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RimWorld => Mods => Releases => Topic started by: DoctorVanGogh on September 19, 2017, 07:28:54 PM

Title: [B19] ModSwitch - a Rimworld mod manager
Post by: DoctorVanGogh on September 19, 2017, 07:28:54 PM
(https://raw.githubusercontent.com/DoctorVanGogh/ModSwitch/master/About/preview.png)

ModSwitch

A Rimworld mod manager.

Allows you to
Installation
Subscribe on Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1139051045)
Get the mod from the github project (https://github.com/DoctorVanGogh/ModSwitch/releases) page.

Changelog

Version 0.19.1.5a
- B19 release

Version 0.18.1.4:
- B18 support
- new versioning scheme (game-major.game-minor.mod-major.mod-minor) - let's see how this works

Version 1.3:
- New option: Import ModSet from savegame
- Support sorting/reordering ModSets though Drag & Drop in Settings
- Deferred restarts when active Mods have changed (actual new/load game still forces a restart)
- Restore version mismatch hint in ModConfig (Mod coloring does hide vanilla coloring for outdated mods)
- Improved ModListBackup import: Import backup *names* too
- Fix rare potential error on MLB import
- Fix error with 'overwrite' option for new ModSets when no ModSets exist

Version 1.2:
- Adds a search bar to the mod list
- Remembers the original steam mod for mods copied locally and supports *manually* upgrading to the latest steam version (if available)
  (To manually set a steam source for an already created local copy hold SHIFT before opening the right click menu on the copy)
- Can overwrite existing mod sets when creating a new snapshot

Version 1.1:
- Added 'copy local' to mods from Steam. Also copies settings for the duplicated mod.
Version 1.0a:
- Fixed some minor initialization issue


If you snuck in and downloaded the now removed 1.0 version, grab 1.0a - it fixes a tiny issue that only happens if you never used any of the alpha builds.

Feature requests
From the 'unfinished' thread:
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: Olib on September 19, 2017, 08:58:53 PM
A few days ago I suddenly felt a huge void in my life. I think this mod could be the solution.
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: DoctorVanGogh on September 20, 2017, 06:53:44 PM
New release - now has a nifty button to make local copies of steam mods. 8)
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: Mehni on September 20, 2017, 07:05:19 PM
Now that's a practical feature I wish I had a week ago.
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: SpaceDorf on September 21, 2017, 12:21:43 AM
Sweet.

The last wish I had for ModListBackup was the :

"Don't you dare restarting now .. " - Button.
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: DoctorVanGogh on September 21, 2017, 08:57:08 AM
Quote from: SpaceDorf on September 21, 2017, 12:21:43 AM
The last wish I had for ModListBackup was the :

"Don't you dare restarting now .. " - Button.
Very very bad idea.... New mods cannot be loaded in and already loaded mods cannot be "unloaded". So the hard "Hi there... I'm just gonna leave and come back in" approach is actually the best you can do here...

Maybe if you would elaborate on the use case/justification :D
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: megrim on September 21, 2017, 11:09:58 AM
I have a request. I dont know how possible this is.

Can you institute an (optional) feature that backs up our Steam Workshop mods?

EG, When we get a mod from Steam Workshop, it zips it up and puts it in a mod backup folder.

1) If the mod gets deleted from Steam Workshop, your mod lets us know, and restores it as a local mod.
2) If the mod gets updated at Steam Workshop, your mod lets us know, and also backs up the update seperately.
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: Canute on September 21, 2017, 11:15:11 AM
megrim,
I have a request i don't know if it is possible for you. :-)
Could you read at last a few posting above before you post anything ?
Quote from: DoctorVanGogh on September 20, 2017, 06:53:44 PM
New release - now has a nifty button to make local copies of steam mods. 8)
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: Kori on September 21, 2017, 08:49:28 PM
Love your mods, top quality as usual!  :)
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: DoctorVanGogh on September 22, 2017, 10:45:41 AM
Well... this mod is not going to turn into an automated one-thing-to-backup-them-all machine. There are ways you can keep automated copies of any steam workshop content (not just RW related) with Volumes in subfolders and shadow copies... maybe I'll put together a how-to for that one day.

What this mod will support however, is 'better' handling of local mod copies. The next version will 'remember' where you copied a mod from, indicate that it is a copy from steam and support syncing the mod to the current steam version (assuming one still exists 8))

Here's a preview:
(https://i.imgur.com/AvKOL6R.jpg)
(https://i.imgur.com/F1QX9Su.jpg)
(https://i.imgur.com/LfVyfMz.jpg)

The adventurous can give this a try with the corresponding feature branch (https://github.com/DoctorVanGogh/ModSwitch/tree/feature/update) on github. There may be some issues left... it's still in development after all. But since this feature needs to catch a steam mod which gets updated & then have that update trickle down to the local steam client, testing this is kind of painfull.

Also, if you can think of anything that would make this easier, suggest the hell out of it.
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: SpaceDorf on September 22, 2017, 12:58:41 PM
Quote from: DoctorVanGogh on September 21, 2017, 08:57:08 AM
Quote from: SpaceDorf on September 21, 2017, 12:21:43 AM
"Don't you dare restarting now .. " - Button.
Maybe if you would elaborate on the use case/justification :D

Of course I will, because I would really like this option.
I know that restarting the game is the best/only way to update the actived/deactivated mods.
So the better name for the button would be Cancel / Later in addition to a SystemLog Entry.


First and most I would like it for when I accidently leave the mod menu.
This happens more than I want to admit.

Second something messed up the mod menu and I have to leave and re-enter.

Third I changed the mods first and notice while changing that I need to change a game option that requires a restart as well, language for example

Fourth is for cleaning up my modfolder, when I accidently have a mod twice, or a newer version but can't keep them apart from the modlist and/or folder ..

Fifth when I accidently hit Escape in the wrong menu when multitasking .. I confess it is included in point one, but still worth mentioning.

I can think of some more reasons if you want :)

But Six : Pretty Please I really want this.
How about you make it a ModMenu Feature. "Only activate this option if you think you know what you are doing."
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: asquirrel on September 23, 2017, 10:22:43 PM
I installed this and can't get the different colors.  How do I do that?  Thanks!
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: AngleWyrm on September 23, 2017, 11:54:56 PM
Quote from: SpaceDorf on September 21, 2017, 12:21:43 AM
The last wish I had for ModListBackup was the :
"Don't you dare restarting now .. " - Button.
+1; I don't want software to attempt (and fail at) that task.

I would much rather there be a warning light that shows the mod list has changed, so that when I finally get done messing around with my mod order and loadout then I can shut the game down.
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: DoctorVanGogh on September 24, 2017, 04:03:08 AM
Quote from: asquirrel on September 23, 2017, 10:22:43 PM
I installed this and can't get the different colors.  How do I do that?  Thanks!
Right click ;)

Be aware clicking does not work on the currently selected mod (the one with the highlight background). There's a thing in the vanilla code which eats clicks for already selected elements. Since it's pretty easy to work around (just select another mod first... duh), I haven't looked into getting this to work.

Also:
The 'no restart now' stuff will probably take the form of adding a 'Later' button to the 'I'm gonna restart' dialog and disabling the 'new/load colony' buttons with 'you gotta restart' ones.
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: SpaceDorf on September 24, 2017, 08:51:58 AM
Quote from: DoctorVanGogh on September 24, 2017, 04:03:08 AM
Also:
The 'no restart now' stuff will probably take the form of adding a 'Later' button to the 'I'm gonna restart' dialog and disabling the 'new/load colony' buttons with 'you gotta restart' ones.

Thats all I ever wanted and just how I imagened it.
Thank you very much  :D
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: AngleWyrm on September 24, 2017, 12:39:23 PM
Quote from: DoctorVanGogh on September 24, 2017, 04:03:08 AM
The 'no restart now' stuff will probably take the form of adding a 'Later' button to the 'I'm gonna restart' dialog and disabling the 'new/load colony' buttons with 'you gotta restart' ones.

Yeah that'll do the do :)

Also, the More Planning mod (https://ludeon.com/forums/index.php?topic=31045.0) does custom colors in the mod options menu via hugslib:
The color manager's source code on github (https://github.com/alandariva/RimworldMorePlanning/blob/master/Source/MorePlanning/PlanColorManager.cs#L12)
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: DoctorVanGogh on September 30, 2017, 05:24:32 PM
Shiny, shiny, shiny - new version :D

- Search bar
- Can keep local copies updated from steam (tracking happens automatically for newly created copies, can be manually set by SHIFT right clicking on a local copy)
- Can overwrite existing mod sets

Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: SpaceDorf on October 03, 2017, 08:07:04 AM
Yeah ! I like the new Version.

Sorry, I did not comment earlier and now I am here again with a feature request  ::)

And I hope this one is possible.

Enable the Up and Down Cursor Keys to move the selection cursor.
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: SpaceDorf on October 04, 2017, 01:15:16 PM
Quote from: DoctorVanGogh on September 21, 2017, 08:57:08 AM
Quote from: SpaceDorf on September 21, 2017, 12:21:43 AM
The last wish I had for ModListBackup was the :
"Don't you dare restarting now .. " - Button.
Maybe if you would elaborate on the use case/justification :D

I got a reasonable seventh Usecase :
Switching between the mod menu and the debug log when preparing a triple digit modlist .. for ..

REASONs!
I deny every and all rumors that I may be addicted to Rimworld Mods !

So maybe another small addition.
An autobackup of the current modlist whould be soo awesome..
so if I added 101 mods and reloaded to check
and Rimworld tells me that the list had an compability issue

AND RESETS THE FUCKING LIST TO ZERO !!!
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: DoctorVanGogh on October 04, 2017, 06:18:30 PM
How about this: I see if I can hook into the "oopsie, crash, better disable everything" logic and make it create a snapshot of the then active mods so you can later tweak that?
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: SpaceDorf on October 04, 2017, 08:52:42 PM
Whatever works. Sounds useful as well :)
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: DoctorVanGogh on October 06, 2017, 08:11:08 PM
Okay... Version 1.3 is out... I'm nicknaming this the erdelf/SpaceDorf special... (since 95% of the bug reports & feature requests came from those two):

- New option: Import ModSet from savegame
(https://i.imgur.com/AFV1HIG.jpg)

- Support sorting/reordering ModSets though Drag & Drop in Settings

- Defered restarts when active Mods have changed (actual new/load game still forces a restart)
(https://i.imgur.com/qsFCIdZ.jpg)

- Restore version mismatch hint in ModConfig (Mod coloring does hide vanilla coloring for outdated mods)
(https://i.imgur.com/k84q1dy.jpg)

- Improved ModListBackup import: Import backup names too
- Fix rare potential error on MLB import
- Fix error with 'overwrite' option for new ModSets when no ModSets exist

Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: SpaceDorf on October 06, 2017, 08:25:10 PM
I feel honored being mentioned ;D
This comes just at the right time.
I am nearly done creating my new list, but something produces a black titel screen ..
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: DoctorVanGogh on October 07, 2017, 02:17:28 AM
Well congrats... now you also got deputized: Since you specifically requested this... why dont you give https://github.com/DoctorVanGogh/ModSwitch/tree/feature/create-reset-snapshots a try, SpaceDorf ;)
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: SpaceDorf on October 07, 2017, 09:36:04 AM
Do I get a badge ?


All I get is a black screen, even after activating all the mods ( 380 ) in alphabetical order ..
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: DoctorVanGogh on October 07, 2017, 02:38:44 PM
You're not supposed to complain about black or red or purple screens...

You're supposed to make it error out, reset the mod list and see if you get a clean snapshot from before the reset :D (Also maybe make sure ModSwitch is already loaded when that happens, so move it up).
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: SpaceDorf on October 07, 2017, 03:04:51 PM
I had my musthave modlist running.

( hugslib, modswitch, mod-e, allow tool )

then I wanted the thing to crash and activated all the other mods in my modfolder
hence 380 ..

it took a while to load, and after the "initializing ui"-startup info rimworld went black. Black Screen Nothing else.
I ran it in windowed mode and devMode inactive to prevent any other possible bug fixes  ;D

Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: SpaceDorf on October 09, 2017, 07:03:53 PM
I am trying, but as always when you want something to happen, it does not.

I keep on modifying my modlist, but either it works or it only crashes on worldgen ..
but I am not done yet.

Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: naomeh on October 10, 2017, 01:14:09 AM
Thank you for this mod. I use a lot of custom races, clothing, scripts, furniture, etc that all suits a certain story, so it's really useful to be able to load an entire bundle of mods for each different save file and colony.

This is such a time saver, and great for staying organized and even for loading very few mods instead of going in and disabling them one by one for when I want a more vanilla game or to begin a new mod list with the basic necessities. Haven't found a way to mass disable otherwise.
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: SpaceDorf on October 10, 2017, 03:47:12 AM
Quote from: naomeh on October 10, 2017, 01:14:09 AM
Haven't found a way to mass disable otherwise.

Sounds like a feature request.  ;D
One Click to Disable them all.
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: SpaceDorf on October 10, 2017, 01:54:38 PM
Quote from: DoctorVanGogh on October 07, 2017, 02:38:44 PM
You're supposed to make it error out,
Done

Quote from: DoctorVanGogh on October 07, 2017, 02:38:44 PM
reset the mod list and see if you get a clean snapshot from before the reset :D
Done

Worked pretty well, thanks to the "Later" Button I was also able to turn on DevMode after I did so.

Quote from: DoctorVanGogh on October 07, 2017, 02:38:44 PM
(Also maybe make sure ModSwitch is already loaded when that happens, so move it up).

Yeah, I can see where this would help ..
I also found where you are hiding the modlists and attached it.

So .. reset worked, now onward to find out why it blew up ..

==== EDIT ====

I attached some screenshots, somehow the game messes up the language or fonts when a crash gets caught ..

[attachment deleted by admin: too old]
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: DoctorVanGogh on October 10, 2017, 09:09:29 PM
Yeah, I did some local tests with a deliberately faulty Mod triggering the error... and things don't work so well...

Looks like this feature will have to wait a bit until Harmony pull out it's next rabbit out of the hat. Luckily that shouldn't be in the too distant future.
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: naomeh on October 10, 2017, 09:11:20 PM
Quote from: SpaceDorf on October 10, 2017, 03:47:12 AM
Quote from: naomeh on October 10, 2017, 01:14:09 AM
Haven't found a way to mass disable otherwise.

Sounds like a feature request.  ;D
One Click to Disable them all.
That would be amazing if it's possible! I didn't even think of that. Even easier.
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: SpaceDorf on October 11, 2017, 03:59:17 AM
Quote from: DoctorVanGogh on October 10, 2017, 09:09:29 PM
Yeah, I did some local tests with a deliberately faulty Mod triggering the error... and things don't work so well...

Looks like this feature will have to wait a bit until Harmony pull out it's next rabbit out of the hat. Luckily that shouldn't be in the too distant future.

Oh .. I keep that feature .. I prefer the ability to rescue my modlist over some ugly buttons any day.

As additional though .. I don't know How Mod-E does it, but it is still in the active modlist after the catch.
Do you think it would be possible to preload HugsLib and ModSwitch as well ?
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: «Temple» on October 14, 2017, 01:34:51 AM
I think I found a bug for my current mod list, maybe its just me.  I tried reinstalling, and doing it multiple times many different ways but the colors I assign to mods gets reset to white every time I restart my game.

    <li>Core</li>
    <li>HugsLib</li>
    <li>ModSwitch</li>
    <li>EdBPrepareCarefully</li>
    <li>StackMerger</li>
    <li>ResearchPal</li>
    <li>MadSkills-A17-2.0.1</li>
    <li>StackXXL</li>
    <li>DeadMansClothing</li>
    <li>PrepareLanding</li>
    <li>Expanded Charge Weaponry</li>
    <li>ReconAndDiscovery</li>
    <li>Turret Collection</li>
    <li>[A17] Quality Cooldown</li>
    <li>Nandonalt - Set-up Camp</li>
    <li>WM Revamped Ponics</li>
    <li>QualitySurgeon</li>
    <li>LongRangePodLauncher</li>
    <li>Hand Me That Brick</li>
    <li>Save Our Ship</li>
    <li>Portable Power Generator - Nerfed</li>
    <li>BionicButchery</li>
    <li>MechanoidsExtraordinaire</li>
    <li>ArmorStuffExpanded-1.0</li>
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: DoctorVanGogh on October 14, 2017, 02:32:27 AM
Well... my first reply to that would be: Colors are only there if ModSwitch is actually enabled... so if on restart the game resets & disables all mods (including ModSwitch) due to any error... there will be no colors.

If ModSwitch is actually running after the restart, please open an issue (https://github.com/DoctorVanGogh/ModSwitch/issues/new) on github (file attachment support there is a bit better than in here).
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: «Temple» on October 14, 2017, 03:19:31 AM
Don't want to create an account for it, I also think I found a fix for it too.  After setting colors click the little wrench icon in the bottom right(AKA Mod config button) it should be by default set on ModSwitch, switch it to something else then back and the color settings will be saved.
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: WalkingProblem on October 14, 2017, 03:31:34 PM
I just want to comment: THIS MODSWITCH IS SCHWIFTY!!!!!
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: Canute on October 20, 2017, 01:44:06 AM
Hey doctor,
it is possible that you can force Rimworld to rescan the mod folder for newly copied mods ?
Currently you need to restart Rimworld at any way that it recognize these.
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: r3dm0nk on October 22, 2017, 06:21:57 AM
Any way to check dependency on mods so it can detect if you're missing anything before starting the game?
Something like in TES mod managers.
Also - any way to make it sort mod order list?
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: Kirby23590 on November 21, 2017, 08:04:01 AM
Thanks for the Mod... Really good and very helpful for managing the mod list so i won't be confused with 40 mods i have...

But not to be impatient but i'm gonna wait for the B18 version to come out soon. ;)
Title: Re: [A17] ModSwitch - a Rimworld mod manager
Post by: DoctorVanGogh on November 22, 2017, 12:55:46 PM
B18 version has been out for 3 days - just didn't update the forum - you're free to wait longer though ;)

https://github.com/DoctorVanGogh/ModSwitch/releases
Title: Re: [B18] ModSwitch - a Rimworld mod manager
Post by: Kirby23590 on November 22, 2017, 01:01:40 PM
Thank you!

I guess i didn't read after all, about the update...

I just can't play the game without this mod and for testing mods too!

Thanks! Downloaded it! You're the best! :D
Title: Re: [B18] ModSwitch - a Rimworld mod manager
Post by: Zalpha on December 16, 2017, 01:18:07 PM
I was wondering if Rimworld had a mod manger, thanks - I finally found it.
Title: Re: [B18] ModSwitch - a Rimworld mod manager
Post by: ColtSub on December 19, 2017, 04:16:37 AM
Hard-to-play-without-mod for those of us with 200+ mods , thank you.  :)

I want to make a couple of requests/suggestions if its possible and only if you're able:

1. Since the coloring feature is so damn useful and pretty to look at when sorting out the mod list , is there a chance you can add more colors or enhanced coloring feature that supports a diverse colouring variety , for example - https://ludeon.com/forums/index.php?topic=34111.0 
or 
https://ludeon.com/forums/index.php?topic=36771.0


2.When sorting out too many mods it is crucial to have grouped mods of the same kind or functionality in order to maintain the list orginization in a better shape , which brings me to the point that when even using colors and grouped up mod categories its not manageable enough anymore :D , so i was thinking why not make a text slot similer to a mod slot in the mod list that i can add and type alphabeticals/marks/numbers/dots/shapes in it , preferably with options to widen/scale/minify/change font/change color , This will give us the option to make customed text categories or to make notes to point stuff out :) .

3.Ability to rename mods , and if possible with the options i listed above.

4.(Will be very useful) filter tab/icon near the search field or wherever to quickly sort the list by order for date (and also revert back to original sorting) , to see what mods you recently activated , this will give people the ability to track troublesome/conflictable mods with even more ease.

And again thank you.

Title: Re: [B18] ModSwitch - a Rimworld mod manager
Post by: SpaceDorf on December 19, 2017, 12:26:57 PM
good suggestions I would like every one of them.
Title: Re: [B18] ModSwitch - a Rimworld mod manager
Post by: Aslowturtleayylmao on January 03, 2018, 02:20:00 AM
thx i need this mod hope to see it added to game one day
Title: Re: [B18] ModSwitch - a Rimworld mod manager
Post by: Harry_Dicks on January 05, 2018, 12:40:06 PM
This mod is an absolute MUST HAVE. However I have a simple request - do you think we could get numbers beside the mods? I ask because when I use the search feature to find a certain mod, it is great, but it won't tell me where it is in my list of 300 mods, so I still have to manually browse through them until I can find it's location. Also, if you are scrolled to the bottom of your list, and you start searching for something, the list of mods essentially goes "blank", because you are looking at the bottom of the list with nothing there, you have to scroll to the top of the list to see what mods your search brought back. It would be nice if when searching for mods, that it would automatically bring the window to the top of the list. I can imagine sometimes that people will search for a mod they thought they had, and the window is blank, but really they just needed to scroll up without realizing it. See, I know I'm an idiot, and I figured there might be some others out there like me that ran into the same issue.

Either way, thanks for this mod, I highly doubt it would be possible for me to play RimWorld with all of these mods without yours! ;D
Title: Re: [B18] ModSwitch - a Rimworld mod manager
Post by: SpaceDorf on January 08, 2018, 04:08:53 AM
Quote from: Harry_Dicks on January 05, 2018, 12:40:06 PM
This mod is an absolute MUST HAVE. However I have a simple request - do you think we could get numbers beside the mods?

:o
Genius.
Title: Re: [B18] ModSwitch - a Rimworld mod manager
Post by: DoctorVanGogh on January 08, 2018, 07:01:00 PM
Quote from: Harry_Dicks on January 05, 2018, 12:40:06 PM
However I have a simple request - do you think we could get numbers beside the mods?
Could you be more specific than "numbers"? What numbers? Because I can easily put "a number" next to each mod ;)

(https://imgs.xkcd.com/comics/random_number.png)
Title: Re: [B18] ModSwitch - a Rimworld mod manager
Post by: Harry_Dicks on January 08, 2018, 07:17:40 PM
Quote from: DoctorVanGogh on January 08, 2018, 07:01:00 PM
Quote from: Harry_Dicks on January 05, 2018, 12:40:06 PM
However I have a simple request - do you think we could get numbers beside the mods?
Could you be more specific than "numbers"? What numbers? Because I can easily put "a number" next to each mod ;)

(https://imgs.xkcd.com/comics/random_number.png)

As in the number of their number based chronologically when you put them in the current mod list. Example the first three mods you put in, will have a 1, 2, and 3 beside their name. That way, when I search for 1 specific mod in my list of 300, I can see that it's in slot number 159. So when I try moving it around or just try something different or whatever, I can remember what slot it was in to put it back, or whatever it was that I was doing. Sometimes I'm not the best at explaining this stuff :P
Title: Re: [B18] ModSwitch - a Rimworld mod manager
Post by: Canute on January 09, 2018, 04:16:52 AM
A timestamp, hmm could be useful.
But currently you could just colour your newest mods different.
Title: Re: [B18] ModSwitch - a Rimworld mod manager
Post by: Harry_Dicks on January 09, 2018, 04:29:08 AM
Quote from: Canute on January 09, 2018, 04:16:52 AM
A timestamp, hmm could be useful.
But currently you could just colour your newest mods different.

Not a timestamp, just a number beside them based on their location in the list. I wouldn't really need to know if I added a certain mod at 10:15am :P
Title: Re: [B18] ModSwitch - a Rimworld mod manager
Post by: Canute on January 09, 2018, 05:22:29 AM
But i think a simple timestamp could be easyer to add to an entry, then another array to keep track which mod got first.
Title: Re: [B18] ModSwitch - a Rimworld mod manager
Post by: SpaceDorf on January 09, 2018, 05:41:09 AM
I think a timestamp could be useful as to know as well, but only as an additional sorting option.

The Position Number is great to find the position of a Mod in the list after the search option,
The Timestamp is a reminder of when the Mod got moved into this position.
Title: Re: [B18] ModSwitch - a Rimworld mod manager
Post by: Harry_Dicks on January 09, 2018, 06:25:05 AM
(http://i0.kym-cdn.com/entries/icons/original/000/006/759/both.png)
Title: Re: [B18] ModSwitch - a Rimworld mod manager
Post by: Usernmae on March 23, 2018, 09:02:57 AM
Just wanted to say thanks for this. I was having a hell of a time trying to get 50+ mods out of the steam folder. You're awesome.
Title: Re: [B18] ModSwitch - a Rimworld mod manager
Post by: asquirrel on May 12, 2018, 05:26:24 PM
Had some kind of mod conflict which locked my Rimworld game up while going into the mods folder.  I go into C:\Users\082914 - I5\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config
and delete all the files in there.  Then I'm able to get back into the mods folder.

I had backed up my mod list before the lockup. 

I went into C:\Users\082914 - I5\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\ModListBackup and could only find one file which was dated last year.  But even while I tried to load that backup, it's not showing up on the restore / load icon. 

What files should I backup from Modswitch before I clean out my config directory so that I can clean out the config directory and restore my last backup?  Thanks! :)
Title: Re: [B18] ModSwitch - a Rimworld mod manager
Post by: DoctorVanGogh on June 30, 2018, 10:36:53 AM
There's a working version for 1.0 unstable available on github:

https://github.com/DoctorVanGogh/ModSwitch/releases/tag/1.0.1.5

This requires a manual install.

If you're currently running the steam version for B18 you'll have to copy it's settings over.

Things not yet done:
- Merge 1.0 mod search highlight filter & ModSwitch filter... 2 search boxes are just... no ;)
- Add import/export functionality for ModSwitch
- Add Cloud sync

Test away ;)
Title: Re: [B18/1.0 unstable] ModSwitch - a Rimworld mod manager
Post by: Sixdd on July 25, 2018, 09:40:03 PM
Thanks for the update Doc, I love this mod. Can't wait for the cloud sync feature :D
Title: Re: [B18/1.0 unstable] ModSwitch - a Rimworld mod manager
Post by: themadgunman on July 26, 2018, 10:50:40 AM
This is possibly the most usefull mod ever  :)
Title: Re: [B18/1.0 unstable] ModSwitch - a Rimworld mod manager
Post by: matheryn on September 02, 2018, 09:15:25 PM
please for the children, think of the children and put this in b19 will someone PLEAAAASE think of the children
Title: Re: [B18/1.0 unstable] ModSwitch - a Rimworld mod manager
Post by: DoctorVanGogh on September 06, 2018, 02:30:14 PM
Well.... someone certainly didn't think of the children enough to even check on them. They may have been way too quiet, but still managed to build something (https://github.com/DoctorVanGogh/ModSwitch/releases/latest) with their toys..
Title: Re: [B19] ModSwitch - a Rimworld mod manager
Post by: DoctorVanGogh on September 09, 2018, 09:36:30 AM
Update: B19 is out