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If I have time, I'll do it myself.. It took me 20mins to load the game.
So changing the mod list takes another crap load of time.
Are you aware of xpath? This patching mechanism allows you to edit just those values that need changing, without overwriting other mods.
https://rimworldwiki.com/wiki/Modding_Tutorials/PatchOperations
Thank you! I actually made Patches version once, but momentarily reverted it due to some bug reports that followed thereafter. I haven't received any confirmation that aforementioned edit was responsible for these problems, though, so will restore it.
Actually, I recognize you as one of active Rimworld modders, so may I ask you for an advice? I wish to create a mod option that changes
of MapGeneration/BaseFactionMapGenerator.xml
so that players are able to change number of bases that spawn on the map; this would allow them to choose a desirable difficulty. Do you know if it's possible to do? I have absolutely no knowledge of C++ so I'm not sure how difficult it will be to do (if it's possible).
To make it easier on both of us I recommend reading the "setting up an environment" article on the official RimWorld wiki and get as far as you can. Just ask if you get stuck, the discord is a great place to get modding help.
EDIT: One mod which might be able to serve as an example is the "adjustable trade ship frequency" mod. It should do a similar thing.
https://steamcommunity.com/workshop/filedetails/discussion/735106432/1735468061755493847/?ctp=14#c1741139415985288130
For whatever reason (probably over-writing/replacing base defs?) if your mod is loaded first Prepare Carefully does not have a functional button.
I just installed it into an existing save and won't load a vanilla pirate base. Running on Linux BTW