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Game just pops up an error every time.
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.
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.
Hopefully ACTUALLY fixed now.
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.
And it's not one of my mods, everything worked before the last update.
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.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3495749827
It's in the description. [imgur.com]
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.
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).
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?
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.
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?
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.