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Releases: DoctorVanGogh/ModSwitch

Updated for 1.1.2589

31 Mar 01:02
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Fixed the incompatibility with 1.1.2589. Things should once again work.

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Hotfix for 1.1.2589

30 Mar 23:31
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Hotfix for 1.1.2589 Pre-release
Pre-release

This is a quick hotfix which basically disables the ingame ui (changes) for the 1.1 version.

It'll be reenabled once I get the bugs ironed out.

Bugfix release for Rimworld 1.1

08 Mar 22:42
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Updated for Rimworld 1.1

  • ModSwitch now works for both Rimworld 1.0 & 1.1 installs
  • (Temporarily) removed the treeview/grouping display for mods in the 1.1 version - did cause excessive slowdowns (and other issues)
  • Supports importing mod sets from savegames both from 1.1 (see note 1) and previous versions.
  • Slightly improved import/export functionality (You can now open the folder used for imports & exports directly from the ingame ui)
  • Harmony is now no longer just an embedded part but an explicitly declared mod dependency.
    Harmony

    The ingame Mods screen offers ways to get & enable that mod.
  • Fixed a bug in 1.1.2.0/1.1.2.0a that may occur on applying a modset if the number of active mods changed and either the previous or the new list of active mods had any warnings
  • Improved tooltips for existing mod sets

If there are any issues feel free report them here or on steam.


(1) A note on importing a set of mods from a savegame running version 1.1:

As of 1.1 Rimworld no longer stores a mod's install folder name (or steam workshop id respectively) inside a savegame. Instead it uses (hopefully) unique ids (hopefully) defined by mod authors. Those ids may be nothing like the mod's actual name. Those ids may change (magically) depending on what else you may have installed or not...

If a mod is not installed (either directly or via workshop) it is impossible to lookup that unique id. So unless you already have the mod and happen to try to import a savegame with a reference to the mod-id Fancy.Stuff all you can do is do a workshop search for "Fancy stuff" (Yes, the mod name gets stored too, but that is anything but unique). Personally I think this is... "less than optimal" 😿.
Nonetheless ModSwitch tries to assist here and will offer redirects to workshop searches. They may be imprecise, have multiple matches or just plain miss..
Sorry... nothing mod authors can do here.

Release for Rimworld 1.1

06 Mar 12:13
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Updated for Rimworld 1.1

  • ModSwitch now works for both Rimworld 1.0 & 1.1 installs
  • (Temporarily) removed the treeview/grouping display for mods in the 1.1 version - did cause excessive slowdowns (and other issues)
  • Supports importing mod sets from savegames both from 1.1 (see note 1) and previous versions.
  • Slightly improved import/export functionality (You can now open the folder used for imports & exports directly from the ingame ui)
  • Harmony is now no longer just an embedded part but an explicitly declared mod dependency.
    Harmony

    The ingame Mods screen offers ways to get & enable that mod.

If there are any issues feel free report them here or on steam.


(1) A note on importing a set of mods from a savegame running version 1.1:

As of 1.1 Rimworld no longer stores a mod's install folder name (or steam workshop id respectively) inside a savegame. Instead it uses (hopefully) unique ids (hopefully) defined by mod authors. Those ids may be nothing like the mod's actual name. Those ids may change (magically) depending on what else you may have installed or not...

If a mod is not installed (either directly or via workshop) it is impossible to lookup that unique id. So unless you already have the mod and happen to try to import a savegame with a reference to the mod-id Fancy.Stuff all you can do is do a workshop search for "Fancy stuff" (Yes, the mod name gets stored too, but that is anything but unique). Personally I think this is... "less than optimal" 😿.
Nonetheless ModSwitch tries to assist here and will offer redirects to workshop searches. They may be imprecise, have multiple matches or just plain miss..
Sorry... nothing mod authors can do here.

[Beta] Release for Rimworld 1.1

01 Mar 18:10
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Pre-release

Updated for Rimworld 1.1

  • (This version of) ModSwitch now works for both Rimworld 1.0 & 1.1 installs (hopefully 😀)
  • (Temporarily) removed the treeview/grouping display for mods in the 1.1 version - did cause excessive slowdowns (and other issues)
  • Supports importing mod sets from savegames both from 1.1 (see note 1) and previous versions.
  • Slightly improved import/export functionality (You can now open the folder used for imports & exports directly from the ingame ui)

Changes from 1.1.2.0-beta

  • Fixed an issue with the localization for the 1.0 variant of the mod
  • Harmony is now no longer just an embedded part but an explicitly declared mod dependency.
    Harmony

    The ingame Mods screen offers ways to get & enable that mod.

If there are any issues feel free report them here or on steam.


(1) A note on importing a set of mods from a savegame running version 1.1:

As of 1.1 Rimworld no longer stores a mod's install folder name (or steam workshop id respectively) inside a savegame. Instead it uses (hopefully) unique ids (hopefully) defined by mod authors. Those ids may be nothing like the mod's actual name. Those ids may change (magically) depending on what else you may have installed or not...

If a mod is not installed (either directly or via workshop) it is impossible to lookup that unique id. So unless you already have the mod and happen to try to import a savegame with a reference to the mod-id Fancy.Stuff all you can do is do a workshop search for "Fancy stuff" (Yes, the mod name gets stored too, but that is anything but unique). Personally I think this is... "less than optimal" 😿.
Nonetheless ModSwitch tries to assist here and will offer redirects to workshop searches. They may be imprecise, have multiple matches or just plain miss..
Sorry... nothing mod authors can do here.

[Beta] Release for Rimworld 1.1

29 Feb 14:54
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Pre-release

Updated for Rimworld 1.1

  • (This version of) ModSwitch now works for both Rimworld 1.0 & 1.1 installs (hopefully 😀)
  • (Temporarily) removed the treeview/grouping display for mods in the 1.1 version - did cause excessive slowdowns (and other issues)
  • Supports importing mod sets from savegames both from 1.1 (see note 1) and previous versions.
  • Slightly improved import/export functionality (You can now open the folder used for imports & exports directly from the ingame ui)

If there are any issues feel free report them here or on steam.


(1) A note on importing a set of mods from a savegame running version 1.1:

As of 1.1 Rimworld no longer stores a mod's install folder name (or steam workshop id respectively) inside a savegame. Instead it uses (hopefully) unique ids (hopefully) defined by mod authors. Those ids may be nothing like the mod's actual name. Those ids may change (magically) depending on what else you may have installed or not...

If a mod is not installed (either directly or via workshop) it is impossible to lookup that unique id. So unless you already have the mod and happen to try to import a savegame with a reference to the mod-id Fancy.Stuff all you can do is do a workshop search for "Fancy stuff" (Yes, the mod name gets stored too, but that is anything but unique). Personally I think this is... "less than optimal" 😿.
Nonetheless ModSwitch tries to assist here and will offer redirects to workshop searches. They may be imprecise, have multiple matches or just plain miss..
Sorry... nothing mod authors can do here.

Compatibility update for RW 1.0.2150

20 Jan 19:54
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I’ve just released a technical update to version 1.0 of RimWorld. It should be 100% compatible with all existing savegames and mods.
Source

Yeah - sure Tynan 😜

New version

16 Dec 12:25
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New features

  • Added japanese translation by @Proxyer
  • New grouping feature for mod list by @Aviuz - sort by target rimworld version:
    image
  • ModSets can now be exported (from the Mod Settings page). There is an additional button per ModSet.
    Exports will happen to [SavegameFolder]\ModSwitch\ and will be synced through steam (if playing through steam).
  • Exported ModSets can be imported. There is an extra option on the ModSettings page for the 'Import' button. All (previous) exports from the [SavegameFolder]\ModSwitch\ are available for (re-)import.

If you want to 'share' your ModSets, simply have people copy the appropriately named export[s] (they 'pretend' to be regular Rimworld rws saves) into their [SavegameFolder]\ModSwitch\ folder and then import them from there.

Hint: Colors are not stored per ModSet, so they aren't exported. Imported Mods from ModSets will colorize as their regularly assigned color (which is white if none has been assigned).

Bugfixes

  • Fix for creating new ModSets just erroring out
  • More paranoid settings saving... People were still reporting their colors/active mods not saving.

Import & Export fun

09 Dec 10:16
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Import & Export fun Pre-release
Pre-release

New: Import & Export

  • ModSets can now be exported (from the Mod Settings page). There is an additional button per ModSet.
    Exports will happen to [SavegameFolder]\ModSwitch\ and will be synced through steam (if playing through steam).
  • Exported ModSets can be imported. There is an extra option on the ModSettings page for the 'Import' button. All (previous) exports from the [SavegameFolder]\ModSwitch\ are available for (re-)import.

If you want to 'share' your ModSets, simply have people copy the appropriately named export[s] (they 'pretend' to be regular Rimworld rws saves) into their [SavegameFolder]\ModSwitch\ folder and then import them from there.

Hint: Colors are not stored per ModSet, so they aren't exported. Imported Mods from ModSets will colorize as their regularly assigned color (which is white if none has been assigned).

Bugfixes

  • Fix for creating new ModSets just erroring out
  • More paranoid settings saving... People were still reporting their colors/active mods not saving.

New Features

22 Oct 23:38
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New Features Pre-release
Pre-release
  • Added japanese translation by @Proxyer
  • New grouping feature for mod list by @Aviuz - sort by target rimworld version:
    image