RimWorld

RimWorld

1,546 ratings
RIMMSqol
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
27.099 MB
Jul 21, 2017 @ 3:44am
Sep 14 @ 8:03am
396 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 (27)
524
Nov 24 @ 10:02am
PINNED: Bug Reports
Razuhl
144
Oct 13 @ 7:00pm
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HalfEnder776
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Exporting to a different computer
The Widow Maker
2,824 Comments
DVeL Nov 22 @ 11:13am 
Weird thing... With only Harmony and this mod installed, I can't see widget with building shapes or rotation. The one with "q" and "e" to rotate and that tells you if you build lines or circles when building walls.

Is it intended, bug or am I missing some setting?
雨殇 Nov 20 @ 2:59pm 
Hi, thank you for keeping this mod alive and up to date! I really appreciate all the work you have put into maintaining it. I was just wondering, since some mods like Customize Weapon have introduced weapon traits with stat tweaks, would it be possible to add a feature that allows further modification of weapon traits please? For example being able to edit stat offsets, adjustment degrees, or applicable weapons? Again many thanks again for your effort and dedication!
pgames-food Nov 19 @ 8:52am 
ah ok thanks
Razuhl  [author] Nov 19 @ 8:07am 
@Sammich The relations on some objects have changed in the latest Rimworld version. You can check the change notes for details.

@SirKaas The emote signaling a level up(or down) is just an information it doesn't require any input.

@Joanne Try adding sow tags. "Ground" should be for normal planting.

@pgames-food Those debries are a cost refund. Any terrain that either has "Refund Ratio" at zero or no construction costs won't leave anything behind.
VitaKaninen Nov 18 @ 3:11pm 
@Joanne, I am using the Gardens mod, that has an option to allow you to sow any plant.
pgames-food Nov 18 @ 3:02pm 
(thanks joanne you reminded me i had another question i forgot to ask too) :o)

for buildings, i can specify a "killed leavings" value(s)but is there a way to do this for FLoors too? for example, there are some types of concrete flooring found via mods, but they never return anything (although other floor types do return blocks etc)
Joanne Nov 18 @ 7:09am 
is there a way to make a wild plant sowable?
SirKaas Nov 17 @ 11:22am 
Will pawns still level up their skills if you have this mod installed but you never action the level up prompt?
Sammich Nov 16 @ 6:43pm 
was the ability to modify the needs traits and hediffs add/remove removed?
pgames-food Nov 15 @ 1:03pm 
ah ok, thanks for the info,