RimWorld

RimWorld

RIMMSqol
2,833 Comments
雨殇 Dec 11 @ 10:46pm 
I was also wondering if it’s possible to tweak certain global in-game components with this mod, such as the market value multiplier from item quality? For example, by default a legendary item has a 500% market value markup for all items. I would personally like to reduce that multiplier (ideally just for equipment, but changing the global quality multiplier for all items would also be good), may I ask if this is something that can be done with this mod? Thank you! :D
tanyfilina Dec 11 @ 1:40pm 
Nevermind, I've replaced the Expanded Woodworking with Simple Chains: Lumber (once again!) and it removed all that errors ))
Razuhl  [author] Dec 11 @ 11:31am 
@tanyfilina The fertility for terrain is a default check. The latest update doesn't generate terrain, it adds a builadble frame object that is used as a replacement when a blueprint has received materials and is being under construction. If you post the concrete item and mod it is from I can look at it in more detail.

@WAR III Probably the component "CompProperties_ApparelHediffs" from "Vanilla Expanded Framework" which was originally developed by "LoonyLadle" in "Hediff Apparel". You can probably remove or add a copy of the component via component management in the general section but I haven't made it editable.
DVeL Dec 11 @ 5:42am 
@Razuhl Thank you =)
雨殇 Dec 9 @ 9:06pm 
Many thanks for answering! Hope you have a lovely day :D
WAR III Dec 9 @ 12:37pm 
I noticed that some mods give colonists a hediff when they wear apparel from the mod. Can this mod modify the hediff gived from the apperal?
tanyfilina Dec 9 @ 11:07am 
Does the latast update maybe make the mod to search for the fertility value for each terrain? As I've suddenly got a lot of red errors for different modded floors not having this fertility value.
Razuhl  [author] Dec 9 @ 8:09am 
@雨殇 That mod is adding it's componentnot via xml modding but through their own "Adapter", so you can't copy existing components(settings for what can be used on a weapon and how they are displayed). As for making their components editable, that is doable but I don't wan't to create more dependancies to other peoples development cycle.

@DVeL By design. Can be deactivated by forbidding the patch "Hide rotation controls" in the general settings section.

@Maya You can disable any mod integration into the base game by forbidding patches in the general settings section.
Maya Nov 28 @ 11:46pm 
I'll be honest, the only part of RIMMSqol I really want is the ability to make patches for items, buildings, races and the like on the fly, the bit that touches pawn skills, for example by stopping decay, started conflicting with other mods for me for seemingly no reason given I have *never* touched that part of this mod
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,
Razuhl  [author] Nov 15 @ 8:40am 
@Vril You can export and import changes made in a mod specific format. Since this mod can edit more than the xml api can it isn't 1 to 1 translatable and would require manually extracting xml patches from the exported files.

@pgames-food I'am afraid not, moving the extra portion up in the rendering is possible but code might rely on the order that the callbacks are used in and I also have no idea how a user would be able to configure the different order for the various float menu entries.
Below average sized G Nov 10 @ 9:02pm 
This is such a classic mod now

An essential mod

True W ty for keeping it alive
pgames-food Nov 5 @ 3:45am 
hi razuhl, im still using yourmod in my v1.2 savegame :lunar2019piginablanket:

now im trying a v1.6 game too, and was wondering if there is any way your mod can modify something in a right-click context menu?

for example, in the !Achtung mod, there is a force action menu, which shows the large action area as 1st column, followed by a small icon in the 2nd column. (but that icon can often be all the way to the right side of the context menu)

im trying to get that tiny column to be the 1st column :) (but the dev of that mod has disabled all comments so there's no easy way to ask him - and then i thought of you) :lunar2019grinningpig:
Vril Oct 24 @ 5:49pm 
How to export changes to an external patch file like CE Manual Patcher mod does?
Razuhl  [author] Oct 20 @ 10:08am 
@ShadouFireborn "I'd like to be able to set it so adding a trait or skill passion won't affect the cost, but removing it only yields half the points that were spent." You don't need tax for that. Setting the cost to 1 and 0.5 means you pay 20 to buy and get 10 back. Careful with going back and forth though since that will destroy points.

@zyzyhasl Try setting mtb roam chance to zero in the race properties.

@Vril and @vincent_renevot Iam winding down the development efforts so it's unlikely.

@킹니 I haven't had issues testing it on a new game on the world map. You can also add "remnant colony" to the forbidden patches(general settings). That will, after a restart, remove any code integration for that feature.
킹니 Oct 18 @ 5:43pm 
Guys, I saw that google sheet of compatibility with save our ship2 said there is immersion breaks with rimmsql. It seems this mod. Is this mod works fine with sos2?
vincent_renevot Oct 13 @ 7:04pm 
@Razuhl Hello, amaazing mod that i use all the time, gj. Did you plan to add a way to adjust quality factors ? like quality ranged penetration or quality shield regen..
Vril Oct 13 @ 5:43am 
Add ability to assign item to a research project as prerequisite. I couldn't find such feature, or maybe im wrong?
VitaKaninen Oct 4 @ 11:30am 
@zyzyhasl, you might try the "Customize Animals" mod if you want to edit animals. It has a very easy to use interface.
zyzyhasl Oct 4 @ 8:44am 
Can I set whether animals will be blocked by fences?
ShadouFireborn Sep 28 @ 9:58am 
Can we have an option or toggle to have the ♥♥♥ tax only apply to removals of traits/skills? Currently it applies to both adding and removing. I'd like to be able to set it so adding a trait or skill passion won't affect the cost, but removing it only yields half the points that were spent. Right now the math for that is... well... not straightforward.

Currently, at Base Cost 20, tax 0.5, adding a positive trait set to cost 1 would cost (20+10=)30. But removing the trait refunds (-20+10=)-10 points. I might be able to figure out a setting that would get the ratio I'm looking for, but then I'm also going to need to figure out a different Base Cost that takes the tax into account to get the clean 1 = 20, and it won't work if the mod doesn't allow decimal values. And there's going to be rounding errors even if it does.
Razuhl  [author] Sep 28 @ 2:25am 
@Wolfette It works for any building and can be tested with things that are claimable in your game. If a building is marked as claimable but cannot be claimed then it's most likely coded to never be claimable.

@ZzZombo Buildings can edit their refuellable properties.

@Joanne Do you mean the "radiusToBuildingForConnectionStrengthLoss" in the "TreeConnection" component. I haven't made it editable but that might be what you are looking for.

@Tinchek The syntax for searching based on label or mod name. If you wan't to see stuff from a mod you can type "#ModName" or if you want to filter both you can use "a#a" which searches for everything with "a" in their label from a mod with "a" in their name.
Tinchek Sep 25 @ 11:21am 
What does [label]#[mod] when mousing over the search field mean?
Joanne Sep 24 @ 10:37am 
Is there a way to adjust build radius around anima, gauranlen trees, shrines, etc?
ZzZombo Sep 14 @ 6:29pm 
Is it possible to maker refuellable buildings customizable?
Wolfette Sep 14 @ 11:16am 
The claimable you added seems to be for natural rocks and is ticked on by default for said Ancient Blast Doors and doesn't make them claimable. I meant claimable like ancient earns and ruin walls can be claimed.
Razuhl  [author] Sep 14 @ 8:12am 
@NEXADUS911 In the bug section @Nouvi posted in regards to empty menus.
Razuhl  [author] Sep 14 @ 8:08am 
@Moruba No, that would change the nature of an object itself. A building can't be processed as an emote,

@SmellyFishNuggets Added properties to plants governing temperatures.

@Wolfette Added "Claimable" to "Buildings".

@NEXADUS911 If the categories in the mod settings are empty you probably have an error in your log that is raised either during startup or when opening a category for the first time. You can submit a hugslib log from after trying to edit something.
NEXADUS911 Sep 12 @ 2:03am 
Question, I have the mod subscribed but in game when i click on anything in your mod to change anythings' settings I see no options to change anything. It just shows a blank box with the name of the item i'm trying to change and their is just a blank box. Not sure what exactly i'm doing wrong and i'm not very tech savvy. Thank you for your time.
Wolfette Sep 11 @ 12:57pm 
I notice 'Claimable' is not something that can be changed about buildings, it would be nice for those useful unclaimbles like Ancient Blast Doors.
SmellyFishNuggets Sep 9 @ 7:03pm 
can you add something where you can change min and max temp in the plants section? please it'd be really nice
Moruba Sep 7 @ 5:25pm 
Hi. I'm finding your mod really useful. Thanks so much. But is there any way I can edit the Thing Category? I want to add other items to a specific category.
tanyfilina Sep 4 @ 9:27am 
regular expressions! 😍
What if I play game translated to my language? Which language should I use for expressions?
Razuhl  [author] Sep 4 @ 8:03am 
@pone You can try "mtb Roam" under "race properties". Setting it to zero should mean the animal won't need a pen.

@tanyfilina The tooltip on hidden letters covers it. You write regular expressions so that you can match text regardless of variable components like numbers or names. You can google regular expressions if you need help. It is widely used and supported with tools and examples.
tanyfilina Sep 3 @ 12:38pm 
How to add hidden letters and messages? It wants me to put some text instead of choosing from the list, but how I know, what to write there?
VitaKaninen Sep 2 @ 3:19am 
@Pone, Try the Customize Animals mod.
pone Sep 2 @ 3:04am 
Is there a way to make animal does not need pen?
Davi Aug 30 @ 10:42am 
many thanks
Razuhl  [author] Aug 28 @ 10:31pm 
͜ﱞﱞﱞﱞﱞﱞﱞﱞﱞ You can configure a hotkey in the normal game menu. Hover over a cell and hit the key to get the links for the items there.
so i remember a long time ago when i played 1.3 , when hovering over any kind of text or attribute , there was a magnifying glass at the end of it , which when you clicked it opened exactly the menu to change that attribute , but it isnt there anymore , any way to reenable it?
Razuhl  [author] Aug 25 @ 10:03am 
@Davi Goto general settings "Component Management". Select a weapon that has quality settings as "origin def". Select "CompProperties Quality" as "Component" and then select everything you want to modify. You can then either remove the component from the selection or add a copy of the component from the "origin def" to the selection. This requires a restart since it is done via xml patching. It should work for any component, even if it can't be modified by the mod itself. Components that can be modified via the mod will be further editable in the settings after they have been added.

@Necirays Goto the main buttons category in the mod settings.