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Nuff's Auto-Patcher for Combat Extended
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Mod, 1.4
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779.611 KB
May 6, 2023 @ 6:46am
Nov 24, 2023 @ 8:45am
12 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. Don't select mods that are already compatible, strange things happen. Has adjustable settings to allow you enable or disable patching of weapons, apparels, hediffs, and pawns, as well as being able to adjust the values used for patching. It is necessary to disable CE's built-in autopatchers for whatever you want this mod to patch i.e. if you want this mod to patch weapons, turn off CE's weapon patcher. FYI: You don't need to restart the game after selecting mods to patch, but you DO need to restart if you change which things to patch (i.e. setting it to patch apparels). This feature can be buggy, but it will try to patch newly selected mods as soon as you close the settings window.

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.

Still needs a lot of playtesting, so be sure to let me know if you encounter any problems. Please include as much detail as possible; ideally send me your full error log, as well as the name of the mod whose content is causing problems.

Known problems at this time:
You can select mods that are already CE-compatible, and it makes them ridiculous. Not sure yet how to filter them out.

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
78 Comments
FiauraTheTankGirl May 6 @ 10:10pm 
Just keep us up to date for 1.5 Thank you for all the hard work.
Major Tom Foolerey Apr 1 @ 4:49pm 
any eta of when those features may be added?
Nuff  [author] Jan 4 @ 7:44am 
@rocketdummy Some day. Since September I've been working on a ground-up rewrite of the auto-patcher that will allow me to add new features that the current version doesn't. Being able to manually change values for each gun/armor/etc is one of those features. Some other new features are going to stay secret for now, so people don't end up disappointed if I end up failing to implement them.
rocketdummy Dec 31, 2023 @ 3:50pm 
will there be an option to manually assign correct calibers/ammo to guns without a CE patch?
2962342497 Nov 25, 2023 @ 2:23am 
In fact, in many cases, players can not accurately judge the CE compatibility of each module, such as when there are more modules, or the new content added after the update of the module. Therefore, is it possible to consider making the module automatically determine the CE compatibility, and automatically cancel the patch after the module updates CE compatibility, that is, the built-in compatibility of the CE and the module takes precedence, and the MOD plays a temporary role, or you can add a switch in the module Settings, that is, whether the CE patch of the module overwrites the CE patch of the original module. In this case, the module will be a new and great CE tool.
2962342497 Nov 25, 2023 @ 2:22am 
If some mods are incompatible with only a few items, but most items are compatible, can the mods be compatible with only those few weapons? Moreover, the author emphasized in the description that compatible modules should not be patched, but what if incompatible modules were patched at that time, but later modules were secretly updated with CE patches, but players did not know? What can go wrong in this case? In addition, this module is a repair of a known non-CE compatible module, but the CE built-in automatic patch can automatically determine the entire incompatible module, or a part of the compatible module incompatible items automatically patch.
Nuff  [author] Nov 15, 2023 @ 4:09pm 
7.62x51mm NATO is the strongest ammo that the built-in CE autopatcher will assign. My patcher does not assign existing calibers, so if you see that, it means you forgot to disable the CE autopatchers. Go into the mod options for Combat Extended and uncheck their autopatchers, go into mod options for my mod and add the mods you want patched, then restart the game.

Next version of this mod will finally do all that automatically.
JZ Nov 15, 2023 @ 8:33am 
i found all guns from other mods are use 7.62x51 ammo and only have 6 ammos in one mag. is this a bug? sry for my bad eng...
Inquisition Nov 13, 2023 @ 12:07am 
Thank you.
Halcyon Nov 12, 2023 @ 11:08am 
As a note for whoever else might come across the problem i previously did, This exclusively works with the workshop releases of CE, if you use a manually installed CE mod, it wont work to the full potential