[Beta] Release for Rimworld 1.1
Pre-releaseUpdated for Rimworld 1.1
- (This version of) ModSwitch now works for both Rimworld 1.0 & 1.1 installs (hopefully π)
- (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.
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" πΏ.
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.