RimWorld

RimWorld

Artificed Patches - EBF
21 Comments
Scurvyez Mar 8 @ 7:09am 
That all makes perfect sense. :D Rimworld and its xml/code is an enigma lmao We have hundreds of ongoing memes about it all. But yeah, I'm honestly surprised it ever worked properly for you at the start. lol And I totally get the apprehension about joining a new public forum of any kind. The Rimworld server is like 60k users large but that's a good thing. The mod-dev channel has an insane amount of knowledge, way way waaaay more than what we could ever hope to put up on any wiki. Plus you'd get real-time feedback and help. Whatever you do though, enjoy the modding adventures!!
Cringe Shaymin  [author] Mar 7 @ 2:29pm 
I do appreciate you taking the time to explain this all. I think most of my hostility and stubbornness comes from the fact that I tested my patches extensively back when I first published them and never ran into these issues, so it's very frustrating to learn that somehow it stopped working, or perhaps was never working for anyone else this entire time and I had no idea.

As for the Discord thing... I've been on both ends of this, both joining servers to ask questions and being an established server member having to answer the same FAQs day after day, and I suppose it's just a matter of preference (and social anxiety) that I'd prefer a comprehensive guide over a chat room any day.
Scurvyez Mar 7 @ 12:48pm 
When I say "root", I mean quite literally the "root" folder that the game starts looking for certain files in. RimWorld will always look in your mod's About folder for the About.xml, the Textures folder for any textures, etc. If you're using LoadFolders it will prioritize looking there for certain files. If you wanted to load certain textures based on the VOID mod being active then you'd just add another "Textures" folder inside Mods/VOID. All of these named folders (Textures, Patches, Sounds, etc) are "root" folders for those file types and they need to be there if you're loading those file types. The wiki explains this via "LoadFolders.xml allows you to specify..." And with any form of documentation, it may read fine for 99% of people and 1% of folks may not get it the way it's presented. We can't make it perfectly clear for everyone, we can only make it as clear as possible for the majority. :/ That's why that channel in the Discord exists. To bridge that gap.
Cringe Shaymin  [author] Mar 7 @ 12:15pm 
I wouldn't call the Patches folders I added "root Patches folders", considering they're buried within subfolders and not, you know, in the root of the mod folder. This is what I mean about the wiki's documentation being unclear, because the only example of LoadFolder usage is to override the default version foldering. Now that I understand how it works the wiki makes sense, but before now it was very unclear. When I tried adding a Patches folder in the root and putting everything inside, it ignored my LoadFolders entirely and I had to figure out the issue myself.
Scurvyez Mar 7 @ 12:09pm 
Just looked at your mod too. Looks like you did add root Patches folders for each mod's patches. That's how it should be and what I've been trying to say this whole time :D So yeah, it should work now so long as your LoadFolders are correct too.
Scurvyez Mar 7 @ 12:07pm 
Didn't know you were using LoadFolders, but in any case you still need to use a Patches folder for your patches. Look at my Fireflies 2 mod to see how. I use LoadFolders + Patches folders for each conditional patch for different mods so that only the patches for certain mods are loaded by the game if those mods are active. I'm not sure why you are so adamant on not believing me on this, I even showed you the line of code in C# that makes it so you have to use a folder names Patches. And yes the wiki outlines LoadFolders exactly how it should. If something there is confusing then again, the Discord server is the place to go. We answer questions like this every day. It's the best source of knowledge the community has in terms of modding the game. The amount of accurate knowledge on the Discord server faaaaaarrrrrr outweighs that of the wiki. Glad your issue is fixed though, even if by what you're saying you did shouldn't allow it to work. lol
Cringe Shaymin  [author] Mar 7 @ 10:52am 
Okay, I did some messing around, figured out the issue, and pushed an update which should fix it. No idea why it used to work and suddenly broke, but fingers crossed it's stable now.

And for the record, making a root "Patches" folder was not the answer. The wiki really is lacking documentation on the use of LoadFolders.xml, and in my opinion a discord server is no substitute for thorough documentation.
Scurvyez Mar 6 @ 6:18am 
It 100% does matter.

Just because you've seen other mods do it a different way (without a root "Patches" folder) does not mean they are doing it correctly. They are not. Don't use other mods for reference, that's how you get into the bad habit of "cargo coding". What the wiki states is that your patches, textures, new xml files, and sound files can be in any named folder and named file you desire so long as they are also in their appropriate root folders which are... "Patches", "Textures", "Defs", and "Sounds". The info on the wiki about this is correct and it is not blindly giving out bad information. Please head over to the official Discord if you want to know how and more importantly, why, things should be done certain ways or if something is confusing. The mod-development channel there exists specifically to help people make mods.
Cringe Shaymin  [author] Mar 5 @ 4:47pm 
@Scurvyez Not every mod I've seen uses a Patches folder, and I've had zero issues running this mod for my own purposes without a Patches folder. The wiki page on Patch Operations also states that "Just as with XML Defs, folder and file names do not matter and you can freely name and organize your patch files in whatever manner you wish." so maybe someone should get around to fixing that if it's apparently "blindly giving out bad information".
Scurvyez Mar 4 @ 4:21pm 
Caveat to my first statement, even if you use load folders, your patches still need to be in folders called "Patches".
Scurvyez Mar 4 @ 4:20pm 
@KahirDragoon and @Cringe Shaymin yes, absolutely yes, you do need to have your patches inside a "Patches" folder. The game specifically starts looking for any and all xml patches contained within a folder called "Patches" and here is the line of code in C# that defines that folder. `public const string PatchesFolder = "Patches/";` This is not something we modders do for the sake of organization. This is simply how it needs to be done to work. Please look at and read through the Modding Tutorials and PatchOperations pages of the wiki and if you're still confused about anything, head over to the official Discord server and ask in the mod-development channel. Do not just blindly give out bad information. That is how we get broken mods because someone will believe what you say here then do it themselves.
Cringe Shaymin  [author] Feb 9 @ 2:07pm 
@KahirDragoon A Patches folder isn't necessary for loading, many people just do that for the sake of organization. I'm honestly not sure what could be causing that issue, perhaps just try an unsubscribe + resubscribe to make sure the files are all there?
KahirDragoon Feb 6 @ 12:03pm 
I get the error

Mod Artificed Patches - EBF did not load any content. Following load folders were used:
- E:\SteamLibrary\steamapps\workshop\content\294100\3354489757\Mods\NoEPOE
- E:\SteamLibrary\steamapps\workshop\content\294100\3354489757\Mods\ExtraArms
- E:\SteamLibrary\steamapps\workshop\content\294100\3354489757\Mods\IntegratedImplants
- E:\SteamLibrary\steamapps\workshop\content\294100\3354489757\Mods\Biotech
- E:\SteamLibrary\steamapps\workshop\content\294100\3354489757\Mods\Royalty
- E:\SteamLibrary\steamapps\workshop\content\294100\3354489757\Mods\Core
- E:\SteamLibrary\steamapps\workshop\content\294100\3354489757

I noticed the patches are not inside a patches folder but all other mods i know with patches are having one. Isnt it neccessary for the patches to be loaded?
Stargazer Oct 28, 2024 @ 7:49pm 
Thank you for the info happy to use your wonderful mod for the integrated implants compat!
Cringe Shaymin  [author] Oct 28, 2024 @ 3:52am 
@Stargazer This will work fine alongside FSF Advanced Bionics, that mod has its own integration with EBF already and this mod won't touch that. It looks like the numbers FSF uses are a bit higher than mine, but there won't be any compatibility issues.
Stargazer Oct 28, 2024 @ 3:03am 
Hi small question I use the advanced bionics thing by FSF would your mod mess with how they went and balanced things? I want the Integrated Imoants integration but I'm not sure if things would break
Morgreth Oct 26, 2024 @ 5:23pm 
Now this is some respectable responsiveness! :D
Cringe Shaymin  [author] Oct 26, 2024 @ 5:19pm 
Just pushed an update that should fix that issue!
Cringe Shaymin  [author] Oct 26, 2024 @ 4:57pm 
@Morgreth Interesting, it does appear that my loadfolders aren't working correctly... I'll try and get that fixed ASAP!
Morgreth Oct 26, 2024 @ 3:41pm 
Pops out a whole bunch of errors on game start when not using VOID Faction mod.
If my modding knowledge is correct, that means that this mod isn't checking whether the patched mods are even present thus peeping up about them not being there.
Shouldn't be an actual issue but not nice to be greeted with red lines on start up. ^^"

https://gist.github.com/HugsLibRecordKeeper/37dcccbeda5981f38b56b5fa2a0a2780#file-output_log-txt-L4185
ChainmailPickaxe Oct 25, 2024 @ 8:41am 
Oh heck yeah! I've been hoping for Integrated Implants + EBF compat for a long time!