RimWorld

RimWorld

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Mod Manager (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
3.850 MB
10 Aug, 2024 @ 2:46pm
30 Apr @ 11:43am
6 Change Notes ( view )

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Mod Manager (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
923 items
Description

Update of Fluffys mod https://sp.zhabite.com/sharedfiles/filedetails/?id=1507748539
  • Added option to skip countdown when publishing
  • Mods can now be tagged as translations when publishing
  • Mods already tagged as translation will have the translation-checkbox pre-filled
  • Added a dialog to set a custom changenote when publishing an update of a mod
  • Added selectable background color



[dsc.gg]
[github.com]


Juggle your mods like a pro!

Features

A cleaner, better Mod management screen.
  • separate lists for available and active mods
  • create and delete local copies of steam mods
  • create and load mod list backups
  • load mod list from save games
  • (mass) subscribe to steam mods
  • proper search filtering
  • drag and drop activation and reordering
  • keyboard navigation
  • mod and mod list colouring
  • discover other mods by your favourite author(s)

And, if supported by the mod author;
  • version checking
  • dependency checks
  • incompatibility checks
  • load order hints

For Modders

Allows modders to create a Manifest.xml file, enabling a bunch of features that should have been in vanilla;
  • version checking
  • dependency checking
  • incompatibility checking
  • load order hints

See the documentation[github.com] for details on how to implement this. It's easy!

Details

local mod copies
You can make a local copy of any steam mods (or all active steam mods at once) by clicking the corresponding button underneath the mod details (or active mods list). Doing this will make sure any updates to the steam version will not break your game in progress. Local mods are created in the RimWorld/Mods folder, and can be manually deleted, or deleted by clicking the corresponding button underneath the mod details.

Note: You may want to occasionally delete obsolete local copies, as having many mods in the mod folder will make RimWorld take longer to start, and the Mod Manager window take longer to open.

mod list backups
You can create mod lists by clicking the mod list button underneath your active mods, and selecting 'save current list'. You will have to choose a unique name, and the mod list will be stored in a folder next to your save games.
To load a modlist, click the mod list button, then select the save game or mod list you want to load mods from. Any mods that couldn't be matched to your current list of mods will be greyed out.
To delete a mod list (only the list, not the actual mods), click the mod list button, select the list to be deleted, and then choose the delete option.

steam subscribing
If a loaded modlist contains mods you do not have installed, but are available on the workshop, you can quickly install the mod by clicking the button in the mod details. You can also click the 'subscribe to all' button underneath the active mods list to subscribe to all missing mods.

mod and mod list colours
You can set colours for individual mods by clicking the palette icon underneath the mod details. To change the colour for all mods in a mod list, click the mod list icon underneat the active mod list, select the list, then 'change colour'.

keyboard navigation
Sometimes, it's easier to navigate large lists with the keyboard.

  • Tab: cycles focus between search inputs and lists of mods.
  • Up/Down: selects the previous/next mod in the list.
  • Page Up/Down: selects the top/bottom mod in the list.
  • Left/Right: switch focus between active and available lists.

You can also manipulate the lists;
  • Enter: activates/deactivates a mod, and selects the next mod in the list.
  • Shift+left: deactivates a mod, keeping it selected, and switching focus to the available list.
  • Shift+right: activates a mod, keeping it selected, and switching focus to the active list.
  • Shift+up/Shift+down: move an active mod up/down in the load order.
  • Shift+Page Up/Down: move an active mod to the top/bottom of the load order.

mod promotions
When a Steam Workshop mod is selected (or a local copy of a steam workshop mod), Mod Manager will automatically look for other mods by the same author, and show you a promotion for any mods you don't already have. These promotions let you easily discover other (new) mods by your favourite author(s), and even quickly subscribe to them!

This function can be turned off in Mod Managers' settings

License.png

All original code in this mod is licensed under the MIT license[opensource.org]. Do what you want, but give me credit.
All original content (e.g. text, imagery, sounds) in this mod is licensed under the CC-BY-SA 4.0 license[creativecommons.org].

Parts of the code in this mod, and some of the content may be licensed by their original authors. If this is the case, the original author & license will either be given in the source code, or be in a LICENSE file next to the content. Please do not decompile my mods, but use the original source code available on GitHub[github.com], so license information in the source code is preserved.

Parts of this mod were created by, or derived from works created by;
  • Freepik: heart, lightbulb, fire, sword and top hat preview icon (BY-NC[www.freepik.com])
  • Pixel perfect: bug preview icon (NC-BY[icon54.com])


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: mod management, local copies, load order
84 Comments
Inerael 12 May @ 9:06am 
Thanks you <3
Sir Cuddleboo 30 Apr @ 11:33am 
I need to grab my modlist and error report, but I was getting the same issue too, where clicking on the import from string was not doing anything. I intend to upload it later.
SstarLit56 29 Apr @ 9:26pm 
commented the modlist string on the uploaded log, archipelago is a local mod if that helps, there is nothing wrong with it loading normally.
SstarLit56 29 Apr @ 9:16pm 
https://gist.github.com/HugsLibRecordKeeper/677a348b34ff5e7175552f8f23c43cb0
also failing to import mod list as string, using bare minimum to report this via hugslib on rimworld 1.5.
Mlie  [author] 6 Mar @ 11:34pm 
@The Memphis Please see the Reporting Issues section described above
The Memphis 6 Mar @ 11:11pm 
@Mlie i seemed to have a similar issue. the button to import after I pasted the string wouldnt work.
Mlie  [author] 28 Feb @ 1:19am 
@Singulo Perhaps you could share the link to the log and the string you are trying to import?
Lord Singulo 27 Feb @ 4:13pm 
Hello @Mlie! Loving the continued support for this mod!

Have there been any issues with import a mod list via string? I can't seem to get it to work when I use the export to string. I thought maybe it was somehow formatting important stuff away but it looks the same!

I checked the log, it looks like a null exception is happening?

Exception filling window for ModManager.Dialog_Import_FromString: System.NullReferenceException: Object reference not set to an instance of an object
[Ref FD8830D6]
at ModManager.Dialog_Import_FromString.DoWindowContents (UnityEngine.Rect inRect) [0x0008b] in <655b623ea8c64aad8bab0151b4a22fa9>:0
at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001a6] in <69945a8ed6c540cf90b578de735e0605>:0
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Could the reference to the window be broken?

Thanks!
FormerPresidentGeorgeWBush 17 Feb @ 6:17pm 
i love you
Mlie  [author] 17 Feb @ 11:59am 
@Volg Should be fixed now, thank you for taking the time to find the issue!