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You the real one
Added Chinese Translation. Thank you Juijote!
Now supports Manifest.xml files and will use Manifest.xml before ModSync.xml or Version.xml (the latter two being the fall backs)
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.
Actually if you have an example custom gitlab uri that should work for me to test against
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
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
Now that's a sentence! lol
Moved the ModSync RW button on the main screen to the left so it's no longer hidden.
Added Gitlab support for developers
Instructions [github.com]
Added Gitlab support for developers
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.
Users will still need to click on the Update button and manually download/install the mod