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I imagine that Mlie will continue them into V1.5 . If he doesn't, I will, once I get V1.5 in June.
In my expansion of the Mod, I fixed it:
<Patch>
<Operation Class="PatchOperationConditional">
<xpath>/Defs/ThingCategoryDef[defName="RB_HoneyFoodProducts"]</xpath>
<match Class="PatchOperationReplace">
<success>Always</success>
<xpath>/Defs/ThingCategoryDef[defName="RB_HoneyFoodProducts"]/parent</xpath>
<value>
<parent>FoodMeals</parent>
</value>
</match>
</Operation>
<Operation Class="PatchOperationConditional">
<xpath>/Defs/ThingCategoryDef[defName="RB_Honeys"]</xpath>
<match Class="PatchOperationReplace">
<success>Always</success>
<xpath>/Defs/ThingCategoryDef[defName="RB_Honeys"]/label</xpath>
<value>
<label>Alpha Rim Bees</label>
</value>
</match>
</Operation>
Add this as a Patch and it'll all be set.
Also, I strongly urge you to get a Github account and start uploading each of these continued Mods as a Github Repository. That allows for participation by the masses in improving the continuation of your Mods, and I strongly recommend it.
2. No need to leave the RimBees - Genetic Rim Patch in there, that mod is fully deprecated. As far as BeeGirl, yes, I could probably put that back in there in the manner you suggest, but every other active patch I've been able to test against updated mods, and I prefer that. For instance, I pulled the Rimhammer patch because it was throwing errors and needs to be reviewed against the updated version.
3. I noted that wasn't implemented yet in the "Working on:" section above. Anyone wants to whip up the needed patches, I'll gladly implement them, otherwise - again, patience is appreciated.
2. You didn't have to remove ANYTHING. Simply use Conditional Patches to check for the item. The Bee Girl Mod, to name one example, could easily be kept that way, so if it ever is updated, it can be done that way.
3. Seconded on the Medieval Overhaul Mod.