RimWorld

RimWorld

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Update: Nov 23, 2021 @ 5:58pm

...but wait there's more!

New
- You can now remove AbilityDefs. These include abilities granted by royalty titles, or ideology roles, as well as random psycast grants. However it does not include non-random psycast grants like the ones given through items (just remove the item instead).

Update: Nov 23, 2021 @ 4:58pm

New
- You can now remove MainButtonDefs (the buttons along the button bar).

Update: Nov 23, 2021 @ 4:11am

New
- You can now remove HairDefs, BeardDefs and RaidStrategyDefs.
- Removed races now better respect raids (for example removing a mech type).
- Simplified the code in how it renders the list.

Note that if you remove too many races that a raid is impossible - for example a breach raid which needs a a breaching mech like a termite - the raid will error and not happen. You could instead just disable the raid strategy instead.

Update: Nov 21, 2021 @ 10:07pm

Removed stone types respected by map generation now.

Update: Nov 21, 2021 @ 4:14pm

New
- You can now remove MemeDefs, PreceptDefs, and RitualPatternDefs, the makings of an ideoligion.
- Removed buildings defs that belong to a precept (like the christmas tree) are now respected by the UI.
- Fixes a bug with null labels.

Update: Nov 20, 2021 @ 3:42am

Fixes some types of defs glitching when trying to select them from the list.

Update: Nov 19, 2021 @ 11:00pm

New
- You can now remove WorkTypeDefs, specifically if a mod adds a new type of work that you don't plan on ever using (it just hides it from the UI).
- Fixes NRE that may happen to new users of the mod.

Update: Nov 19, 2021 @ 10:05pm

- Some rather heavy refactoring simplifying the code yet again. Special thanks to Taranchuk and Wiri for giving me a hand.
- Continued improvement regarding removed recipe defs not showing. That one keeps finding ways to slip through, eh?

Update: Nov 17, 2021 @ 8:39pm

New
- You can now remove GatheringDefs, like for example the Feast from VFE: Vikings.

Update: Nov 15, 2021 @ 11:23pm

New
- You can now remove TraderKindDefs. For example of a mod adds a new type of caravan trader / orbital trader you don't want, you can remove it and it will increase the chances of one of the other traders being selected instead.