RimWorld

RimWorld

Nuff's Auto-Patcher for Combat Extended
Showing 11-20 of 31 entries
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Update: 19 Apr @ 9:44am
by Nuff

[Auto-generated text]: Update on 4/19/2025 12:44:40 PM.
Complete refactor, to make every def selected to patch generate a DataHolder object to storage the original and modified values.
Can customize defs on an individual basis, and changes will update without needing to relaunch (re-patches when window is closed).
DataHolders are saved so your customizations persist between game sessions.
Can export patches as xml file.

Update: 15 Oct, 2024 @ 6:58am
by Nuff

[Auto-generated text]: Update on 10/15/2024 9:58:45 AM.

Mods that are manually added to the patch list now patch immediately, like they used to. Removing mods from the patch list still requires a game restart.

Update: 19 Sep, 2024 @ 9:43am
by Nuff

[Auto-generated text]: Update on 9/19/2024 12:43:53 PM.
Forgot to remove some debugging code

Update: 19 Sep, 2024 @ 9:24am
by Nuff

[Auto-generated text]: Update on 9/19/2024 12:24:37 PM.
Compiled separate 1.4 and 1.5 assemblies, since the 1.5 assembly didn't actually work for 1.4

Fixed some logic in for mod recommendation. Mods were accidentally being not recommended because of any non-combat HediffDef. Also mods not being recommended if any pawn in the mod inherited from a vanilla base, since it would appear to be patched.

Update: 2 Sep, 2024 @ 5:50am
by Nuff

[Auto-generated text]: Update on 9/2/2024 8:50:02 AM.
Temporary fix due to major changes between Steam and Github versions of CE, where settings are stored in different places.

Update: 31 Aug, 2024 @ 11:28am
by Nuff

[Auto-generated text]: Update on 8/31/2024 2:28:25 PM.
Added clamp to prevent weapon melee armor penetration values from being negative
Reworked the logic for what mods are suggested for patching. Previously would suggest a mod if any unpatched defs were found. Now will not recommend that mod if any patched defs are found.
Changed the PreClose code for the suggestion window slightly. Should hopefully make the error logs better at pinpointing the source of the error.

Update: 18 Jul, 2024 @ 11:32am
by Nuff

[Auto-generated text]: Update on 7/18/2024 2:32:35 PM.
New option to check all defs in a mod to see if they require patching, instead of stopping as soon as one is found. If patch logging is enabled, check console for a full list of defs found.
Fixed scroll bars in the window to suggest mods to patch
Fixed grenade patching
Fixed PawnKindDef patching - pawns should now spawn with extra ammo, and have the option to spawn with backpacks and tactical vests
Fixed vehicle turret patching
Implemented weapon toughness patching (weapons have an "armor" rating used when parrying attacks), based on CE's WeaponToughnessAutopatcher
Removed several mod options that are not fully working in this version
Removed "Generic" weapons that were left in from the 1.4 version and no longer needed

Update: 6 Jul, 2024 @ 8:00am
by Nuff

[Auto-generated text]: Update on 7/6/2024 11:00:34 AM.
Changed check for if defs need to be patched to check for mod-specific defs first (currently just Vehicles) so they aren't mistakenly categorized as another type. Vehicles were being categorized as pawns and causing errors.
Added better error handling, so that errors don't break patching entirely, and should say what def from what mod caused the error.
Fixed ranged weapon patching to actually replace the Verb on the weapon now, instead of just making a new one but leaving the old one.
Fixed melee weapon patching to account for weapons without any tools (melee attacks), since being patched as a melee weapon is the fallback for weapons with certain verbs that don't need ranged patching.
Added Flamethrower as something autopatcher might categorize a ranged weapon as, since there is now a vanilla verb for it and there are a ton of them being made.
Now properly saves list of mods selected to patch when new ones are added through the popup window on game load.
Re-injects ammo after autopatching, so appropriate generic ammos appear in-game for weapons that use them.

Please see https://github.com/Merwini/AutoPatcherCombatExtended/blob/master/AutoPatcherCombatExtended/Source/Todo%20list.txt for a general idea of what features are still waiting to be implemented

Update: 1 Jul, 2024 @ 6:52am
by Nuff

[Auto-generated text]: Update on 7/1/2024 9:52:40 AM.
Update to 1.5 includes full overhaul of content is patched, in preparation for the ability to customize and then export those patches.
Popup window on game load that recommends unpatched mods to add to your patch list
Automatically disables inbuilt CE autopatchers, to prevent conflicts

Update: 24 Nov, 2023 @ 8:45am
by Nuff

[Auto-generated text]: Update on 11/24/2023 11:45:49 AM.

Changed product of generic charged cartridge recipe, was accidentally producing 6x24mm charged cartridges. Thanks to Bazz for the report.