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Nuff's Auto-Patcher for Combat Extended
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Mod, 1.4, 1.5, 1.6
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2.736 MB
6 May, 2023 @ 6:46am
9 Aug @ 9:55am
31 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
Popular Discussions View All (1)
0
15 Sep @ 7:18am
Can't proceed scenarios when this mod is enabled
Zekiel
235 Comments
Blub-Blub I'm a submarine 24 Sep @ 1:27pm 
Does this need to go somewhere specific in my load order? Thanks for the mod!
One-Eyed 20 Sep @ 1:11pm 
There is a bug with the claws that come with the Cyanobot's Genes mod. Basically there isn't a set number of damage for the claws and they basically instantly destroy anything they hit.
Fine 11 Aug @ 11:09am 
Great! That fixed it! Is there a way to add a patch for leathers and things like that? It seems to just default to the non CE stats which leads to some pretty OP mats as far as I can tell.
Albedo~ 9 Aug @ 11:09am 
Ah I see
Nuff  [author] 9 Aug @ 10:02am 
Pushed an update that fixes a few issues:
- Sometimes failed to patch mods if you have a Steam and local copy of the mod
- Failing to patch one item from a mod would break patching for the whole mod
- Would fail to run patches on startup, wouldn't run unless you open mod settings and closed them

@Fine the failure to patch Hunterphage was due to the def for the Cannon turret "mannable" breaking the patcher. One of the above fixes will stop that error from preventing the rest of the mod being patched, but the auto-patcher won't be able to auto-patch it. If you go into def customization and assign it an ammo set, it looks like it works okay though

@Enclave~ most of the errors With CE Dev 1.6 is that even though CE itself works with 1.6, a ton of the built-in patches aren't updated to 1.6 yet. Not really something that this can fix.
Albedo~ 7 Aug @ 2:14pm 
CE Dev is still throwing out tons of red errors for both itself and mods compatible with 1.5 CE (Updated to 1.6) - People keep saying CE Dev works fine so Idk if im missing something or not
Fine 7 Aug @ 5:15am 
For some reason this mod isn't patching hunterphage xenotype at all? When I go to check the defs in the mod menus all the stats for the items are set to 0.
Tyrannidae 27 Jul @ 2:25pm 
Gotcha, thanks!
Nuff  [author] 27 Jul @ 2:20pm 
@Tyrannidae by default it just patches the defs themselves. If you go into the mod options, you can adjust the patches yourself and export them as XML.

In an effort to prevent people sharing low-quality patches, it will only export patches for items that you've customized in some way. And guns have to be assigned a real ammo set, instead of the one generated by the autopatcher.

I'm going to make a tutorial video eventually, but still have a couple more features to implement first.
Tyrannidae 27 Jul @ 10:36am 
Does this create new standalone XML patch files or does it just patch the defs automatically on startup?