RimWorld

RimWorld

What's That Mod
340 Comments
Kaedys Nov 3 @ 12:20pm 
Rocketman, ya, it did. And it was also quite brittle and prone to failing to invalidate the cache when it should have. It was also caching specifically the XML patching and parsing, which isn't the same thing this would be trying to cache.
Killer29687 Nov 3 @ 12:27am 
if i recall correctly didnt the faster game loading mod do a cache now that i think about it
Epicguru  [author] Nov 2 @ 5:06pm 
Caching would be completely pointless. The game already loads all description strings into memory, appending a little extra to the end is a nearly instantaneous operation - saving and loading from a cache file would be much slower. And as you mentioned, the cache would need to be invalitaed whenever a mod updates which would also require slow operations to detect.
I have had no complaints about load times or memory usage since this mod launched apart from that last guy and I suspect that he was having other problems.
Bullet Barrage Spy Nov 2 @ 3:19pm 
@Killer29687
From my own understanding, yes, but also not really in any way super convenient. The game doesn't know when a mod's been updated, so you'd have to recache it basically every single time. Also, even if you cache it, it doesn't really solve the issue.
Sure, it reduces the number of file opening/closing, but in any scenario where it's worth potentially curbing loading times, now it has to read a really large file, which reduces the gain that would've been gotten by reducing the number of files that have to happen.
TRAKTORIST Oct 31 @ 10:42am 
does it work with moods
Killer29687 Oct 30 @ 12:00am 
out of curiousity if ppl complain about loading stuff... isnt there a way to implement a cache?
Epicguru  [author] Oct 14 @ 2:17pm 
Okay. I'm sorry to hear that. Maybe this mod isn't for you then.
mashtong54 Oct 14 @ 10:12am 
i did disable that by the way. but it still makes the game take so long to boot up
Epicguru  [author] Oct 14 @ 8:58am 
Buddy are you alright...?
I genuinely don't know what you mean by randomness and I've had exactly zero reports of this consuming excessive RAM (which I know that it doesn't, it appends a couple of letters to the end of a description).
If scanning patches is taking too long (although I doubt it very much, it takes only a second with a huge mod pack) there is a setting to disable it.
mashtong54 Oct 14 @ 8:56am 
heck it makes the game take like over 1200 times longer to load on my sistem evene ona good start up this mod knida needs some ver yserosu optasion
mashtong54 Oct 14 @ 8:44am 
not only that it makes mac os stall form the sear ramdomness
mashtong54 Oct 14 @ 8:40am 
no i'm not kding aobut the mod eating so much ram during teh whole prcces so i had to unsubcirbe bescue it EATS SO MUCH F***ing ram fomr its radomness bacly makes the rgamr eat ram for no good real reason.
mashtong54 Oct 14 @ 8:38am 
also its random ness has goten so bad its actly mesing up my game just radomly on mac os bescue mac os doesnt likeit being so random all teh F***ing time.
mashtong54 Oct 14 @ 8:36am 
well this mod would be good but it eats ram like no body bissnius and i think i'm giongto have to unintiall it bescue it makes the game LAGGG so much for prelading al lteh pacths all at ocne evene the ones it doesnt evene need.
midwintersong Oct 11 @ 5:25am 
Godly mod.
Shwaey Sep 24 @ 12:03pm 
Thank you so much
S.T.A.L.K.E.R Aug 29 @ 1:19pm 
Awesome suggestion by blin , thanks alot for this mod
kilofmanGAMES Aug 25 @ 12:41pm 
Would it be possible to make it work on moodlets?
Aund Aug 11 @ 12:19pm 
perfect mod ! just what i need
Mr.E Aug 3 @ 10:25am 
I have to echo тетеря, блин's suggestion! That would be awesome!
тетеря, блин Jul 29 @ 3:27pm 
is it possible to combine somehow with Cherry Picker or Resource Dictionary, so player could not only see what mod added that, but also completely remove and disable from showing? also would be great to see somehow what commands were added from what mods.

thanks
DarkElysium Jul 19 @ 7:12am 
@Quilava Vanilla Rimworld actually does tell you which mod things come from in the info tab but it doesn't cover everything like with research
elĐeve Jul 16 @ 11:04pm 
a fancier mod than 'show mod designators' i don't mind!
Barosz Gádžožrút 902 01 Jun 26 @ 3:55am 
216 mods? those are rookie numbers, i have 821 in my modpack (and it is now bricked because people update mods to 1.6)
Quilava Jun 23 @ 12:31am 
Thank you for bring this to 1.6, how the heck dev havent make this vanilla yet? :steamfacepalm:
Alpharius May 13 @ 3:50pm 
I was using another mod and noticed various hidden factions that I had no knowledge of, including
The Lost
Snow Army
Unknown Twilight
this mod allowed me to figure out what added them - and why I should eradicate them
RelaxItsJustAGame Apr 24 @ 9:03am 
Small bug: text cut off during "Choose your ideoligion" screen: {LINK REMOVED}
noretus Mar 27 @ 5:07am 
I have a few hundred mods. This one is absolutely necessary! Thank you!
LumberingTroll Mar 23 @ 2:50pm 
I am getting quite a few errors when loading the client while having this and Combat Extended, specifically What's that For edits on CE ammo.
Reestock Feb 22 @ 5:30am 
This work for genes? I most often need this for genes.
strkrjns Jan 26 @ 7:41pm 
Is this supposed to not work in the create xenotype menu?
hekmo Jan 21 @ 9:21am 
I went ahead and changed my mod to just write each Def description in a new paragraph, something I was thinking of doing anyways. The tag appears multiple times but it looks nice so it's alright
Epicguru  [author] Jan 21 @ 4:50am 
Hi yes this mod edits the descriptions directly for performance reasons. This mod queues up a long event (LongEventHandler.QueueLongEvent()) in its mod constructor, which then edits the descriptions.
Unfortunately the order of execution of mod constructors is random each run (thanks, Tynan) so there is no reliable way to run before or after it.
The code is available on the Github page linked above, I don't really have time to think of a good workaround but if you do let me know and I can put it in this mod if necessary.
hekmo Jan 20 @ 7:26pm 
Heya, I'm having some issues with formatting descriptions when it comes to combining What's That Mod with my mod Flavor Text. It works alright, but within the description for some of my items, the What's That Mod tag appears in the middle of the description.

I can see where it's coming from, since the description in question is made by combining the description of one Def with the labels of some other Defs. Does your mod edit the Defs descriptions directly? And do you have an advised approach to making sure the What's That Mod tag appears at the end?
Epicguru  [author] Dec 1, 2024 @ 5:50pm 
I recommend disabling the CE integration. It has not been updated or tested for a very long time so issues like that are expected until I have the time to investigate.
Rondson Nov 30, 2024 @ 1:44am 
https://gist.github.com/HugsLibRecordKeeper/0120555856edc690643c1184d70cd1e1

CE team said following:
"the problem is that it assumes that the generified ammo is still going to have a linked projectile, which it doesn't"
Epicguru  [author] Sep 27, 2024 @ 2:42am 
The scissor blade is from my other mod RimForged
Phantomz Sep 22, 2024 @ 5:07pm 
@PhatGomeB0ss Pretty sure the blade is from this mod https://steamcommunity.com/sharedfiles/filedetails/?id=1802091225&searchtext=K.L.K (months later but still)
NuanKi Sep 21, 2024 @ 1:39pm 
one of the best QOL mods <3
Sudo Modding Sep 18, 2024 @ 2:29am 
Amazing thumbnail
Epicguru  [author] Aug 10, 2024 @ 4:34am 
No, sorry.
gRaveyard Aug 10, 2024 @ 1:49am 
@Epicguru
Any chance this mod could be extended to include gizmos? :D
polski_oski Jul 13, 2024 @ 3:38pm 
The best modification, thank you! :er_heart:
pgames-food May 26, 2024 @ 9:51pm 
@mightymit in that case you might also like this ;)
https://tenor.com/view/floppy-disk-lady-surprise-nah-gif-5639452
MightyMit May 26, 2024 @ 4:01am 
I have to say please never remove the lady from the mod image. It makes me laugh every time
Epicguru  [author] May 11, 2024 @ 2:19pm 
I originally made this mod because originally ShowModDesignators had loads of bugs, and no customisation options. Maybe Mlie has fixed the bugs since he continued it, I don't know. Use whichever you prefer.
星流之海 May 10, 2024 @ 5:28pm 
What difference between this and ShowModDesignators ?
μREu™ Apr 22, 2024 @ 4:04pm 
YES, WHAT A BEAUTIFUL MOD THATS WHAT IM LOOKING FOR HOURS!
svinto Apr 11, 2024 @ 8:21am 
Thanks Epicguru for fixing it so fast, as well as creating one of the most useful mods for Rimworld
svinto Apr 11, 2024 @ 8:16am 
Works without issue on 1.4 again