RimWorld

RimWorld

Unified Xml Export
19 Comments
turkler 13 Jul @ 11:31am 
godspeed, thank you! this mod has helped me troubleshoot my mods so much
Krypt  [author] 13 Jul @ 11:01am 
1.6 - still works. Somehow.
Just 23 Aug, 2024 @ 3:09pm 
1.5 works
turkler 22 Apr, 2024 @ 5:35am 
can confirm it still works
Krypt  [author] 22 Apr, 2024 @ 4:57am 
There was no changes even fr 1.3, I just updated it to mark compatible. The binary is, in fact,. compiled for 1.2.
Krypt  [author] 22 Apr, 2024 @ 4:55am 
It doesn't contain any gui references (which Ludeon breaks every single release). All of GUI is done by RWLayout lib (which does breaks every time), and I updating it for every game version.
Microsoft Excel 21 Apr, 2024 @ 9:10am 
...and it keeps on truckin'. Compiled for 1.3, working fine on 1.5, crazy.
turkler 27 Sep, 2023 @ 7:34am 
great mod
Holgast 4 Dec, 2022 @ 4:46am 
still works in 1.4 (thank god)
Minime 30 Jun, 2022 @ 5:05am 
Is there anyway to make Rimworld load up the unified xml file after it is built once, instead of having to re-create it each time it loads. Can I load the game with say 100 mods, it create the unified xml file and then next time I load up the game, it loads the unified xml file instead of re-creating it. Even better would be to compare current mod list to the one in the unified xml and just patch the new mods added or changed. Said changes to the game would make such a huge difference in load times. Do you know of any project or plans for that?
NightmareCorporation 15 Apr, 2021 @ 2:08am 
Works very well and saves my sanity when writing XML patches and the console displays worthless errors.

Thank you very much :heart:
Paladin 25 Mar, 2021 @ 9:27am 
I found out that is a feature. If you setup current working dir, you can programmatically change where Unified.xml file be created. That even makes things easier for me to work with. I am going to change cwd to [megamod]/Defs, then Unified.xml file be created in [megamod]/Defs/Mods. No need to copy it. It will work out of the box.
Krypt  [author] 25 Mar, 2021 @ 8:01am 
Well, it should be working no matter that. Probably I should use diffferent way to define path. Relative paths have advantade of working without any special effort, but can be not reliable without full control of envirement
Paladin 25 Mar, 2021 @ 7:49am 
You were right on that, sorry for disturbing you. Didn't setup working directory.
Paladin 25 Mar, 2021 @ 7:43am 
You might be right on that, will check that out.
Krypt  [author] 25 Mar, 2021 @ 7:23am 
I would argue, this is RimPy issue: looks like it changes RimWorld's current working directory, which makes relative paths to point to incorrect locations.

As a workaround, go to mod settings and change xml export path to absolute one.
Paladin 25 Mar, 2021 @ 4:15am 
My bad, it works as it should. But I have issues when loading from RimPy, I get:
[UXE] Exception thrown during xml export: DirectoryNotFoundException: Could not find a part of the path "H:\Rimpy_dev\Mods\Unified.xml".
It tries to save Unified.xml file in wrong folder, but works fine if I load it from Steam.
Paladin 24 Mar, 2021 @ 11:28pm 
I am working on a tool that merges all mods in one megamod in hope to save some loading time. I have tried to use this mod to export data, but seems like game fails to load Unified.xml file if I put in empty Defs folder. Am I right about that? Is it technically possible to import that Unified.xml file to skip XML tree building?
Holgast 15 Jan, 2021 @ 10:40pm 
sounds amazing, will check it out!