Alright folks, the ModCooker works, sort of. You can get yourself the .EXE from here:ModCooker.exeModCookerSettings.xml
Now, what actually _is_ ModCooker? To put it simple: its a very easy-to-use Tool that Merges the Gnomoria Mods in the order you want them to, creating the mod you want.
Too confusing? Let me make an example: You want to play the GlassWorks Mod, but want to dabble with the weapon values. Until now, you would have to take the GlassWorks Mod, and dabble with the items.xml, then play it. If there is a new version of Glassworks, you would have to do your re-dabbling again, most likely resulting in typing errors and whatnot. Also typing work you dont exactly enjoy, because staring at XML for a hour can feel like work (and it really is).
Now how does ModCooker handle this?
First, you drop the EXE into your Gnomoria Folder. Let your Virus scanner scan it - it should be found guiltless of being a virus, because I am not a good enough programmer to create a virus
Now Create a folder for your items.xml (and whatever you want to change too) dabblings lets call it "MyChanges" - you can keep the original folder, or just place it in the "MyChanges" Folder - ModCooker will find it.
Play with the values. Now the important bit: to keep maximum effect from ModCooker, delete the XML of all objects you dont want to change! Indeed, if you want to just mod swords, create a XML with just the sword values. Dont forget to save.
Fire up ModCooker. That one was easy.
Give your new Mod a name: GlassWorksWithMyChanges for example. You can be more creative, we dont mind. Now add the Mods in the order you want them applied:
Mod Files (Vanilla Gnomoria)
Glassworks (The excellent Mod by gcook725)
MyChanges (The thing you dabbled with, making swords super).
Now press "Cook Mod". ModCooker will now get Vanilla Gnomoria, and add everything new from GlassWorks to it, overwriting everything from Vanilla what both GlassWorks and Vanilla share. It will then take your Mychanges, and do the same. Finally, it will create a Receipe named "ModCookerReceipe.xml" - In this Receipe it knows what you entered by hand. Should you want to re-cook the mod (lets say tone down those swords again, or apply the newest patch from GlassWorks), just load up GlassWorksWithMyChanges with "LoadModReceipe" - you can re-Cook it with 2 clicks. Sexy, eh?
Now, this is the first release, and I kind of wanted it to do more and be more useful. But then again, I kind of need input: does it work for you, etc. Also Ideas on how to do it better would be appreciated. Please dont de-compile it and tell me its written with bad style, I already know that (I am a database administrator by trade, I code for fun). It works, and you didnt do it so a bit of bad style is Ok - I think. Also, I re-learned coding in the last few days, and re-wrote the whole thing about three times in all.
What doesnt work yet:
Other merge instructions. Currently ModCooker uses always "overwrite". I thought of a few more (merge, delete), but to add them I probably need to increase the complexity of the User Interface - and I kind of shun that right now.
Edit: 2 new features went in, so I updated the mainpost accordingly.