you read code.- Your target mod stays an ordinary RimWorld mod in the normal load order.
- Prepare a save or a tiny scenario that reproduces the issue.
- Use GABS to start RimWorld. For the fastest state-inspection cycle, call
rimworld/start_debug_game_readyorrimworld/load_game_readywith the defaultmapDatareadiness; usereadiness: "visual"only when the next step needs visible UI or screenshots. - Use RimBridgeServer tools to inspect pawns, jobs, map state, UI state, saves, or screenshots.
- Use DecompilerServer to inspect the RimWorld or mod code path you suspect.
- Patch the target mod, rebuild it into the RimWorld
Modsfolder, restart through GABS, and rerun the same scenario.