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Messages - biship

#31
Outdated / Re: [A15] Better Pathfinding
October 03, 2016, 06:41:59 PM
Mod of the year.
#32
Yes please add that exclude! I suddenly had pawns bring back skeletons from all over the map lol.
#33
meticulously hand-drawn artwork. costing upwards of $90 i suspect.
#34
Quote from: Yautja on September 06, 2016, 10:10:20 PM
Its ok (:
The .png is there, but there is no problem, I just started a new colony since the other one er... kinda... exploded lol
Probably I've had to put it last on the mod list, or even on first, maybe I will try it again on another run, but until there, dont worry bro, and btw, nice mod, I think its a really must-have mod on Hardcore pack (:

This tool will search for basic mod issues, as well as list which mods conflict (use the same defname) with others.
https://ludeon.com/forums/index.php?topic=25305.0
Run it, check RCC.txt and look for the word potatoes.
#35
Mods / Re: (A new tool to) Identifying mod conflicts
September 06, 2016, 09:44:39 PM
It will still check for conflicts within the one Mod folder. It also shows every core nameDef that's being overwritten by all mods.
#36
Well these guys need help with this mod: https://github.com/RimWorldCCLTeam/CommunityCoreLibrary
#37
Still present in A15?
#38
Mods / Re: [Mod Request] Automated Hunting
September 02, 2016, 06:17:06 AM
Yes, Colony Manager does exactly this and much more. Very high on my recommendation list.
#39
Mods / Re: (A new tool to) Identifying mod conflicts
September 01, 2016, 07:35:04 PM
Quote from: Master Bucketsmith on August 31, 2016, 05:47:16 PM
Good job! :)
Thank you. My first real program after 25 years of scripting (perl, vba, vbs, http, js, lua, ps1, bat, csh).
#40
This guy had a really hard time with memory issues with his Music mod:
https://ludeon.com/forums/index.php?topic=23017
Even tiny files were causing out of memory issues.
#41
Tools / Re: [TOOL] RimWorld Conflict Checker 08/31/16
September 01, 2016, 09:35:53 AM
Quote from: Dingo on September 01, 2016, 07:53:33 AM
I meant you should let it check for conflicts even if a Steam folder was configured in the UI but was not found (incase the user deleted their Steam mods or something).

Yeah I understood you, but if I don't tell the user the folder is invalid, they might think they set it correctly. Then if I let it run anyway, it will either not check what the user intended (if folder doesn't exist), or it will start examining non-mod files (if folder exists, but is not a mod folder).
I'll put in a few more validation checks on the folder picker. I don't really like ignoring or processing incorrect entries, but I'll see if giving the user the option to run anyway is acceptable.
#42
Tools / Re: [TOOL] RimWorld Conflict Checker 08/31/16
September 01, 2016, 06:01:44 AM
Quote from: Dingo on August 31, 2016, 11:08:44 PM
Heads up, this utility stops its working thread if the 3rd folder (2nd mod folder, i.e. Steam Workshop) is not found. You should probably just let it run even if one of the mod folders is missing.

Ah, when its run from command line, it reports the missing folder and aborts, but when just running RCC.exe it aborts and you don't get to see the error.
I'll add a error popup when using the UI - thanks for the report.

rcc.exe D:\SteamLibrary\steamapps\common\RimWorld D:\SteamLibrary\steamapps\common\RimWorldxxx
Rimworld Conflict Checker Starting
Rimworld Conflict Checker Running checks...
Not able to find mod folder: D:\SteamLibrary\steamapps\common\RimWorldxxx


#43
Mods / (A new tool to) Identifying mod conflicts
August 31, 2016, 04:50:58 PM
I recently bought and then fell in love with RimWorld, and the Skyrim modder inside me started going crazy with all the fantastic RimWorld mods available.
At around 60 mods, it didn't take long before I was seeing issues in game, created from mod conflicts.

So... I wrote this tool to do some simple mod compatibilty and conflict checking: https://ludeon.com/forums/index.php?topic=25305

It's open source, and (I think) bug free.
Fell free to check it out and let me know of any issues and things you would like added.

#44

RimWorld Conflict Checker v0.0.1.1

Description
I've heavily modified and updated bobisback's RimworldConflictFinder, expanding on his nameDef check, and adding a bunch more mod checks and validations.

Download
Here: https://github.com/biship/RimworldConflictChecker/releases
Or attached to this post.

Features

  • Checks for the same nameDef defined in 2 or more mods
  • Lists all core (game default) nameDef's overwritten by mods
  • Finds any DLL existing in 2 or more mods
  • Identifies possibly corrupt or incomplete mods (partially implemented)
  • Checks versions of all mods against the RimWorld version
  • Lists mods load order also showing disabled mods
Instructions
Extract files from zip to any folder.
Run RCC.exe from windows or from a dos window.
When RCC.exe is run it will open the UI for you to pick at least 2 paths (RimWorldWin.exe & Mod folder path).
The first 2 folders are required (Mod folder 1 is auto-calculated when you choose the RimWorldWin.exe folder - but it can be changed).
(optional) Mod Folder 2 is only needed for Steam users.
(optional) ModsConfig.xml folder is only needed if using non-default location
(optional) Able to also include all non-enabled mods in all checks.


It can also be run from the command line with parameters:


Results & Output
All findings are reported to file RCC.txt in the same folder as RCC.exe.
Each check, or main function of the program is delimited by "============"'s.
Be sure to scroll down RCC.txt, as there are checks all the way through the file.


There is also a (work-in-progress) form which currently only displays the mod load order and numbers of conflicts for each.
Get all the detail info from RCC.txt


Limitations

  • Windows only (sorry!)
  • Will trigger UAC request for bug submission (can decline)
Bugs
NB: Uses opensource library NBug to submit crashes to a Mantis tracker so I can fix any issues.
Feel free to block it if you do not want the reports sent.
Please report bugs in this thread, or on GitHub.
Bug List
Copying to clipboard on results form might crash the app.

Todo
Check XML inheritance: http://ludeon.com/forums/index.php?topic=19499.0"
Check if CCL is compat with RimWorld.
Check if root, tag, defname are valid (by parsing core).
Check if a mod is valid - needs about.xml, at least one XML or dll.
Check if mod exists twice. a) based on folder name & b) based on About.xml name.
Check if a mod's defname conflicts with another defname of the same mod.
Change output to tabbed tables in a Windows Form."


Source & License
Source: https://github.com/biship/RimworldConflictChecker
License: GPL 3.0 Please include credit.
Versions

0.0.1.1 11/29/18 Updated to support Rimworld 64bit executable.
0.0.1.0 07/02/18 Updated to support Rimworld 1.0. Updated dependencies. Added ability to turn off log details.
0.0.0.9 04/16/17 Better exception handling, fixed case-sensitive bugs, handles missing version.txt or modsconfig.xml
0.0.0.8 12/31/16 Logging for opening & parsing Version.txt, NBUG & Octokit updated
0.0.0.7 12/30/16 ModsConfig.xml picker, command line changes, option to also check all non-enabled mods
0.0.0.6 12/30/16 Tweaks and change. Internal release only
0.0.0.5 12/29/16 Fixed for A16. No longer checks conflicts for non-enabled mods. More bug fixes
0.0.0.4 09/09/16 This tool will now check and notify on updates for it. More info on results form. Loads of bug fixes!
0.0.0.3 09/05/16 Added basic mod conflict form, code cleanup, null checking & bug fixes
0.0.0.2 09/01/16 Folder picker updates
0.0.0.1 08/31/16 Initial alpha release


[attachment deleted due to age]
#45
Outdated / Re: [A14] Colony Manager
August 29, 2016, 07:05:59 PM
Every chance I get I tell people how this mod is the best RimWorld mod (right behind CCL). Go ahead, make our day with a A15 update!