Ludeon Forums

RimWorld => Releases => Mods => Outdated => Topic started by: EdB on November 15, 2014, 07:38:25 PM

Title: [A13] EdB Mod Order - DISCONTINUED (15 July 2016)
Post by: EdB on November 15, 2014, 07:38:25 PM
Announcement (15 July 2016)
I will not be updating the Mod Order mod for Alpha 14.  Because the mod screen in the vanilla game now includes the ability to re-order mods, we should not be losing any functionality by this mod's absence.

Thanks to everyone who's used the mod.

EdB Mod Order

Easily choose the order in which your mods load with the Mod Order mod.  This mod replaces the Mods menu with a new version that lets you move your mods up or down in the list to specify the order in which they should load.

(http://i1295.photobucket.com/albums/b636/edbmods/mod-order-11_zps6b1d41f8.jpg)

How to use:

Download 0.13.1.2 for Alpha 13 (https://www.dropbox.com/s/9fv1hup9uq5evrf/EdBModOrder-0.13.1.2.zip?dl=0)
Download 1.6.1 for Alpha 12 (https://www.dropbox.com/s/7dyffc3jz0mbh7q/EdBModOrder-1.6.1.zip?dl=0)

I've seen issues recently where Dropbox downloads were being blocked by browsers.  It looks like this is no longer an issue, but if you need an alternate download location, you can log in to the Ludeon forums and download the mod from the attachment at the bottom of this post.

Release note/changelog:


_____________________________________________________________________________

   Version 0.13.1.2 (2016-04-23)
_____________________________________________________________________________

- Fixed threading issues with textures and game objects.
- Changed versioning scheme.

_____________________________________________________________________________

   Version 1.7.1 (2016-04-09)
_____________________________________________________________________________

- Added support for Alpha 13.

_____________________________________________________________________________

   Version 1.6.1 (2015-08-23)
_____________________________________________________________________________

- Added support for Alpha 12.

_____________________________________________________________________________

   Version 1.5.2 (2015-07-04)
_____________________________________________________________________________

- Added support for Alpha 11b.
- Added community-provided French translation.
_____________________________________________________________________________

   Version 1.5.1 (2015-06-10)
_____________________________________________________________________________

- Added support for Alpha 11.

_____________________________________________________________________________

   Version 1.4.1 (2015-04-18)
_____________________________________________________________________________

- Added support for Alpha 10.

_____________________________________________________________________________

   Version 1.3.1 (2015-02-20)
_____________________________________________________________________________

- Added support for Alpha 9.
_____________________________________________________________________________

   Version 1.2.1 (2014-12-14)
_____________________________________________________________________________

- Added support for Alpha 8.

_____________________________________________________________________________

   Version 1.1.1 (2014-12-01)
_____________________________________________________________________________

- Moved the order buttons outside of the active mod list box and added
   buttons to move mods to the top or to the bottom of the list.
- Added some additional warnings if you try to move the Core mod from the
   first position in the list or if you try to remove all mods from the list.
- A handful of code tweaks, including the addition of extensive comments.
- Added source code to the distribution.

_____________________________________________________________________________

   Version 1.0.1 (2014-11-15)
_____________________________________________________________________________

- Initial release



[attachment deleted due to age]
Title: Re: [MOD] (Alpha 7) EdB Mod Order (v1.0.1 - Released Nov 15 2014)
Post by: JuliaEllie on November 15, 2014, 07:42:14 PM
Hehe very good work as always :) I am a secret admirer and prepare carefully taught me a lot on GUI programming. Thank you very much :)
Title: Re: [MOD] (Alpha 7) EdB Mod Order (v1.0.1 - Released Nov 15 2014)
Post by: Romi on November 15, 2014, 11:40:40 PM
My God!This mod should fix other mod conflicts EdB you are a genius!
Title: Re: [MOD] (Alpha 7) EdB Mod Order (v1.0.1 - Released Nov 15 2014)
Post by: mipen on November 15, 2014, 11:40:57 PM
Wow this looks great :) Great work edb, you are a master :D
Title: Re: [MOD] (Alpha 7) EdB Mod Order (v1.0.1 - Released Nov 15 2014)
Post by: diegopesente on November 15, 2014, 11:49:03 PM
At least, no more "mark module> exit rimworld> open rimworld> mark module>exit rimworld"....!
Title: Re: [MOD] (Alpha 7) EdB Mod Order (v1.0.1 - Released Nov 15 2014)
Post by: Jaxxa on November 16, 2014, 01:46:50 AM
Very nice.

I made an external tool that did something similar, but this is heaps better be able to do this from in game.
Title: Re: [MOD] (Alpha 7) EdB Mod Order (v1.0.1 - Released Nov 15 2014)
Post by: AurOn2401 on November 16, 2014, 03:55:58 AM
Do mods at the bottom of the list over-write things at the top of the list, where possible?

Edit: I see you have recipe nurse loaded AFTER Extended surgery and bionics, which requires recipe nurse to run. Hmm.
Title: Re: [MOD] (Alpha 7) EdB Mod Order (v1.0.1 - Released Nov 15 2014)
Post by: SteaN on November 16, 2014, 05:52:35 AM
Very good. Are you plan integrate mod sorter ? Analog BOSS for Skyrim.
Title: Re: [MOD] (Alpha 7) EdB Mod Order (v1.0.1 - Released Nov 15 2014)
Post by: EdB on November 16, 2014, 10:31:17 AM
Quote from: AurOn2401 on November 16, 2014, 03:55:58 AM
Do mods at the bottom of the list over-write things at the top of the list, where possible?

Mods at the top load first.  Mods at the bottom load last.  Beyond that, the mod loading behavior does not change.  I'm actually not entirely sure what the default behavior is when a mod loads later.  Maybe someone who knows better can answer that question?

Quote from: AurOn2401 on November 16, 2014, 03:55:58 AM
Edit: I see you have recipe nurse loaded AFTER Extended surgery and bionics, which requires recipe nurse to run. Hmm.

From a quick look at the code, it looks like Recipe Nurse does its recipe additions immediately after all mods have been loaded, so it may not matter where it is in the list--as long as it's there.  That said, the combination that you see in the screenshot is not a real combination that I play with--I just threw together an example for the screen grab.

Important with Recipe Nurse: you should still restart RimWorld after changing your mod load order if your active mod list includes Recipe Nurse.  Recipe Nurse runs once the first time it is loaded and will not run again--even if you enable other mods.  Restarting is the only way to guarantee that mods that you added get picked up by Recipe Nurse.
Title: Re: [MOD] (Alpha 7) EdB Mod Order (v1.0.1 - Released Nov 15 2014)
Post by: EdB on November 16, 2014, 10:39:16 AM
Quote from: SteaN on November 16, 2014, 05:52:35 AM
Very good. Are you plan integrate mod sorter ? Analog BOSS for Skyrim.

Probably not.  I don't know much about BOSS--I'm not a Skyrim player--but it sounds great.  I'm not sure how it works.  You need to have some way of telling that mod A is a dependency for mod B, and I don't think that there's enough information in RimWorld mod definitions to be able to do that.  Without being able to figure that out automatically, you'd need to either maintain that information yourself in the "sorter" mod, or you'd need to define an XML file format that mod makers could include to provide the information in their mods.  Both options are more than I can commit to--and it probably makes sense to wait until the game is a little closer to release before trying something like that.
Title: Re: [MOD] (Alpha 7) EdB Mod Order (v1.0.1 - Released Nov 15 2014)
Post by: SteaN on November 16, 2014, 01:59:18 PM
Thanks for answer. Let's wait for the release)
Title: Re: [MOD] (Alpha 7) EdB Mod Order (v1.0.1 - Released Nov 15 2014)
Post by: skullywag on November 16, 2014, 02:22:21 PM
I still haven't had a need for this type of thing (its only the medical stuff I think but I don't have the issue as I don't use the mods affected) but this is still a great addon for when it truly does become thing (if it does).
Title: Re: [MOD] (Alpha 7) EdB Mod Order (v1.0.1 - Released Nov 15 2014)
Post by: EdB on November 16, 2014, 03:47:43 PM
Quote from: skullywag on November 16, 2014, 02:22:21 PM
I still haven't had a need for this type of thing (its only the medical stuff I think but I don't have the issue as I don't use the mods affected) but this is still a great addon for when it truly does become thing (if it does).

To tell you the truth, I haven't really run into this problem either--but I don't play with too many mods.  I noticed that it was recently getting mentioned more and more, and it was a pretty easy mod to put together, so I figured I'd do it.  I probably won't put much effort into it beyond this initial release.

Being able to know the order in which mods load does raise a couple of interesting possibilities.  For example, mods that consist of just code libraries would be much easier to manage.  This is something I've considered putting together in the past, but it was always just too messy to think about when you have no idea which mod is going to load first.
Title: Re: [MOD] (Alpha 7) EdB Mod Order (v1.0.1 - Released Nov 15 2014)
Post by: skullywag on November 16, 2014, 03:51:49 PM
I can see it being useful if 1 mod overrides another mods things for example, you would get the last one in the list, so tweak mods loaded last could become a thing. The base mod loads first the tweak loads after, thats probably how Id use it.
Title: Re: [MOD] (Alpha 7) EdB Mod Order (v1.0.1 - Released Nov 15 2014)
Post by: StorymasterQ on November 16, 2014, 08:38:52 PM
I think you need to idiot-proof this better. Let's not enable Core to be anywhere but the top. It can still be excluded (if one uses something that replaces it) but if it's in the list, it should ALWAYS be top.

Excluding Core should also be warned against, but it's not impossible for users of advanced mods that replaces (not just overrides) it.
Title: Re: [MOD] (Alpha 7) EdB Mod Order (v1.0.1 - Released Nov 15 2014)
Post by: Nommy on November 17, 2014, 05:37:23 AM
Awesome mod! I'd like to see a 'Reload Mods' button which would close the form and reload all the mods. It'd be useful if your editing a mod and need to test the changes. Perhaps it could be hidden when not in development mode. Also, you might want to mention somewhere that you can move the mods in the list using up and down arrow keys. Tooltip? That's really handy when you want to get something from the bottom of a big list to the top, rather than clicking those little up arrows each time it moves. Great work though, thanks for this!
Title: Re: [MOD] (Alpha 7) EdB Mod Order (v1.0.1 - Released Nov 15 2014)
Post by: Sleeeper on November 17, 2014, 08:20:29 AM
Would be useful to have buttons to move a mod to top or bottom of the list in 1 click.
Title: Re: [MOD] (Alpha 7) EdB Mod Order (v1.1.1 - Updated Dec 1 2014)
Post by: EdB on December 01, 2014, 01:23:55 AM
I did a new release that includes a couple of changes:
For mod-makers who are curious about how the mod works, I've included complete source code with lots and lots of comments.
Title: Re: [MOD] (Alpha 7) EdB Mod Order (v1.1.1 - Updated Dec 1 2014)
Post by: Sir on December 02, 2014, 05:52:07 PM
Could you add the ability to setup, save, and load several mod configs for different saves?
The ability to collectively move multiple mods from either side would also be awesome. (Cntrl + Click like Windows?)

Loving this mod, makes my life so much easier to mess with the load order  ;D
Title: Re: [MOD] (Alpha 8) EdB Mod Order (v1.2.1 - Updated 14 Dec 2014)
Post by: EdB on December 15, 2014, 01:30:48 AM
Just did a quick release to update to Alpha 8.
Title: Re: [MOD] (Alpha 8) EdB Mod Order (v1.2.1 - Updated 14 Dec 2014)
Post by: Iwillbenicetou on December 16, 2014, 06:07:08 PM
Will be mentioning this in my help ;D
Title: Re: [MOD] (Alpha 8) EdB Mod Order (v1.2.1 - Updated 14 Dec 2014)
Post by: john pretzel on December 18, 2014, 01:50:41 PM
Quote from: EdB on December 15, 2014, 01:30:48 AM
Just did a quick release to update to Alpha 8.

Very essential  :D thanks!
Title: Re: [MOD] (Alpha 8) EdB Mod Order (v1.2.1 - Updated 14 Dec 2014)
Post by: millenium on December 18, 2014, 02:40:29 PM
thank you. this should be in the base game
Title: Re: [MOD] (Alpha 8) EdB Mod Order (v1.2.1 - Updated 14 Dec 2014)
Post by: Kilderon on December 20, 2014, 08:16:51 AM
Found an odd interaction error when trying to track down a more serious error, not sure if it's being caused by Mod Order or Glassworks VII. (https://ludeon.com/forums/index.php?topic=3223.0 (https://ludeon.com/forums/index.php?topic=3223.0)) I figured I'd post it in both threads with the details.

Loading either mod alone causes no error, but loading the two together gets you: XML error: > doesn't correspond to any field in type ThingFilter.

Error is visible immediately upon closing the mod screen. Starting a colony is not required. Attached is a cropped image of the debug screen I get.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) EdB Mod Order (v1.2.1 - Updated 14 Dec 2014)
Post by: EdB on December 20, 2014, 10:56:18 AM
Quote from: Kilderon on December 20, 2014, 08:16:51 AM
Loading either mod alone causes no error, but loading the two together gets you: XML error: > doesn't correspond to any field in type ThingFilter.

From a quick test, I don't think the Mod Order mod factors into this.  I see this warning even if I just have Glassworks enabled with no other mods.
Title: Re: [MOD] (Alpha 8) EdB Mod Order (v1.2.1 - Updated 14 Dec 2014)
Post by: Coroser on January 15, 2015, 09:55:28 AM
Great mod.

Suggestion: Add the possiblity to save the list of chosen "active" mods.

Title: Re: [MOD] (Alpha 8) EdB Mod Order (v1.2.1 - Updated 14 Dec 2014)
Post by: want_some on January 21, 2015, 09:28:39 PM
This mod looks great! just one thing tho.

Add a save mod list button of some sort so its easy to change mods quicker. Currently I'm having to load the mods for one save, then rename the ModConfig file for the one seave, then when i need to use it, i rename it back to ModConfig. And sometimes i forget what save the file was for so i tend to redo the mod list again.

Suggestions:
Mod List Saving
Mod List Config Naming
Title: Re: [MOD] (Alpha 8) EdB Mod Order (v1.2.1 - Updated 14 Dec 2014)
Post by: shhfiftyfive on February 19, 2015, 03:36:51 PM
curious if you know how long it will take to get this a9 updated?
Title: Re: [MOD] (Alpha 8) EdB Mod Order (v1.2.1 - Updated 14 Dec 2014)
Post by: Asfalto on February 19, 2015, 05:44:19 PM
HUh=?
Title: Re: [MOD] (Alpha 9) EdB Mod Order (v1.3.1 - Updated 21 Feb 2015)
Post by: EdB on February 21, 2015, 02:14:33 AM
Updated for alpha 9.  See the original post (https://ludeon.com/forums/index.php?topic=7454.0) for the download link.
Title: Re: [MOD] (Alpha 9) EdB Mod Order (v1.3.1 - Updated 21 Feb 2015)
Post by: Dr. Z on February 21, 2015, 08:12:27 AM
For some reason your mods always fuck up with my font in dev mode, like this:

(http://i60.tinypic.com/554kfn.png)

It's just in te menus though, not in the game.
Title: Re: [MOD] (Alpha 9) EdB Mod Order (v1.3.1 - Updated 21 Feb 2015)
Post by: Yilmas on February 24, 2015, 03:58:52 AM
Feature request for Mod Order:
Make a simple double click feature on the mod titles in each window (library/included mods). Basically to simplify the process of adding/removing mods from either window.
Shouldn't be too difficult or time consuming, from my knowledge with c#, unless rimworld api prohibits it.
Title: Re: [MOD] (Alpha 9) EdB Mod Order (v1.3.1 - Updated 21 Feb 2015)
Post by: seonder on February 24, 2015, 04:40:48 AM
Quote from: Yilmas on February 24, 2015, 03:58:52 AM
Feature request for Mod Order:
Make a simple double click feature on the mod titles in each window (library/included mods). Basically to simplify the process of adding/removing mods from either window.
Shouldn't be too difficult or time consuming, from my knowledge with c#, unless rimworld api prohibits it.

I couldn't agreee more!  8) it'll be much appreciate it
Title: Re: [MOD] (Alpha 9) EdB Mod Order (v1.3.1 - Updated 21 Feb 2015)
Post by: PilotBhav04 on March 05, 2015, 03:57:34 PM
I've noticed that when I have done loading the mods in and go to generate the map, it doesn't want to do anything. This tells me, that iv'e soon realized, that some mods are not in date with the game. Is it possible if you could make a system where it tells you in mod order if it will be playable or something along those lines.

Thanks
Title: Re: [MOD] (Alpha 9) EdB Mod Order (v1.3.1 - Updated 21 Feb 2015)
Post by: EdB on March 05, 2015, 09:59:31 PM
Quote from: PilotBhav04 on March 05, 2015, 03:57:34 PM
I've noticed that when I have done loading the mods in and go to generate the map, it doesn't want to do anything. This tells me, that iv'e soon realized, that some mods are not in date with the game. Is it possible if you could make a system where it tells you in mod order if it will be playable or something along those lines.

Thanks

I could probably look at the targetVersion value from the mod's About.xml file to try to check if the mod doesn't match the current alpha version.  I will consider it, but for now I don't have any plans to expand the functionality of the mod.  Besides that one value, there's really no way to automatically figure out if a mod is going to going to be playable.
Title: Re: [MOD] (Alpha 9) EdB Mod Order (v1.3.1 - Updated 21 Feb 2015)
Post by: LInfo on March 24, 2015, 03:47:31 AM
add russian translate in mod

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) EdB Mod Order (v1.4.1 - Updated 18 Apr 2015)
Post by: EdB on April 18, 2015, 10:41:33 PM
I've update the Mod Order mod for Alpha 10.  See the original post for download links.  Please let me know if you run into any issues.
Title: Re: [MOD] (Alpha 10) EdB Mod Order (v1.4.1 - Updated 18 Apr 2015)
Post by: «Temple» on April 18, 2015, 10:43:45 PM
Quote from: EdB on April 18, 2015, 10:41:33 PM
I've update the Mod Order mod for Alpha 10.  See the original post for download links.  Please let me know if you run into any issues.

I know a issue about the prepare carefully I posted it and someone helped me out and posted a screenshot of it.
Title: Re: [MOD] (Alpha 10) EdB Mod Order (v1.4.1 - Updated 18 Apr 2015)
Post by: Kaballah on April 19, 2015, 01:50:49 AM
Yay, well done.
Title: Re: [MOD] (Alpha 10) EdB Mod Order (v1.4.1 - Updated 18 Apr 2015)
Post by: daft73 on April 29, 2015, 10:37:18 AM
Thank you again for the update EdB, any bug will be brought to your attention. ;)
Title: Re: [MOD] (Alpha 10) EdB Mod Order (v1.4.1 - Updated 18 Apr 2015)
Post by: Inacio on April 29, 2015, 10:40:31 AM
Where is the mod order saved?
Title: Re: [MOD] (Alpha 10) EdB Mod Order (v1.4.1 - Updated 18 Apr 2015)
Post by: Jaxxa on April 29, 2015, 07:26:29 PM
Quote from: Inacio on April 29, 2015, 10:40:31 AM
Where is the mod order saved?
On Win 7 it is.

C:\Users\#USER#\AppData\LocalLow\Ludeon Studios\RimWorld\Config\ModsConfig.xml
Title: Re: [MOD] (Alpha 10) EdB Mod Order (v1.4.1 - Updated 18 Apr 2015)
Post by: Havan_IronOak on May 20, 2015, 03:08:06 PM
LOVE the  EdB Mod Order v1.4.1 mod!

I play a number of moddable games and your mod is great.

...One thing some of the others do have, that might make your even better, is a button that allows one to get a list of the mods that one is currently using. The mod order mod that I use in Silent Hunter 5 even has the ability to give the ordered list to you as a copy in the scratchpad or a text file. The reason that this is useful is that it allows folks to easily share what mods they're using with others when discussing how the game is acting.

If you COULD add such a feature, that would be great but either way, I'll continue to use and enjoy your mod.  :)

Title: Re: [MOD] (Alpha 11) EdB Mod Order (v1.5.1 - Updated 10 Jun 2015)
Post by: EdB on June 10, 2015, 11:06:50 PM
Released a new version, 1.5.1, for Alpha 11.  No new features.  Please report any bugs that you run into.
Title: Re: [A11] EdB Mod Order (v1.5.1 - Updated 10 Jun 2015)
Post by: TheLoneWolf on June 21, 2015, 01:50:37 PM
So my game wouldn't load today so I went through and removed all of my mods 1 by 1 (19 in total) and it would always lead to Rimworld opening with just a black screen; music playing, but CTD shortly after.

I finally removed this mod and now its working, but I have no idea what the matter specifically is.
Title: Re: [A11] EdB Mod Order (v1.5.1 - Updated 10 Jun 2015)
Post by: falcongrey on June 21, 2015, 11:25:06 PM
Quote from: TheLoneWolf on June 21, 2015, 01:50:37 PM
So my game wouldn't load today so I went through and removed all of my mods 1 by 1 (19 in total) and it would always lead to Rimworld opening with just a black screen; music playing, but CTD shortly after.

I finally removed this mod and now its working, but I have no idea what the matter specifically is.

Was this mod in order right after Core ?  If not I found it will sometimes CTD or go black screen. If you are unsure, uninstall ALL mods  (but CORE, as this is the game) then install JUST this one. Once this is active then install the others through this one in their respective orders if they have core mods. 

Core is always first, second is this one, then everything else.
Title: Re: [A11] EdB Mod Order (v1.5.1 - Updated 10 Jun 2015)
Post by: harpo99999 on July 04, 2015, 03:48:49 AM
I have just tried a load of 11b wwith the current mod order, and all I get whrn I click on the mod button in the main menu is a error log containing
Initialized the EdB Mod Order mod

'(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

System.MissingMethodException: Method not found: 'Verse.InstalledMod.get_FolderName'.

  at EdB.ModOrder.ModController.MenusUpdate () [0x00000] in <filename unknown>:0

  at EdB.ModOrder.ModController.Update () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56);
could this be an error for 11b in your mod or is it a BUG in the core rimword 11b?
btw this and a lot of other mods were working fine 11a woth mod order the first to load, and I copied all the mods from the 834 mods folder into the 857 mods folder (excuding the core mod of course)
Title: Re: [A11] EdB Mod Order (v1.5.1 - Updated 10 Jun 2015)
Post by: EdB on July 04, 2015, 04:04:44 AM
You can expect an 11b release within the next day.
Title: Re: [A11b] EdB Mod Order (v1.5.2 - Updated 4 Jul 2015)
Post by: EdB on July 04, 2015, 02:07:15 PM
I've released a new version, 1.5.2, that adds support for Alpha 11b.  It also adds a French-language translation provided by kaptain_kavern (thanks!)

Usually the mod-loading code in the vanilla game changes very little between releases, so this mod is easy to update.  This time around, there were changes to that code, and I needed to make some adjustments to match those changes.  Please keep an eye out for bugs and let me know if you run into any issues.
Title: Re: [A11b] EdB Mod Order (v1.5.2 - Updated 4 Jul 2015)
Post by: r4ky on July 04, 2015, 02:10:00 PM
nice for the french translation !  ;)
Title: Re: [A11b] EdB Mod Order (v1.5.2 - Updated 4 Jul 2015)
Post by: kaptain_kavern on July 04, 2015, 03:29:49 PM
Quote from: EdB on July 04, 2015, 02:07:15 PM
I've released a new version, 1.5.2, that adds support for Alpha 11b.  It also adds a French-language translation provided by kaptain_kavern (thanks!)
That was my way of saying thank to you ;)
thx for the quick update btw


Quote from: r4ky on July 04, 2015, 02:10:00 PM
nice for the french translation !  ;)
Ha un compatriote ? :p
J'esperais que cela allait aider certains ;)
Title: Re: [A11b] EdB Mod Order (v1.5.2 - Updated 4 Jul 2015)
Post by: skyarkhangel on August 23, 2015, 09:04:07 AM
when will update?:)
Title: Re: [A12] EdB Mod Order (v1.6.1 - Updated 23 Aug 2015)
Post by: EdB on August 23, 2015, 03:48:58 PM
I've released an update for Alpha 12.
Title: Re: [A12] EdB Mod Order (v1.6.1 - Updated 23 Aug 2015)
Post by: Percy on August 24, 2015, 10:38:00 AM
Quote from: EdB on August 23, 2015, 03:48:58 PM
I've released an update for Alpha 12.

Thank you EdB <3!!
Title: Re: [A12] EdB Mod Order (v1.6.1 - Updated 23 Aug 2015)
Post by: mo0504 on August 27, 2015, 09:40:30 PM
Hello EdB,

Sorry for my bad english, i am from germany.... i have a problem with the text and the caption of the buttons. I use the german version of rimworld and i have such hieroglyphics instead the normal letters, that happens only when i use an other language than english, french or korean. any idea maybe?
Title: Re: [A12] EdB Mod Order (v1.6.1 - Updated 23 Aug 2015)
Post by: EdB on August 28, 2015, 02:21:05 AM
Quote from: mo0504 on August 27, 2015, 09:40:30 PM
Hello EdB,

Sorry for my bad english, i am from germany.... i have a problem with the text and the caption of the buttons. I use the german version of rimworld and i have such hieroglyphics instead the normal letters, that happens only when i use an other language than english, french or korean. any idea maybe?

This happens when you have the "Development Mode" game option turned on.  If you turn this off, the labels will appear in English.  In "Development Mode," the strange characters let you quickly see which text has not yet been translated.  French and Korean translations were both provided by members of the community--that's why those two languages worked without a problem.  There currently is no German translation for mod, but I'm always happy to add new translations when people send them to me.
Title: Re: [A12] EdB Mod Order (v1.6.1 - Updated 23 Aug 2015)
Post by: mo0504 on August 28, 2015, 07:56:29 AM
Ty very much for the solution... that was the reason indeed! greetings
Title: Re: [A12] EdB Mod Order (v1.6.1 - Updated 23 Aug 2015)
Post by: Kulverstukass on September 15, 2015, 06:46:36 PM
I would like to suggest option to save list of activated mods, to be able fast-switch from "one many mods pack" to "other many (or not so) mods", as game saves active mods in list "ModsConfig". :)
Title: Re: [A12] EdB Mod Order (v1.6.1 - Updated 23 Aug 2015)
Post by: donoya on November 08, 2015, 07:47:54 PM
As I'm kind-of new to adding mods to rimworld, could someone please explain to me how mod order matters and how to determine what order certain mods should be in? I get from reading bits and pieces about mod order that the core mod always comes first, but how would I determine where in the mod order a mod should be? I'm basically asking for an algorithm with which I can use to get any combination of mods to work (not accounting for incompatibilities or incorrectly coded mods).
Title: Re: [A12] EdB Mod Order (v1.6.1 - Updated 23 Aug 2015)
Post by: Tekuromoto on November 08, 2015, 08:49:24 PM
As I understand it (and I'm by no means an expert), mod order mainly matters when two or more mods make changes to the same core definitions. In such a case, the latest loading mod's changes are what's loaded by the game.

With two simple mods - say that each modify the standard pistol - it's easy to decide which you want loaded last. The challenge comes with mods that have far-reaching changes, additions, and game-balances. Then simply loading one before the other may screw things up entirely. Hence the profusion of modpacks, where the curator has to tweak many files (including binaries) to get everything to play nice.

So basically, there is no silver bullet load order algorithm.

Title: Re: [A12] EdB Mod Order (v1.6.1 - Updated 23 Aug 2015)
Post by: donoya on November 08, 2015, 09:58:41 PM
Quote from: Tekuromoto on November 08, 2015, 08:49:24 PM
As I understand it (and I'm by no means an expert), mod order mainly matters when two or more mods make changes to the same core definitions. In such a case, the latest loading mod's changes are what's loaded by the game.

With two simple mods - say that each modify the standard pistol - it's easy to decide which you want loaded last. The challenge comes with mods that have far-reaching changes, additions, and game-balances. Then simply loading one before the other may screw things up entirely. Hence the profusion of modpacks, where the curator has to tweak many files (including binaries) to get everything to play nice.

So basically, there is no silver bullet load order algorithm.
I guess that makes sense. If it's dependent on what the mod changes with the core mod, it would make things much more difficult to determine.
Title: Re: [A12] EdB Mod Order (v1.6.1 - Updated 23 Aug 2015)
Post by: Dr. Z on April 09, 2016, 11:23:00 AM
Does this work in Alpha 13?
Title: Re: [A12] EdB Mod Order (v1.6.1 - Updated 23 Aug 2015)
Post by: Arigas on April 09, 2016, 12:31:21 PM
I would say not, as it has [A12] in the title, and has not been updated since August 23, also in the title. I tried the Prepare Carefully mod, which someone said worked, but had nothing but issues. Can always try it out, see for yourself.
Title: Re: [A12] EdB Mod Order (v1.6.1 - Updated 23 Aug 2015)
Post by: Dr. Z on April 09, 2016, 02:44:25 PM
Yes, I can also read. But I don't want to test it because it changes technical stuff instead of ingame things so I hoped someone had tried it out already.
Title: Re: [A13] EdB Mod Order (v1.7.1 - 9 April 2016)
Post by: EdB on April 09, 2016, 08:07:18 PM
I've released an Alpha 13 version of the Mod Order mod.  See the original post for the download link.
Title: Re: [A13] EdB Mod Order v1.7.1 (9 April 2016)
Post by: falconbunker on April 09, 2016, 08:49:53 PM
Thanks EDB, keep up the good work.
Title: Re: [A13] EdB Mod Order v1.7.1 (9 April 2016)
Post by: LadyAth on April 10, 2016, 02:10:49 AM
Thank you!
Title: Re: [A13] EdB Mod Order v1.7.1 (9 April 2016)
Post by: Fluffy (l2032) on April 10, 2016, 07:21:58 AM
EdB, you shouldn't start gameObjects in the ITab constructor - in A13, mods are loaded, and classes initialized, in a separate thread. It works sporadically in windows, but it crashes the game in linux.
Title: Re: [A13] EdB Mod Order v1.7.1 (9 April 2016)
Post by: Khaosius789 on April 17, 2016, 06:02:33 PM
Does not seem to work. Please advise.
Title: Re: [A13] EdB Mod Order v1.7.1 (9 April 2016)
Post by: JacksonCoded on April 17, 2016, 09:23:13 PM
Quote from: Khaosius789 on April 17, 2016, 06:02:33 PM
Does not seem to work. Please advise.

Works fine for me... you have to enable just the mod order mod, then back out of the mod menu, then go back to the mod menu
Title: Re: [A13] EdB Mod Order v1.7.1 (9 April 2016)
Post by: KillerOrc on April 18, 2016, 07:35:03 PM
Quote from: Khaosius789 on April 17, 2016, 06:02:33 PM
Does not seem to work. Please advise.

Same here, I can´t get it to work. Been using mods since A10 and this one just isn´t working for me.

Tried everything I can think of. Might be that my default language isn´t English at startup but I changed all that and quit before unpacking, installing, quit and restarting.

It´s listed in among the mods but the interface is the vanilla one.

(http://i.imgur.com/s9zv95C.jpg)
Title: Re: [A13] EdB Mod Order v1.7.1 (9 April 2016)
Post by: dismar on April 18, 2016, 07:39:06 PM
Mine works some of the time :)
Title: Re: [A13] EdB Mod Order v1.7.1 (9 April 2016)
Post by: Severik on April 21, 2016, 07:45:33 AM
hey EDB, love the mod but could i ask a favor?

is it possible to save a spezific mod order/list as seperate xml or even just a txt file or hat ever is good and make it loadable/interchangeable like the Presets in prepera carefully? would save me (and i guess, some other ppl too) a bunch of time when checking which mod brings which error and reenabling them all afterwards in the correct manner....at least if one is using many mods
Title: Re: [A13] EdB Mod Order v1.7.1 (9 April 2016)
Post by: Demonlord091 on April 21, 2016, 10:36:46 PM
Worked for about 10 minutes, then stopped working and started throwing errors.

Screenshot of said errors is attached.

Any clever ideas?

[attachment deleted by admin - too old]
Title: Re: [A13] EdB Mod Order v1.7.1 (9 April 2016)
Post by: Lumaan on April 21, 2016, 11:30:02 PM
Quote from: Demonlord091 on April 21, 2016, 10:36:46 PM
Worked for about 10 minutes, then stopped working and started throwing errors.

Screenshot of said errors is attached.

Any clever ideas?
What version mod/game? Loadorder? What other mods?
I'm running around 45 mods, and EdB's mod  order have never failed or made errors. And that's with A13 + Mod order 1.7.1
Title: Re: [A13] EdB Mod Order v1.7.1 (9 April 2016)
Post by: Rock5 on April 23, 2016, 03:38:55 AM
I have a suggestion. I don't know if this has been mention before but one of the most frustrating things about using and trying mods is remembering what mods and in what order you used for a particular game. Why doesn't Mod Order have a save/load mod list feature. That way you could save a list for the current game you are playing, test out some new mods, then return your mod list back to the original list to resume your game. Seems obvious now that I think of it. Sorry if it's been suggested before.

Edit: Oops. I just noticed the message 3 posts back asking something similar. I guess it's a popular request.
Title: Re: [A13] EdB Mod Order v0.13.1.2 (23 April 2016)
Post by: EdB on April 23, 2016, 09:23:37 PM
I released a new version, 0.13.1.2 that should fix the texture loading issues that people are seeing.  If you're still getting the intermittent errors, let me know.  I think I got them all, but it's possible that I did not.

If you're wondering why the version number looks different than before, I'm switching to a new versioning scheme that I noticed a couple of other people using.  The first two numbers are the RimWorld version (0.13 is alpha 13--when it comes out of alpha, the first two numbers will be something like 1.0).  The second two numbers are my version numbers: major release (feature changes), followed by minor release (bug fixes).
Title: Re: [A13] EdB Mod Order v0.13.1.2 (23 April 2016)
Post by: Lumaan on April 23, 2016, 11:24:22 PM
Quote from: EdB on April 23, 2016, 09:23:37 PM
I released a new version, 0.13.1.2 that should fix the texture loading issues that people are seeing.  If you're still getting the intermittent errors, let me know.  I think I got them all, but it's possible that I did not.

If you're wondering why the version number looks different than before, I'm switching to a new versioning scheme that I noticed a couple of other people using.  The first two numbers are the RimWorld version (0.13 is alpha 13--when it comes out of alpha, the first two numbers will be something like 1.0).  The second two numbers are my version numbers: major release (feature changes), followed by minor release (bug fixes).
Thank you 8)
And it's easier as a mod user with version numbering like that ;)
Title: Re: [A13] EdB Mod Order v0.13.1.2 (23 April 2016)
Post by: solarispilot on May 01, 2016, 05:46:49 PM
Quote from: Lumaan on April 23, 2016, 11:24:22 PM
Quote from: EdB on April 23, 2016, 09:23:37 PM
I released a new version, 0.13.1.2 that should fix the texture loading issues that people are seeing.  If you're still getting the intermittent errors, let me know.  I think I got them all, but it's possible that I did not.

If you're wondering why the version number looks different than before, I'm switching to a new versioning scheme that I noticed a couple of other people using.  The first two numbers are the RimWorld version (0.13 is alpha 13--when it comes out of alpha, the first two numbers will be something like 1.0).  The second two numbers are my version numbers: major release (feature changes), followed by minor release (bug fixes).
Thank you 8)
And it's easier as a mod user with version numbering like that ;)

Whenever I load this mod, I get issues with the flag texture on the main screen, happens on a clean install with no other mods loaded. See the screenshot below:

http://i.imgur.com/iMn2xCF.jpg
Title: Re: [A13] EdB Mod Order v0.13.1.2 (23 April 2016)
Post by: Rock5 on May 01, 2016, 07:12:04 PM
That happens to me but I never knew what caused it.

I just tested it. I removed Mod Order, restarted the game and it still showed the red x. So I'm not sure it's caused my Mod Order.

Edit: I did my own testing. It looks like the Community Core Library is what's causing it for me.
Title: Re: [A13] EdB Mod Order v0.13.1.2 (23 April 2016)
Post by: Lumaan on May 02, 2016, 01:42:10 AM
Quote from: Rock5 on May 01, 2016, 07:12:04 PM
That happens to me but I never knew what caused it.

I just tested it. I removed Mod Order, restarted the game and it still showed the red x. So I'm not sure it's caused my Mod Order.

Edit: I did my own testing. It looks like the Community Core Library is what's causing it for me.
Any mod that have the "Languages" folder and are loaded last will be the "Languages" folder that the game(or Unity) will try to load the "LangIcon.png" from.
My last mod that I load at the moment is"EdBInventory" and it got a "Languages" folder, I just did a test and put a copy of the "LangIcon.png" from the "English" folder inside the "Languages" folder under "Core" and the English flag is shown again.
Title: Re: [A13] EdB Mod Order v0.13.1.2 (23 April 2016)
Post by: Rock5 on May 02, 2016, 02:46:29 AM
Well done narrowing it down! You're right, any mod with the languages folder causes it.

Looks like some sort of bug in the core program.
Title: Re: [A13] EdB Mod Order v0.13.1.2 (23 April 2016)
Post by: The1Grenade on May 22, 2016, 12:30:43 PM
I would also like to put in a vote for saving and loading mod order presets... I'm losing track of all my sticky notes and it's a cumbersome manual process!
Title: Re: [A13] EdB Mod Order v0.13.1.2 (23 April 2016)
Post by: BlackSmokeDMax on May 22, 2016, 09:24:30 PM
Quote from: The1Grenade on May 22, 2016, 12:30:43 PM
I would also like to put in a vote for saving and loading mod order presets... I'm losing track of all my sticky notes and it's a cumbersome manual process!

Couldn't you just keep a copy of your modsconfig.xml file? Either save it in a appropriately named folder along with a text file with any notes or just print it out and hand write any notes directly on the paper.

Not that I am against your idea, but at least this may make life easier until something better comes along.
Title: Re: [A13] EdB Mod Order v0.13.1.2 (23 April 2016)
Post by: The1Grenade on May 22, 2016, 10:56:58 PM
Excellent idea BlackSmokeDMax!  I actually hadn't thought it through that far, but now that you describe this with such simplicity I can't help but think this should be similarly simple to program...  I might just be compelled enough to investigate.

In the mean time; for those looking to use this "manual" solution, here is a quick reference to the finer details:
(From the RimWorld 1135 Readme.txt)

QuoteTo find saved games or config data:

1. Start the game.
2. Open the options menu.
3. Click "open save data folder".

Or look in this folder, depending on your operating system:

WINDOWS:   C:/Users/[username]/AppData/LocalLow/Ludeon Studios/RimWorld/
(On Windows, the AppData folder may be hidden.)

MAC:       /Users/[username]/Library/Application Support/RimWorld/

LINUX:       /home/[username]/.config/unity3d/Ludeon Studios/RimWorld/
Title: Re: [A13] EdB Mod Order v0.13.1.2 (23 April 2016)
Post by: Havan_IronOak on July 02, 2016, 01:53:37 PM
I'm just starting a new colony and wanted to try some mods that I haven't tried before so I'm making note of issues as they arise.

I noted that several folks have asked for a way to store a preset mod order. If that's not easy, is there a way to at least export a list of the mods and the order they've been established in?

I am cobbling together a screen print of all the mods I'm using but it involves screen prints and Photoshop for pasting them into one single list. I also play Silent Hunter 4 which uses a LOT of mods and there's a mod called Generic Mod Enabler that does pretty much what  [A13] EdB Mod Order v0.13.1.2 does. But it has a "tasks" tab that enables exports and imports and also generates a list of the mods being loaded and their order.

Thanks for creating this. This is a great and useful Mod as is. If there's a way to make it even better, great!

Title: Re: [A13] EdB Mod Order v0.13.1.2 (23 April 2016)
Post by: Havan_IronOak on July 04, 2016, 12:28:17 AM
Thanks for that! Now if I can just remember it past my next "senior moment."
Title: Re: [A13] EdB Mod Order - DISCONTINUED (15 July 2016)
Post by: EdB on July 15, 2016, 01:31:12 PM
A quick announcement:

I will not be updating the Mod Order mod for Alpha 14.  Because the mod screen in the vanilla game now includes the ability to re-order mods, we should not be losing any functionality by this mod's absence.

Thanks to everyone who's used the mod.
Title: Re: [A13] EdB Mod Order - DISCONTINUED (15 July 2016)
Post by: BlackSmokeDMax on July 15, 2016, 01:44:34 PM
Quote from: EdB on July 15, 2016, 01:31:12 PM
A quick announcement:

I will not be updating the Mod Order mod for Alpha 14.  Because the mod screen in the vanilla game now includes the ability to re-order mods, we should not be losing any functionality by this mod's absence.

Thanks to everyone who's used the mod.

Thank you!
Title: Re: [A13] EdB Mod Order - DISCONTINUED (15 July 2016)
Post by: CrownBee on July 15, 2016, 02:28:34 PM
Quote from: EdB on July 15, 2016, 01:31:12 PM
A quick announcement:

I will not be updating the Mod Order mod for Alpha 14.  Because the mod screen in the vanilla game now includes the ability to re-order mods, we should not be losing any functionality by this mod's absence.

Thanks to everyone who's used the mod.

EdB,

Thank you so much for this mod! I think it is the highest compliment to have your mods integrated into the core game.
Title: Re: [A13] EdB Mod Order - ANNOUNCEMENT (15 July 2016)
Post by: Iwillbenicetou on July 15, 2016, 02:50:44 PM
Thanks so much for the mod, improved my rimworld loads!
Title: Re: [A13] EdB Mod Order - DISCONTINUED (15 July 2016)
Post by: RickyMartini on July 19, 2016, 09:11:23 AM
Happy that your mod got integrated into the game EdB! :)
Title: Re: [A13] EdB Mod Order - DISCONTINUED (15 July 2016)
Post by: Lady Wolf on August 14, 2016, 10:23:11 PM
The way it was integrated into the vanilla game is pretty sub optimal honestly since the arrow is right next to each mod, so when you move a mod up or down the list you have to continually reposition the mouse to click the up arrow again, and it's very easy to mis click on the wrong mod making it a pain in the ass to reorder.

In short, your interface functioned far cleaner and quicker and I'd love to see it updated for A14.
Title: Re: [A13] EdB Mod Order - DISCONTINUED (15 July 2016)
Post by: Topper on August 15, 2016, 10:39:48 PM
Can someone rez this one..the core game mod manager is really hard to use with its tiny little arrows that dont follow the mod up and down.
Title: Re: [A13] EdB Mod Order - DISCONTINUED (15 July 2016)
Post by: lude on September 02, 2016, 08:38:33 AM
I also miss the Drag and Drop function, everytime I need to get a mod to the top of the list i'm too lazy to open the .xml and copy and paste.
#secondworldproblems
Title: Re: [A13] EdB Mod Order - DISCONTINUED (15 July 2016)
Post by: BlackSmokeDMax on September 02, 2016, 04:10:44 PM
Quote from: lude on September 02, 2016, 08:38:33 AM
I also miss the Drag and Drop function, everytime I need to get a mod to the top of the list i'm too lazy to open the .xml and copy and paste.
#secondworldproblems

Alpha 15 vanilla update has drag and drop.
Title: Re: [A13] EdB Mod Order - DISCONTINUED (15 July 2016)
Post by: Cracadictator on December 23, 2016, 06:22:18 PM
Edb, do you still have the A10 version of this mod? i want to copy a certain person's colony, and i really need it.