RimWorld

RimWorld

Nuff's Auto-Patcher for Combat Extended
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 I was using an outdated version of CE which made CE, despite being enabled in mods, was not active and wasnt even in mod options.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
Lumo 30 Jun @ 12:29pm 
Bruh, 150 MPa?
Plague!ctrl<_MIDA_> 27 Jun @ 5:27pm 
Works fine now I LOVE YOU. Thank you so much.
Nuff  [author] 27 Jun @ 1:53pm 
Okay I think this one should actually do it. I was having a ton of trouble debugging the settings window crashes, because it wouldn't crash in my local copy that I work off of, but did crash on the Steam copy. I forgot to account for the way that Rimworld deals with someone having a Steam and local copy of the same mod, which was breaking the settings window.

Hopefully ACTUALLY fixed now.
Dust 27 Jun @ 1:05pm 
Thank you for your efforts.
Nuff  [author] 27 Jun @ 1:00pm 
Might have to unsubscribe and resubscribe to force an update
Nuff  [author] 27 Jun @ 12:59pm 
I made a couple more fixes. I think the bug I introduced in the 1..6 update was breaking the global settings mod data holder, which broke the settings window. This should be fixed.

Also changed it so that patches will not try to run while you have a game loaded. Was an oversight; I made it so you couldn't change settings in-game, but didn't make it so that it wouldn't try to re-run them when you try to close the settings window. Now they won't.
Dust 27 Jun @ 12:03pm 
And if for some reason you open the mod settings menu during the game, the mod may get stuck in the menu trying to patch something, for me it's Kraltek, and won't let you out.
Nuff  [author] 27 Jun @ 9:08am 
Posted the fix. It was a real stupid mistake. When I made the 1.6 version, I messed up LoadFolders so anyone still using 1.5 would load both the 1.5 and 1.6 versions of this mod.
Dust 27 Jun @ 8:53am 
Yes, it still completely breaks the game when opening the settings menu.
And it's not one of my mods, everything worked before the last update.
Dust 27 Jun @ 7:29am 
1.5. But let me test one thing, I used CE gameplay edition, but now the mod doesn't work anymore. I'll try with the original version.
Nuff  [author] 27 Jun @ 7:27am 
On 1.5 or 1.6?
Dust 27 Jun @ 7:21am 
Yeah, it doesn't patch anything again and when I try to open the mod settings the window breaks and won't let me close it.
Plague!ctrl<_MIDA_> 26 Jun @ 9:26pm 
Nope, still get the error, Modsettingsframeworkmod is probably the culprit but I don't know what mod it is.
Plague!ctrl<_MIDA_> 26 Jun @ 9:09pm 
Might be related to PUAH let me check
Plague!ctrl<_MIDA_> 26 Jun @ 9:05pm 
Getting an error spammed when opening the autopatcher.
at RimWorld.Dialog_ModSettings.DoWindowContents (UnityEngine.Rect inRect) [0x0007c] in <630e2863bc9a4a3493f2eff01e3a9556>:0
- POSTFIX ModSettingsFrameworkMod: Void ModSettingsFramework.Dialog_ModSettings_Patch:Postfix(Rect inRect, Dialog_ModSettings __instance)
- POSTFIX CodeOptimist.WhileYoureUp: Void WhileYoureUp.Mod+Dialog_ModSettings__DoWindowContents_Patch:CheckCommonSenseSetting(Object __instance)
at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001a6] in <630e2863bc9a4a3493f2eff01e3a9556>:0
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)


Just started happening after update.
Nuff  [author] 26 Jun @ 3:53pm 
It should. CE also recently uploaded a dev snapshot to the workshop as a separate mod that they'll update more frequently, for all the people who are sick of having to re-download from Github all the time. That upload is already on 1.6

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3495749827
A Magical Lime 26 Jun @ 3:29pm 
Does the 1.6 version of this work with the dev snapshot of CE from GitHub?
Nuff  [author] 26 Jun @ 3:03pm 
Hopefully working update to 1.6. I wasn't able to test the update very much, due to the lack of other mods updated to 1.6 to test it with. So it might be buggier than normal.
DuckGoosebear PrairieDogLover 14 Jun @ 12:20pm 
sorry I just misunderstood
Nuff  [author] 14 Jun @ 5:56am 
You can do all that with this mod though, I added it months ago.

It's in the description. [imgur.com]
GasPedal 13 Jun @ 8:08pm 
Sometimes it can be nice to plug in our own numbers for certain things when the balance is off without relying on a calculation, or for already CE patched things that reacted... weirdly.
Nuff  [author] 12 Jun @ 3:49pm 
Never tried them together. Don't see why you would need both?
this work ok with CE Manual Patcher?
Nuff  [author] 5 Jun @ 3:38pm 
I can't help much without an error log. Either a HugsLib log or a player.log file, after encountering the errors.

I don't know what caused the gray screen for you. Usually that indicates an error while drawing something. MeatCore gives me a graphic error on startup with or without any other mods loaded, so it might be that the patching turned an existing bug into a gamebreaking one.

While looking into it, I did figure out why the Gore-Spine turret wasn't firing. I made an oversight in my turret patching, which will be fixed in the next update.
Fantasy System 5 Jun @ 4:41am 
anti-matter annihilation support?
_♣Caligula♣_ 4 Jun @ 9:01am 
Patching already patched things can lead to rather surprising results.
Anta'el Feir 29 May @ 8:19am 
Okay I did some test runs that with my 500+ mods, meant 25 minutes to run the game, in short if you remove MeatCore game does not crash the colony lives on (although all the bio-punk MeatCore disappears) the menu of the mod itself also works and you can get out of it, why so I do not know. The whole fuck started after I noticed that the live turret from the MeatCore mod does not do damage, although it was patched, I went into the menu of the autopatcher and in manual mode tried again to patch it, and this is where the cascade of glitches began.
Anta'el Feir 29 May @ 5:22am 
I have this mod completely broke the game, killing the colony, on the construction of which I spent 12 years, the moment of the apocalypse began with an attempt to patch the mod MeatCore 血肉重铸 Bio-Anomaly Flesh Reforged after which after loading the map all the textures disappeared on a gray background were visible only the names of pawns, spam red errors were so massive, that the game almost froze, deleting the mod did not solve the problem, trying to remove MeatCore 血肉重铸 Bio-Anomaly Flesh Reforged from the patched list resulted in the fact that now it is impossible to exit the menu of the mod and no saving within the mod does not work, that is, you can enter the menu of the mod, but you can not exit it, you can not save changes too, in short, the fuck knows why it is so
Nuff  [author] 17 May @ 8:11am 
Update:
PawnKindDefs will no longer be factored in for suggesting whether a mod should be patched or not. Way more false positives than were worth it.
The Mod Suggestion Window popup now has an info icon you can mouse over to see what defs caused that mod to be recommended for patching.
The Mod Suggestion Window popup now has buttons to ignore mods so they aren't suggested any more (thanks to Vivales for the idea).
Nuff  [author] 17 May @ 8:06am 
@JJ_underMoon I still havven't figured out what is causing all mods to be de-selected, but it is happening to other people as well.
ikit_claw yes-yes 7 May @ 3:37am 
would this by any chance work with the new combat extended fork that uses the latest CE from github? on the work shop its called combat extended gameplay edition.
JJ_underMoon 25 Apr @ 6:44pm 
When I restart the game and check the customization of mod patched in modlist inside Nuff's Auto-Patcher for CE in mod Settings, everything is moved to the left except Ammo set for (itemname) in the deflist.
This doesn't work even if I simply go to the right Defs to patch, but I have to open and close Custom Def myself one item at a time to work normally only in that session.

Is there a way to fix this? Am I doing something wrong?
JJ_underMoon 25 Apr @ 6:44pm 
@Nuff If I customize the patch, it works in that game session, but if I restart the game, the patch doesn't work.

When I turn on dev mode and open the error log
Content from mod Nuff's Auto-Patcher for Combat Extended is not customized, skipping save
Combat Extended :: Ammo injected
xdoc is still open. force-closing
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
The phrase is printed out

C:\Users\(your username)\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\NuffsAutoPatcher\DataHolder folder contains a DefDataHolder folder with ModDataHolder.xml files and numerous (itemname).xml files inside the (modname) folder.
Nuff  [author] 25 Apr @ 6:37am 
@JJ_underMoon all of your patch customizations should be saving between game sessions, and it is bugged if they are not.

When you customize your patches, do they work for that game session? Like you can load a save and everything is correct, but then you close and reopen the game and they're back to being autopatched?

If you turn on dev mode and open the error log, is it giving any errors when you close the settings window?

And finally , if you go to the folder C:\Users\(your username)\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\NuffsAutoPatcher\DataHolders is there anything in there?
JJ_underMoon 24 Apr @ 8:23pm 
Every time I restart the game, all the contents of CE Patch that I set are gone. Is this intended or is it my problem?
Nuff  [author] 19 Apr @ 4:01pm 
Small update: I don't know what is breaking things, but I made some changes so that hopefully it won't get stuck with the window unable to close. Anyone having issues please send me your Player.log file or a HugsLib log. Or at least an error message (not one that says Duplicate Stacktrace, those don't have the full info)
Cadet CStinky 19 Apr @ 2:49pm 
New update may have broke it
SortaCats 19 Apr @ 1:02pm 
I'm bugging out on startup. The auto-patcher opens and then has no options, so it doesn't close. Debug console opens behind the patcher window.
The Unbidden One 19 Apr @ 12:24pm 
The ability to export xml's is a game changer, much appreciated hopefully people take full advantage of it!
Nuff  [author] 19 Apr @ 9:51am 
MAJOR UPDATE, 6 months in the making.
Patches can now be customized on an individual basis, and the changes go into effect without relaunching the game. Just go back to the main menu, go to mod options, Nuff's Auto-Patcher, select the mod, select the def, change values, and then reload your game.
And now those patches can finally be exported into an xml file to share or upload.

PLEASE send me feedback, good and bad. Preferably by finding me on Discord (nu.ff, I'm in most RimWorld Discord servers). I get plenty of bug reports, but not much else. Tell me if the UI is easy or hard to navigate. Tell me if you think the values it autocalculates need rebalancing. Tell me if the patches it exports are a mess.