RimWorld

RimWorld

1,489 ratings
RIMMSqol
37
13
9
15
5
6
11
8
6
3
4
3
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
27.096 MB
Jul 21, 2017 @ 3:44am
Jul 26 @ 8:20am
394 Change Notes ( view )

Subscribe to download
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 (25)
514
Aug 1 @ 3:05pm
PINNED: Bug Reports
Razuhl
1
Jul 23 @ 5:33pm
Tags list, specifically trying to stop an from spawning
Yuuzang
139
Jan 27 @ 11:55pm
More Suggestions
HalfEnder776
2,773 Comments
LukeNukem 5 hours ago 
is it possible to somehow do drop down architect menus? like the main buttons? for example having a rustic and modern furniture drop downs on one furniture button?
Razuhl  [author] Aug 1 @ 3:09pm 
@Spartan Draco I see no issue when using core rimworld and rimmsqol. A hugslib log from after the error is always a good starting point for a report since it will contain at least the mod list.
Spartan Draco Aug 1 @ 10:57am 
no menu, I have to stop using this mod because I can't configure it. I need a mod to edit weapons from another mod without editing a file, because as soon as it updates, it will restart. But when I go into the options for this mod and then click on the configuration button, it's empty with nothing in it. I need to balance the weapons because I've added a mod that allows you to shoot at a range of 2 km, and the Mass Effect weapons still follow the vanilla logic of 50 metres.
Tinda Jul 29 @ 10:27am 
I see, thank you!
Razuhl  [author] Jul 29 @ 10:13am 
@A Helpless Baby Do you mean the smudge that took you to the editing page? That is now a keybind you can define. Point at something, hit the key and you can edit things under the cursor.

@Tinda Pawn rendering has been changed in the previous rimworld version. You can now define a layer under "draw data" and reorder apparel that way. The old style no longer exists. There is also a debug function that allows editing the pawn render tree which can be helpful to get an understanding of the values. Certain tags determine if an item hides things like hair regardless of render position.
Tinda Jul 29 @ 1:56am 
Hey, sorry if this has already been answered.
There used to be a "render shell as clothing" checkbox on apparel, that would unfuck the render order for the item if it lived in the shell layer.
What happened to that? Did it break in the update?

Might it be possible to get like a separate mod (maybe?) that just fixes the shell layer itself, and not just each item? As I understood your explanation for this when last I asked (years ago at this point), the shell is kind of special and made to always render on top, regardless of specified render order(?). I would really like the shell layer to be made "un-special".
A Helpless Baby Jul 27 @ 1:57pm 
speaking of features, did the little "Q" button in the top right of thing descriptions get removed or am I just too blind options somewhere?
Razuhl  [author] Jul 27 @ 12:18pm 
@HeX Some features are active all the time, others you have to actively use. Most can be configured in the mod menu under general settings. That's also where you can disable parts of the mod under forbidden patches in case you do not wan't it or it causes issues in your modlist.
A Helpless Baby Jul 27 @ 11:51am 
So I wanted to make the monolith able to be put on a grav ship. I got it minifiable so i can move it and such, but for some reason it gets left behind when the ship takes off. does anyone know how to fix this?
HeX Jul 27 @ 7:55am 
found this mod by looking for something just to remove one trait from a signle pawn but the possibilities of this mod are a bit overwhelming... So my one question is this: Does it change some gameplay aspect by itself when installed or can I use it for that one thing I wanted and ignore the rest? (and slowly discover its other possibilities, of course)