RimWorld

RimWorld

ModSync RW
30 Comments
Mao Nov 20, 2022 @ 5:40am 
Ah shit, May your life be beautiful and full of happiness and good memories, trully saddened to hear you will no longer maintain these mods, i hope the best for you king. Never forget that we love your work!
Lenin's Cat Oct 23, 2022 @ 11:34am 
Thank you for this goodbye brother
You the real one
KiameV  [author] Oct 23, 2022 @ 11:29am 
After 5 years of modding for this game I am stepping aside. Life has me busy and I will not have time to update my mods. If anyone picks this up let me know and I'll post a message in the description pointing people to the 1.4 version.
Lenin's Cat Oct 23, 2022 @ 10:02am 
Update for 1.4 brother
KiameV  [author] Jul 4, 2021 @ 9:31pm 
Updated for 1.3
KiameV  [author] Jun 6, 2021 @ 8:08pm 
Updated:
Added Chinese Translation. Thank you Juijote!
KiameV  [author] Apr 13, 2021 @ 11:18pm 
Update:
Now supports Manifest.xml files and will use Manifest.xml before ModSync.xml or Version.xml (the latter two being the fall backs)
Karmapowered Jan 14, 2021 @ 8:33am 
Great mod, thank you for updating it to 1.2. I wish more mod authors would make use of it.

One additional feature of using non-Steam mods could be for mod authors to release updates to players willing to beta-test new features or fixes, before comiting them to Steam.

Indeed, Steam has that despicable habit to force mod updates on every user, no matter their preferences, game version or current mod list.
KiameV  [author] Aug 11, 2020 @ 10:17pm 
Updated to 1.2
KiameV  [author] Mar 11, 2020 @ 6:01am 
You can use the direct download option in that case as I don't have a good way to test custom URIs.
Actually if you have an example custom gitlab uri that should work for me to test against
St.Ar Mar 11, 2020 @ 4:12am 
support for custom hosts of gitlab? Like gitgud.io
Adding just that one should be easy but i think it'd be better if the XmlUri & String url could be set ingame for them, or be read from the about file
KiameV  [author] Feb 27, 2020 @ 1:55pm 
Updated for 1.1
DranKof Jun 23, 2019 @ 5:34am 
Neato!
KiameV  [author] Jun 5, 2019 @ 6:29pm 
Iirc mod manager includes these functions (with permission)
HawnHan Jun 4, 2019 @ 11:36pm 
Hi,would you let your mod compatible with mod manager?This will help a lot.:steamhappy:
KiameV  [author] Oct 17, 2018 @ 8:42pm 
Updated for 1.0
KiameV  [author] Oct 1, 2018 @ 10:44pm 
That's one use of ModSync RW. It's up to each mod-author to support ModSync though and not all do at this point so this is not the end-all-be-all.

If you you to backup all workshop mods you can copy the files in the directory
<steam_install_directory>\Steam\steamapps\workshop\content\294100

to another location. If there's a mod that gets deleted or the author breaks the mod you can find the one by searching for the mod's name in a file explorer. You can copy the backed up workspace mod to
<steam_install_dir>\Steam\steamapps\common\RimWorld\Mods
"The" SeanMacLeod Oct 1, 2018 @ 9:39pm 
@yagiou
Now that's a sentence! lol
Oniwabanshu Oct 1, 2018 @ 8:54pm 
@Vaguiners *deep inhale* do you not keep local copies of all the mods you subscribe when starting a new game so you don't get screwed over a potential game breaking bug or any of the authors suddenly banishing and deleting their workshops and thus you would have to use mod ModSync to check if there is an update you can install whenever you want???
KiameV  [author] Oct 1, 2018 @ 8:27pm 
Even though I get many of my mods through the workshop i have downloaded other mods which are not available on the workshop due to those mod-authors getting the game from DRM-free retailers. This mod is for the mods that I did not get from the workshop.
Vaguiners Sep 9, 2018 @ 10:01am 
i dont see the point of having this mod on workshop
KiameV  [author] Aug 28, 2018 @ 9:05pm 
Updated for B19
KiameV  [author] Jul 26, 2018 @ 11:26pm 
1.0 Update:
Moved the ModSync RW button on the main screen to the left so it's no longer hidden.
KiameV  [author] Jun 21, 2018 @ 12:18pm 
Updated version 1.0 to support Github and Gitlab mods with different file structures. Also went into more details in the wiki entities on creating ModSync.xml files.
KiameV  [author] Jun 17, 2018 @ 4:07pm 
1.0 version will be uploaded to this version when the game is released. For those that want to download the 1.0 version it's here: https://github.com/KiameV/rimworld-modsync-rw/releases/download/1.0/ModSyncRW.zip
KiameV  [author] Jun 5, 2018 @ 8:04pm 
Update:
Added Gitlab support for developers
Instructions [github.com]
KiameV  [author] Jun 5, 2018 @ 7:54pm 
Update:
Added Gitlab support for developers
KiameV  [author] Jun 3, 2018 @ 10:27pm 
Update:
Added another means by which developers can link to their mods: "Direct"

With Direct, all that's needed is the uri to the raw text About.xml and Download page. After the ModSync.xml is created put the ModSync.xml file into the same host directory as the About.xml.
KiameV  [author] Jun 1, 2018 @ 10:05am 
It allows users to more easily be informed when non-steam mods are updated.
Users will still need to click on the Update button and manually download/install the mod
dninemfive Jun 1, 2018 @ 9:00am 
What does this do exactly? Just update from non-Steam versions than Steam ones?