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Nuff's Auto-Patcher for Combat Extended
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Mod, 1.4, 1.5, 1.6
File Size
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2.704 MB
6 May, 2023 @ 6:46am
27 Jun @ 1:50pm
30 Change Notes ( view )

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Nuff's Auto-Patcher for Combat Extended

Description
Autopatches things from mods that lack a CE patch. This is not a replacement for custom-written patches, but makes unpatched mods more usable than with the built-in CE autopatcher, until a real patch is available.

Mods to patch must be selected manually in the mod settings if they are not suggested when you launch the game.

Through the mod settings page for this mod, you can select or deselect which mods to patch. You can also go deeper and select or deselect individual defs (content) from those mods to patch, customize the values used for patching, and even export the patch as an XML file to share or upload.

This mod represents a difference in philosophy compared to CE's built-in auto-patcher. The built-in CE patcher errs on the side of caution when patching things, and tries to do as little as is necessary to make things compatible. This works well to prevent errors and make mods functional, but doesn't preserve their balance or uniqueness. That's why with the CE autopatcher, you'll see things like spacer-tier armor with lower armor values than tribal armor. Or grenade launchers that fire 7.62x51mm NATO.

This auto-patcher, however, tries to maintain the relative balance between the non-CE and CE version of an item. I.e, if an armor is 10% better than marine armor without CE, my mod will hopefully make it 10% better than the CE-patched marine armor. The values used for this can be changed in the mod settings under "Balance Control", if you think my numbers are off. Also attempts to apply appropriate stat offsets, like smoke sensitivity to headgears, or bulk carrying capacity to armors.

Please send feedback and suggestions.

Known problems at this time:
This mod should not suggest that you patch mods that are already CE-compatible, but if you manually select them to patch, the values you end up with will be ridiculous.
Def customization is not yet implemented for Vehicles.
XML export is not yet implemented for Vehicles, Mortar Shells, or Grenades.

check out the Github: https://github.com/Merwini/AutoPatcherCombatExtended

Please don't ask the CE Discord for support relating to this mod. Either post here or ask me directly on Discord.
You can find me on the main RimWorld Discord, the CE Discord, and a ton of other RimWorld servers, just look for Nuff
225 Comments
Xenon 23 Jul @ 1:19am 
I am unable to choose any scenario after downloading the mod :(
Game just pops up an error every time.
Primarch sarge 20 Jul @ 6:44am 
ok thanks a lot
Nuff  [author] 20 Jul @ 6:32am 
1.6 compatibility is based on the Steam version of the CE 1.6 dev snapshot, not necessarily the latest Github version

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3495749827

It is also not tested as thoroughly as the 1.6 version. I have a list of big unpatched mods that I use to test the patching, and not all of them have updated to 1.6 yet. So for example I know it handles Obsidia just fine still, but not sure about Kraltech until it gets a 1.6 update.
Primarch sarge 20 Jul @ 2:23am 
for 1.6 is this meant to be used in tandem with the dev snapshot until CE itself gets updated or does it not work with the dev version?
Redneck Princess 16 Jul @ 5:49am 
@Nuff Found out the issue. I was using an outdated version of CE which made CE, despite being enabled in mods, was not active and wasnt even in mod options. So like you said it got glitched by an error in patching, because it can't patch for a mod that's not active.
Drajen 16 Jul @ 2:59am 
Hi, soo just a question. Do I need to reapply the patcher everytime I start the game? Because it works fine for me, until I restart then it forgets the patches.
Nuff  [author] 15 Jul @ 7:36pm 
The patches run when you close the mod options, so some patch is probably causing an error that I failed to account for. I'd need an error log to dig into it.
Redneck Princess 15 Jul @ 6:39pm 
Hey, whenever I open mod options for the auto patcher, I can't leave it and I have to alt-f4 the game and none of my changes save because of it. Any idea what is causing that?
Nuff  [author] 12 Jul @ 2:56pm 
@Keerp Sure.

Things that this tries to patch:
Apparels
Genes
Hediffs
Melee weapons
Ranged weapons
Mortar shells
Races
PawnKinds
Turrets
Vehicles
Vehicle Turrets

There's no AI reading the names and descriptions of the items and deciding how to patch them, unfortunately. An apparel is an apparel, a weapon is a weapon, a race is a race. Each has one or attributes that this mod uses to try to determine if they need a patch or not.

Regarding your examples:

The medkits and repair kits from Dubs Rimkit, as well as the field research kits from Research Reinvented are actually apparel, and are treated like any other apparel. They'll probably cause no issues if left unpatched, but this mod sees that they have no Bulk stat and recognizes that they are unpatched.

The BS_JustAHead from Big and Small, despite its name, is a full race and is treated like any other race. It actually does need the patch, because it has vanilla melee attacks, which will cause errors if it tries to attack.
Keerp 12 Jul @ 6:11am 
Can you elaborate on what types of items the mod tries to patch? Because for example it suggests patching medkits and repair kits from Dubs Rimkit, a disembodied head from Big and Small framework and field research kits from Research Reinvented. I'm not entirely sure if these items have relevance to CE and would need to be patched