RimWorld

RimWorld

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Prepatcher
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Mod, 1.4, 1.5
File Size
Posted
Updated
4.044 MB
16 Feb, 2023 @ 1:33pm
28 Apr, 2024 @ 8:25am
23 Change Notes ( view )

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Prepatcher

Description
Prepatcher is most importantly a powerful tool for mod developers. The project also includes a mod manager which runs before the game loads.

The mod manager - Prestarter
Prestarter is still in more of a preview state currently and I'll be expanding it in the near future. It's already very convenient though.

Features:
  • Runs before the game loads
  • Press Space while the game is loading to open (unfortunately only after a message saying you can do so appears on screen)
  • Load, save, copy and paste mod lists
  • Undo/redo while editing (Ctrl-Z/Ctrl-Shift-Z)

Relation to Harmony
With Brrainz's permission, Prepatcher is an alternative provider of the Harmony library for RimWorld mods. This means that:
  • Prepatcher can be used in place of the Harmony mod (brrainz.harmony). In practice, this is done by patching the mod loading system to make Prepatcher satisfy dependencies on Harmony.
  • Having both the Harmony mod and Prepatcher active won't cause any problems

Dependencies
Prepatcher has no dependencies on other mods.

Load order
Prepatcher should go first in the mod list, above Core and expansions. Its placement relative to Harmony doesn't matter, it can be put below or above it.

For modders
Prepatcher doesn't do anything on its own, it's only useful when other mods depend on it.
The library provides patching capabilities beyond those of Harmony. Currently these are:
  • Adding fields to types
  • Free editing of the game's assembly before the game starts
Visit the Github wiki for more information.

Acknowledgements
Prepatcher builds upon other great software. Thanks to Brrainz for Harmony, 0x0ade for MonoMod and jbevain for Mono.Cecil (and anyone who ever contributed to these projects!).

Troubleshooting
When you encounter an issue you think might be caused by Prepatcher, the information on what happened is most likely contained in RimWorld's error log (Player.log).

Please upload your log file somewhere like pastebin.com and paste the link here or, ideally, post a bug report at: https://github.com/Zetrith/Prepatcher/issues

Location of RimWorld's error log file (Player.log):
  • Windows shortcut: Press Win+R, type appdata and hit enter, go to LocalLow\Ludeon Studios\RimWorld by Ludeon Studios
  • Windows path: %USERPROFILE%\Appdata\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Player.log
  • Linux: ~/.config/unity3d/Ludeon Studios/RimWorld by Ludeon Studios/Player.log
  • Mac: ~/Library/Application Support/RimWorld/Player.log

Links
Issue reports and suggestions: https://github.com/Zetrith/Prepatcher/issues
Github: https://github.com/Zetrith/Prepatcher
Dev wiki: https://github.com/Zetrith/Prepatcher/wiki
Standalone download: https://github.com/Zetrith/Prepatcher/ (click Code -> Download zip)

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Popular Discussions View All (4)
1
25 Jun @ 5:50am
Prepatcher broken
⦃Sค†คn⦄
3
23 Mar @ 6:32pm
Prepatcher incompatibilities
Aaron
7
11 Jun @ 3:58pm
black screen when i try to open the mod manager
Nerok
272 Comments
kuskus032004 4 minutes ago 
1.6?
Tyrant 19 hours ago 
@Alu A technicality; the point is, the devs aren't turning a blind eye.
Alu 19 hours ago 
@tyrant he's overreacting
But to say rocketman was merged is wrong too
Some of it was
Not all
Tyrant 19 hours ago 
There's someone working on a 1.6 PR and has fixed the compilation errors, but it still doesn't seem to be working: https://github.com/Zetrith/Prepatcher/pull/29 Knowledgeable coders should take a look.
Tyrant 19 hours ago 
@Freakonomicon First off: you're overreacting. Second: your assertions are incorrect. The performance improvements Rocketman brought were, in fact, integrated into the game. But what Prepatcher does is much more extreme.
Moon Man 20 hours ago 
Github needs to be salvaged, it has no maintainer, we need a hero....
DOCTOR CROW 20 hours ago 
when will this be updated too 1.6?
AnotherAlex 20 hours ago 
now i have to wait 40+ mins to get a mod in DX
Freakonomicon 20 hours ago 
The sad thing is that the game is pretty much unplayable without these performance mods. I run a mid to high end desktop. Before the update, my mod list was 300+ and the game easily capped at 360tps, 120fps with 10 colonists. Now my list is reduced to 180 mods and the game bottlenecks at 157tps, 30fps. The rimworld developers have all of these performance workarounds available to adopt into their code. You know, the people who get paid to develop game. Instead they're still going by "Mods will fix it for us". The QoL of the base game is laughable compared to what mods are enabling us to do. You know, I will never sit down and demand that a mod author updates a mod. But I will never not trashtalk developers if they refuse to adopt performance improvements into the base game that are pretty much mandatory to use if you're playing more than a handfull of mods
Alu 22 hours ago 
Thats just a problem of using outdated mods
Dont do that