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Nuff's Auto-Patcher for Combat Extended
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Mod, 1.4, 1.5
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Posted
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800.619 KB
6 May, 2023 @ 6:46am
18 Jul @ 11:32am
15 Change Notes ( view )

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Nuff's Auto-Patcher for Combat Extended

Description
Autopatches things from mods that lack a CE patch. This is not a replacement for custom-written patches, but makes unpatched mods more usable than with the built-in CE autopatcher, until a real patch is available.

Mods to patch must be selected manually in the mod settings. Don't select mods that are already compatible, strange things happen. Has adjustable settings to allow you enable or disable patching of weapons, apparels, hediffs, and pawns, as well as being able to adjust the values used for patching. It is necessary to disable CE's built-in autopatchers for whatever you want this mod to patch i.e. if you want this mod to patch weapons, turn off CE's weapon patcher. FYI: You don't need to restart the game after selecting mods to patch, but you DO need to restart if you change which things to patch (i.e. setting it to patch apparels). This feature can be buggy, but it will try to patch newly selected mods as soon as you close the settings window.

This mod represents a difference in philosophy compared to CE's built-in auto-patcher. The built-in CE patcher errs on the side of caution when patching things, and tries to do as little as is necessary to make things compatible. This works well to prevent errors and make mods functional, but doesn't preserve their balance or uniqueness. That's why with the CE autopatcher, you'll see things like spacer-tier armor with lower armor values than tribal armor. Or grenade launchers that fire 7.62x51mm NATO.

This auto-patcher, however, tries to maintain the relative balance between the non-CE and CE version of an item. I.e, if an armor is 10% better than marine armor without CE, my mod will hopefully make it 10% better than the CE-patched marine armor. The values used for this can be changed in the mod settings under "Balance Control", if you think my numbers are off. Also attempts to apply appropriate stat offsets, like smoke sensitivity to headgears, or bulk carrying capacity to armors.

Still needs a lot of playtesting, so be sure to let me know if you encounter any problems. Please include as much detail as possible; ideally send me your full error log, as well as the name of the mod whose content is causing problems.

Known problems at this time:
You can select mods that are already CE-compatible, and it makes them ridiculous. Not sure yet how to filter them out.

check out the Github: https://github.com/Merwini/AutoPatcherCombatExtended

Please don't ask the CE Discord for support relating to this mod. Either post here or ask me directly on Discord.
You can find me on the main RimWorld Discord, the CE Discord, and a ton of other RimWorld servers, just look for Nuff
119 Comments
Swap mine for her health 5 Aug @ 1:48am 
Thanks bro, i already find it, really good mod, i love it to the death
Nuff  [author] 30 Jul @ 6:18am 
@Swap mine for her health the ammos will be made at the same workbench as other ammo of that tech level. Crafting spot for tribal, loading bench for industrial, fabrication bench for spacer+. For spacer, you also need Pulse-charged munitions researched. When you mouse over the "Caliber" info in the weapon's info card, below the damage values it will say what the ammo types are called, and if you click them it will give you more info including where to make them.
Swap mine for her health 29 Jul @ 3:18am 
Bro, where could i make the bullet for the patched gun by this mod, i didn't find where to make
Existor 28 Jul @ 3:21pm 
epic mod. wish there was a tweakable value for weapon ranges, since the autopatcher sometimes gives weapons really little range (for example some snipers from mods have 25 range)
Erde 25 Jul @ 10:05pm 
@Lekoda
Sounds great.
Lekoda 25 Jul @ 9:21pm 
Hey, this mod auto disables CE autopatcher.
Nuff  [author] 25 Jul @ 9:57am 
@SwiftPotato yes, making ranged weapons use ammo is one of the core features of this mod

@Erde that's a good suggestion. I can add that to the to-do list, although it won't be any time soon
SwiftPotato 25 Jul @ 9:14am 
Does this mod make medieval/tribal tech ranged weapons require arrows and other industrial+ guns to also use CE ammo? Because the biggest issue I have with non-CE weapons interacting with CE is them being unable to fire, likely due to lack of ammo which is made mandatory by CE.
Erde 23 Jul @ 11:24am 
Another low-prio QoL suggestion: Mark the mods the patcher thinks require patching in the modlist at the patcher settings menu instead of the user having to solely rely on the list shown at game startup. This way if you make a mistake on the startup mod selection or reconsider marking a mod to be patched, you avoid the need to restart the game to see the suggested mods again.

I dunno the limits of what can be done with mod options GUI, but the mod list could be color coded somehow to separate mods that the patcher thinks needs patching and what it thinks don't. And you could write a legend in the modlist screen which color means what.

If you consider the work needed/user benefit ratio to be net negative, one alternative would be to be able to open the startup lists again thru the patcher mod settings menu.

Something to consider if you are interested.
Dust 18 Jul @ 12:23pm 
At first the enemies didn't want to reload, but downloading mods again helped. Turrets that outside the CE had ammunition in the form of fuel or something invented by the author do not fire, and enemy turrets do not fire either. But the turrets on the vehicles are working now.

I don't know if it's necessary, but here it is
https://gist.github.com/HugsLibRecordKeeper/bff2b867e3ad85a0a449c879ea7d1ba7