RIMWORLD LOAD ORDER SORTER MOD
But doing so would mean that one mod changes it's position to about 215 other mods in the process - leaving a high risk of running into another faulty loadorder. The regular solution for a player to fix the issue would be to either place Mod B at #31 or Mod A at #249. Mod A (Group: Worldgen) is placed at position #32 - Mod B (Group: Worldgen) is plaved at position #248 - both mods are clashing due to a wrong loadorder that can be resolved by switching their respective position. And that's the important part - because - let's imagine this scenario where mods are just placed at random: So if you have to switch the position of two mods within the same group you can easily do so without changing their position related to any other group of mods. The reason now - to group similar mods together - is mostly because of the simple statistical fact that it's more likely that mods changing similar mechanics and aspects clashing with each other than clashing with mods that change something unrelated to them. Only if it touches the same aspects of the base-code as another mod - or is touching another mod's content the relative position starts to matter. This means in general there is no need for a mod go anywhere specifically - at least not to ensure its technical functionality. Rule #1: The position of a mod in the mod-load-order doesn't matter until it matters. The reasons behind this are many - but one key aspect is as follows: The main aspect of the guide is that mods touching similar aspects of the game get grouped up. Nah, I don't really think an update is really necessary here - it would be an idea to implement some newly released 'big hitters' into their categories like other mods in the guide which are individually named, but the general concept of the guide isn't really changed by Ideology at all.