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Topics - bobisback

Tools / [TOOL] RimworldConflictFinder
May 16, 2016, 12:25:32 AM
Hello all,

Was putting together my first rimworld mod list the other day. Started it up yesterday looking to play some rimworld. Only to have it consistently crash every 10 mins or so. So I set out on a mission, the result: The RimworldConflictFinder.

So what does RimworldConflictFinder do you might ask? Well this program is a command line windows application that will compare xml defName of elements between files on a mod by mod basis.

This program is not for the faint of heart. I literally just wrote it in the last 3 hours or so of my life so do not expect much. Then I spend the other 3 hours doing what this program cannot do, aka get the conflicts resolved. So far though I had a bug free/crash free game thanks to the load order issues and conflict issues that where shown by this program.

So how to use this program?
1. Extract the exe out of the zip file and put it somewhere you can get to it.
2. Make a copy of your mods folder (Not needed but recommanded) and I would put it somewhere close to the exe in fact I recommend you put the mods folder in the same directory as the exe.
3. Open command prompt from the start menu. If on windows 10 hit windows key and type cmd then hit enter.
4. Navigate to the extracted exe in the cmd. aka type in 'cd C:\pathToExe' into the command prompt
5. Now in your cmd windows type 'RimworldConflictResolver C:\pathToCopiedModsFolder\Mods' Hit enter. If the mods folder is in the same directory as the exe you can use 'RimworldConflictResolver Mods'
6. Open the file called 'RimworldConflictResolver.txt' that was created in the same directory as your RimworldConflictResolver.exe. (I recommend notepad++, looks bad in just regular notepad)
7. Find the conflicts at the bottom of the txt document and decide what to do with them.

Things to note:
1. I have a ton of garbage in the file atm. This is the first version, most people will only be interested in the text below 'Checking for Conflicts' in the file that is generated.
2. This program will not resolve your conflicts for you. This program will only find them and tell you about them. Which tag in which files in which mods. You have to then decide if you want to remove the mod, change the load order and pray, or merge the files manually/create a patch for them.
3. This program will not check and assemblies for issues.
4. This program is wrong most of the time, I had about 60 mods with 80 or so conflicts according to this program. Really though 30 or 40 were really an issue. Aka if you have CombatRealism, ExpandedProsthetics&OrganEngineering, and CombatRealism EPOE installed it will find conflicts with all of them, but in this case these are needed conflicts. It is up to you to decide what to do with the conflicts and if they are really a issue or not.
5. I do some filtering on the names. If the two mods contain the same names I ignore them. Aka if the mod 'CombatRealism' is compared to the mod 'High Caliber (CombatRealism patch)' then it will ignore this as a conflict as I assume this is a patch. For this to work the names have to contain each other. You can manually rename the mod folders to take advantage of this. For example I renamed 'CombatRealism EPOE' to 'CombatRealism ExpandedProsthetics&OrganEngineering' so it will ignore these as a conflict.

This is a super early version with very little features. I would recommend people that are not familiar with command line and xml  to steer clear for the time being until I can get some more things worked out. I figured I would release it anyway to get some early feedback and to help those who like me are having a problem getting 60+ mods to work together. Turns out the vegetable garden was the problem mod for me, had like 40 conflicts just by itself haha.


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Mods / Disable Dropraids?
April 29, 2016, 02:03:11 PM
Is there and easy way to disable the dropraids through a mod? If so could someone point me in the right direction. I saw the raidstrategies.xml but it did not show the dropraids.