RimWorld

RimWorld

1,299 ratings
RIMMSqol
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
24.680 MB
Jul 21, 2017 @ 3:44am
Sep 29 @ 5:47am
372 Change Notes ( view )

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RIMMSqol

Description
-- content editor, modding, qol, pathfinding, storyteller, ai, bug fixes --

Adds over 1000 editable properties for game objects. This allows modding the game through an UI while it is running.

Ability to edit characters during a game with configurable costs for upgrade/downgrades. Points can be earned through any of the tracked records.

Ability to group and change buttons in the main menu and architect categories.

Map search, pathfinder, custom storyteller, cities, UI customizations, food rules and more quality of life improvements.

Can be added/removed from ongoing save.

Incompatibilities:

Performance Fish: Sufficently large configuration files will start discarding changes. Users must deactivate the invoke reflection cache in PF's mod settings.

Manual

Bug Reports
Popular Discussions View All (17)
467
Sep 29 @ 5:53am
PINNED: Bug Reports
Razuhl
126
Sep 15 @ 11:49am
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2,516 Comments
benny30912 Oct 2 @ 11:10pm 
Wow! Didn't think this mod could do that, this fixes it. Thanks for the explanation, this mod is incredibly powerful.

[Google Translate]
Razuhl  [author] Oct 2 @ 5:24pm 
@benny30912 If you aren't using the feature you can remove it. Go to the "General Settings" section in the mod menu and add the "prevent skilldecay" patch to the list of forbidden patches.
benny30912 Oct 2 @ 11:45am 
It seems that EndlessGrowth has added skill decay above level 20 that will be overwritten by this Mod so that skills above level 20 will no longer decay.

[Google Translate]
Mad Catter Sep 28 @ 7:26am 
I managed to fix it thanks.
Razuhl  [author] Sep 28 @ 6:05am 
@MajorityOfTheInternet Did you add the exact category? Not sure they evaluate the hierachy. Add it to let's say medicine via this mods editing and it should go into an empty drying rack.

@Mad Catter You haven't posted the log file contents in your hugslib log. So the error isn't included. Check your publishing options.
Mad Catter Sep 27 @ 9:40pm 
So Im having problem with these whenever I tried to tweak a def (Gene, Building, Apparel, Weapons, etc)
Exception filling window for RimWorld.Dialog_ModSettings: System.InvalidCastException: Specified cast is not valid.
Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
https://gist.github.com/HugsLibRecordKeeper/9b72564849165c89e4a41e98464e6935
MajorityOfTheInternet Sep 27 @ 8:27pm 
The item has parents MeatRaw already, which the building should accept as material, so why then do they not take fish>
Razuhl  [author] Sep 27 @ 11:29am 
@MajorityOfTheInternet Either the item must have the MeatRaw("Meat") entry in it's "thingCategories" or you have to add more categories to the "ItemProcessor.ItemAcceptedDef" defined in the "ItemAcceptedDef.xml" of the mods files.
MajorityOfTheInternet Sep 27 @ 7:51am 
How to patch Vanilla Fishing Expanded's fish to be accepted as meat for meat drying racks from VFE: Classical? They somehow didn't make it compatible with each others?
Razuhl  [author] Sep 18 @ 9:31am 
@Arky No that's about it. Settings for missing objects are discarded once you close the mod menu. If you switch between mod lists then using a launcher argument to set the config path allows maintaining seperate config files for each mod list. If you just experiment and put mods in or out to see if the combinations work, simply do not use the mod menu in that time. There is also an explanation on how to setup version control for rimworld config files. That should allow you to bring back individual settings as needed but requires an understanding of xml.