Ludeon Forums

RimWorld => Releases => Mods => Outdated => Topic started by: codingHahn on February 18, 2016, 02:14:07 PM

Title: [12d] [Mod Manager] Rimworld Mod Manager V0.2
Post by: codingHahn on February 18, 2016, 02:14:07 PM
Hello folks,
this is a mod manager I made for fun. It's in alpha, so don't expect miracles. It is functional, but only one mod is in the current database :'(. I need volunteering modders to fill the database. The 'Python 3' program runs on Windows, Mac OSX and Linux.

INFO: It is only a console application.

Now I need your help to find bugs and to help out a little.

GitHub:
https://github.com/codingHahn/RimworldModManager/releases/tag/v0.2

I AM NOT RESPONSIBLE IF SOMETHING BREAKS!
Title: Re: [12d] [Mod Manager] Rimworld Mod Manager V0.2
Post by: BMS on February 18, 2016, 09:13:46 PM
should reserve the top few spots ;)  (ill delete this if i can after you claim them)

And this is quite a task you have set up for yourself.  The only problem I see is some mods require new world generation and your mod manager wont really jive with them being removed.  I guess I could see only adding mods that you can hot swap that dont add new typedefs and there are quite a few but just not sure if this is the path i would have chosen.

Maybe at the end of the day.... a random game maker?  install "all these mods" click random - load mods and new world generation and play a game with .... wood working and... lights and glass or something?
Title: Re: [12d] [Mod Manager] Rimworld Mod Manager V0.2
Post by: codingHahn on February 19, 2016, 10:09:14 AM
It is meant as an download solution. It is not meant as an all-in-one solution. The whole world generation thingy is a little too complicated.
You know CKAN? (From Kerbal Space Program)
I try to aim that. :P