RimWorld

RimWorld

Nuff's Auto-Patcher for Combat Extended
233 Comments
Fine Aug 11 @ 11:09am 
Great! That fixed it! Is there a way to add a patch for leathers and things like that? It seems to just default to the non CE stats which leads to some pretty OP mats as far as I can tell.
Enclave~ Aug 9 @ 11:09am 
Ah I see
Nuff  [author] Aug 9 @ 10:02am 
Pushed an update that fixes a few issues:
- Sometimes failed to patch mods if you have a Steam and local copy of the mod
- Failing to patch one item from a mod would break patching for the whole mod
- Would fail to run patches on startup, wouldn't run unless you open mod settings and closed them

@Fine the failure to patch Hunterphage was due to the def for the Cannon turret "mannable" breaking the patcher. One of the above fixes will stop that error from preventing the rest of the mod being patched, but the auto-patcher won't be able to auto-patch it. If you go into def customization and assign it an ammo set, it looks like it works okay though

@Enclave~ most of the errors With CE Dev 1.6 is that even though CE itself works with 1.6, a ton of the built-in patches aren't updated to 1.6 yet. Not really something that this can fix.
Enclave~ Aug 7 @ 2:14pm 
CE Dev is still throwing out tons of red errors for both itself and mods compatible with 1.5 CE (Updated to 1.6) - People keep saying CE Dev works fine so Idk if im missing something or not
Fine Aug 7 @ 5:15am 
For some reason this mod isn't patching hunterphage xenotype at all? When I go to check the defs in the mod menus all the stats for the items are set to 0.
Tyrannidae Jul 27 @ 2:25pm 
Gotcha, thanks!
Nuff  [author] Jul 27 @ 2:20pm 
@Tyrannidae by default it just patches the defs themselves. If you go into the mod options, you can adjust the patches yourself and export them as XML.

In an effort to prevent people sharing low-quality patches, it will only export patches for items that you've customized in some way. And guns have to be assigned a real ammo set, instead of the one generated by the autopatcher.

I'm going to make a tutorial video eventually, but still have a couple more features to implement first.
Tyrannidae Jul 27 @ 10:36am 
Does this create new standalone XML patch files or does it just patch the defs automatically on startup?
Xenon Jul 23 @ 1:19am 
I am unable to choose any scenario after downloading the mod :(
Game just pops up an error every time.
Primarch sarge Jul 20 @ 6:44am 
ok thanks a lot
Nuff  [author] Jul 20 @ 6:32am 
1.6 compatibility is based on the Steam version of the CE 1.6 dev snapshot, not necessarily the latest Github version

https://steamcommunity.com/sharedfiles/filedetails/?id=3495749827

It is also not tested as thoroughly as the 1.6 version. I have a list of big unpatched mods that I use to test the patching, and not all of them have updated to 1.6 yet. So for example I know it handles Obsidia just fine still, but not sure about Kraltech until it gets a 1.6 update.
Primarch sarge Jul 20 @ 2:23am 
for 1.6 is this meant to be used in tandem with the dev snapshot until CE itself gets updated or does it not work with the dev version?
Redneck Princess Jul 16 @ 5:49am 
@Nuff Found out the issue. I was using an outdated version of CE which made CE, despite being enabled in mods, was not active and wasnt even in mod options. So like you said it got glitched by an error in patching, because it can't patch for a mod that's not active.
Drajen Jul 16 @ 2:59am 
Hi, soo just a question. Do I need to reapply the patcher everytime I start the game? Because it works fine for me, until I restart then it forgets the patches.
Nuff  [author] Jul 15 @ 7:36pm 
The patches run when you close the mod options, so some patch is probably causing an error that I failed to account for. I'd need an error log to dig into it.
Redneck Princess Jul 15 @ 6:39pm 
Hey, whenever I open mod options for the auto patcher, I can't leave it and I have to alt-f4 the game and none of my changes save because of it. Any idea what is causing that?
Nuff  [author] Jul 12 @ 2:56pm 
@Keerp Sure.

Things that this tries to patch:
Apparels
Genes
Hediffs
Melee weapons
Ranged weapons
Mortar shells
Races
PawnKinds
Turrets
Vehicles
Vehicle Turrets

There's no AI reading the names and descriptions of the items and deciding how to patch them, unfortunately. An apparel is an apparel, a weapon is a weapon, a race is a race. Each has one or attributes that this mod uses to try to determine if they need a patch or not.

Regarding your examples:

The medkits and repair kits from Dubs Rimkit, as well as the field research kits from Research Reinvented are actually apparel, and are treated like any other apparel. They'll probably cause no issues if left unpatched, but this mod sees that they have no Bulk stat and recognizes that they are unpatched.

The BS_JustAHead from Big and Small, despite its name, is a full race and is treated like any other race. It actually does need the patch, because it has vanilla melee attacks, which will cause errors if it tries to attack.
Keerp Jul 12 @ 6:11am 
Can you elaborate on what types of items the mod tries to patch? Because for example it suggests patching medkits and repair kits from Dubs Rimkit, a disembodied head from Big and Small framework and field research kits from Research Reinvented. I'm not entirely sure if these items have relevance to CE and would need to be patched
Lumo Jun 30 @ 12:29pm 
Bruh, 150 MPa?
Plague!ctrl<_MIDA_> Jun 27 @ 5:27pm 
Works fine now I LOVE YOU. Thank you so much.
Nuff  [author] Jun 27 @ 1:53pm 
Okay I think this one should actually do it. I was having a ton of trouble debugging the settings window crashes, because it wouldn't crash in my local copy that I work off of, but did crash on the Steam copy. I forgot to account for the way that Rimworld deals with someone having a Steam and local copy of the same mod, which was breaking the settings window.

Hopefully ACTUALLY fixed now.
Dust Jun 27 @ 1:05pm 
Thank you for your efforts.
Nuff  [author] Jun 27 @ 1:00pm 
Might have to unsubscribe and resubscribe to force an update
Nuff  [author] Jun 27 @ 12:59pm 
I made a couple more fixes. I think the bug I introduced in the 1..6 update was breaking the global settings mod data holder, which broke the settings window. This should be fixed.

Also changed it so that patches will not try to run while you have a game loaded. Was an oversight; I made it so you couldn't change settings in-game, but didn't make it so that it wouldn't try to re-run them when you try to close the settings window. Now they won't.
Dust Jun 27 @ 12:03pm 
And if for some reason you open the mod settings menu during the game, the mod may get stuck in the menu trying to patch something, for me it's Kraltek, and won't let you out.
Nuff  [author] Jun 27 @ 9:08am 
Posted the fix. It was a real stupid mistake. When I made the 1.6 version, I messed up LoadFolders so anyone still using 1.5 would load both the 1.5 and 1.6 versions of this mod.
Dust Jun 27 @ 8:53am 
Yes, it still completely breaks the game when opening the settings menu.
And it's not one of my mods, everything worked before the last update.
Dust Jun 27 @ 7:29am 
1.5. But let me test one thing, I used CE gameplay edition, but now the mod doesn't work anymore. I'll try with the original version.
Nuff  [author] Jun 27 @ 7:27am 
On 1.5 or 1.6?
Dust Jun 27 @ 7:21am 
Yeah, it doesn't patch anything again and when I try to open the mod settings the window breaks and won't let me close it.
Plague!ctrl<_MIDA_> Jun 26 @ 9:26pm 
Nope, still get the error, Modsettingsframeworkmod is probably the culprit but I don't know what mod it is.
Plague!ctrl<_MIDA_> Jun 26 @ 9:09pm 
Might be related to PUAH let me check
Plague!ctrl<_MIDA_> Jun 26 @ 9:05pm 
Getting an error spammed when opening the autopatcher.
at RimWorld.Dialog_ModSettings.DoWindowContents (UnityEngine.Rect inRect) [0x0007c] in <630e2863bc9a4a3493f2eff01e3a9556>:0
- POSTFIX ModSettingsFrameworkMod: Void ModSettingsFramework.Dialog_ModSettings_Patch:Postfix(Rect inRect, Dialog_ModSettings __instance)
- POSTFIX CodeOptimist.WhileYoureUp: Void WhileYoureUp.Mod+Dialog_ModSettings__DoWindowContents_Patch:CheckCommonSenseSetting(Object __instance)
at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001a6] in <630e2863bc9a4a3493f2eff01e3a9556>:0
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)


Just started happening after update.
Nuff  [author] Jun 26 @ 3:53pm 
It should. CE also recently uploaded a dev snapshot to the workshop as a separate mod that they'll update more frequently, for all the people who are sick of having to re-download from Github all the time. That upload is already on 1.6

https://steamcommunity.com/sharedfiles/filedetails/?id=3495749827
A Magical Lime Jun 26 @ 3:29pm 
Does the 1.6 version of this work with the dev snapshot of CE from GitHub?
Nuff  [author] Jun 26 @ 3:03pm 
Hopefully working update to 1.6. I wasn't able to test the update very much, due to the lack of other mods updated to 1.6 to test it with. So it might be buggier than normal.
DuckGoosebear PrairieDogLover Jun 14 @ 12:20pm 
sorry I just misunderstood
Nuff  [author] Jun 14 @ 5:56am 
You can do all that with this mod though, I added it months ago.

It's in the description. [imgur.com]
GasPedal Jun 13 @ 8:08pm 
Sometimes it can be nice to plug in our own numbers for certain things when the balance is off without relying on a calculation, or for already CE patched things that reacted... weirdly.
Nuff  [author] Jun 12 @ 3:49pm 
Never tried them together. Don't see why you would need both?
this work ok with CE Manual Patcher?
Nuff  [author] Jun 5 @ 3:38pm 
I can't help much without an error log. Either a HugsLib log or a player.log file, after encountering the errors.

I don't know what caused the gray screen for you. Usually that indicates an error while drawing something. MeatCore gives me a graphic error on startup with or without any other mods loaded, so it might be that the patching turned an existing bug into a gamebreaking one.

While looking into it, I did figure out why the Gore-Spine turret wasn't firing. I made an oversight in my turret patching, which will be fixed in the next update.
Fantasy System Jun 5 @ 4:41am 
anti-matter annihilation support?
_♣Caligula♣_ Jun 4 @ 9:01am 
Patching already patched things can lead to rather surprising results.
Anta'el Feir May 29 @ 8:19am 
Okay I did some test runs that with my 500+ mods, meant 25 minutes to run the game, in short if you remove MeatCore game does not crash the colony lives on (although all the bio-punk MeatCore disappears) the menu of the mod itself also works and you can get out of it, why so I do not know. The whole fuck started after I noticed that the live turret from the MeatCore mod does not do damage, although it was patched, I went into the menu of the autopatcher and in manual mode tried again to patch it, and this is where the cascade of glitches began.
Anta'el Feir May 29 @ 5:22am 
I have this mod completely broke the game, killing the colony, on the construction of which I spent 12 years, the moment of the apocalypse began with an attempt to patch the mod MeatCore 血肉重铸 Bio-Anomaly Flesh Reforged after which after loading the map all the textures disappeared on a gray background were visible only the names of pawns, spam red errors were so massive, that the game almost froze, deleting the mod did not solve the problem, trying to remove MeatCore 血肉重铸 Bio-Anomaly Flesh Reforged from the patched list resulted in the fact that now it is impossible to exit the menu of the mod and no saving within the mod does not work, that is, you can enter the menu of the mod, but you can not exit it, you can not save changes too, in short, the fuck knows why it is so
Nuff  [author] May 17 @ 8:11am 
Update:
PawnKindDefs will no longer be factored in for suggesting whether a mod should be patched or not. Way more false positives than were worth it.
The Mod Suggestion Window popup now has an info icon you can mouse over to see what defs caused that mod to be recommended for patching.
The Mod Suggestion Window popup now has buttons to ignore mods so they aren't suggested any more (thanks to Vivales for the idea).
Nuff  [author] May 17 @ 8:06am 
@JJ_underMoon I still havven't figured out what is causing all mods to be de-selected, but it is happening to other people as well.
ikit_claw yes-yes May 7 @ 3:37am 
would this by any chance work with the new combat extended fork that uses the latest CE from github? on the work shop its called combat extended gameplay edition.
JJ_underMoon Apr 25 @ 6:44pm 
When I restart the game and check the customization of mod patched in modlist inside Nuff's Auto-Patcher for CE in mod Settings, everything is moved to the left except Ammo set for (itemname) in the deflist.
This doesn't work even if I simply go to the right Defs to patch, but I have to open and close Custom Def myself one item at a time to work normally only in that session.

Is there a way to fix this? Am I doing something wrong?