RimWorld

RimWorld

RIMMSqol
2,728 Comments
Rosenqueen Jul 1 @ 5:29pm 
Thank you for your hard work
Razuhl  [author] Jun 29 @ 11:01am 
1.6 support is out. Be sure to backup your configuration, errors should still be expected and missing mods from your 1.6 branch will have their associated data deleted too.
Wednesday Jun 29 @ 10:55am 
Nice, my favorite mod is updated, Thanks :)
Razuhl  [author] Jun 29 @ 10:44am 
@Lumber Jackson You can change tags. Changes are made in memory and stored in the mod configuration. The actual game files stay unchanged.

@Brio No idea about that one specifically but you can edit work givers.
Brio Jun 28 @ 9:01pm 
@VitaKaninen, Oh sorry i guess i didnt see it, thanks
VitaKaninen Jun 27 @ 8:42pm 
@Brio, there is already an option in Allow Tool's settings to remove that melee requirement.
Brio Jun 27 @ 6:25pm 
Sorry to ask, but is there a way to modify certain work types? i want to remove the melee skill requirement for allow tool's "finish off"
Lumber Jackson Jun 20 @ 3:02pm 
Will this allow me to change the tags on apparel? Also, I see that you said it can be added and removed from an ongoing save. Safe to assume any changes made will revert when you do so?
Razuhl  [author] Jun 17 @ 2:18pm 
@PopeSlayer Custom code in their vehicle components not part of this mod.

@tobiaslarsson87 I'll take a look at going to 1.6 but unlikely that there will be a stable version out before the 1.6 release. Usually, due to other mods that are supported it will break when they release new versions on launch.
tobiaslarsson87 Jun 14 @ 5:06am 
This is my most vital mod. Just wanted to ask if you plan having this Updated before 1.6 goes live? And thanks for the awesome work.
PopeSlayer Jun 11 @ 4:45am 
Hello, first of all thanks for making the mod. I was wondering if there is anyway to edit the armor values of specific vehicle parts for vehicles that are in vehicles framework. I see that you can edit the race properties for each vehicle and that has the armor values but I can't seem to find a way to say, make just the front bumper have more armor and not any other parts. Thank you!
Razuhl  [author] Jun 8 @ 12:41am 
@cat monke You can forbid the "Global Controls" patch in the "general settings" section.
cat monke Jun 7 @ 1:28pm 
Is there any way to disable the yellow minimize button that is added to the bottom right of the GUI? (see image)
https://files.catbox.moe/l1ervd.png
Razuhl  [author] Jun 6 @ 12:17pm 
@LouIdZarcs Edit Hediff for field hands, go to stage and try adding stat offset for pruning speed.
LouIdZarcs Jun 5 @ 9:12am 
Hi, may i ask how to add pruning speed buffs to the field hands ?
Razuhl  [author] Jun 5 @ 8:49am 
@The_Renegade You can try the sell "price stat"-factor instead of "market value"-factor. But that can not be set on individual items as described before.
The_Renegade Jun 5 @ 12:50am 
@Razuhl Aww shucks,setting individual values was what I did for Mechanoid ammo in CE. I was just hoping there was an easier way that also doesn't influence wealth if I have it stockpiled.
Razuhl  [author] Jun 4 @ 10:06am 
@The_Renegade Materials have stat factors which are multipliers for things like market value. Categories have no such functionality and things in general can only get stat factors by adding components onto them. If you can code you could write a thingComp relatively easy and it could yield a factor for market value based on whatever rules. But otherwise you can only modify the market value piece by piece.

@Mr. J Soda You can try editing the hediff for darkness exposure so that it disappears before causing damage. Although might be safer to use xml modding and switch out the hediff with a tame one altogether otherwise the came will apply and cure the hediff potentially spamming event logs and balloning the safe file.
Mr. J Soda Jun 4 @ 8:23am 
Is it possible to disable the Unnatural Darkness's damage effects to pawns in one of the settings? Id's like to do a rouge planet playthrough, but the constant damage is making it impossible.
The_Renegade Jun 4 @ 7:38am 
Is it in the realm of possibilities to change the sell price multiplier for item categories? E.g. make raw meat / materials sell for 50% less so I have to process them first.
LouIdZarcs Jun 3 @ 7:33pm 
This is the most powerful mod i seen in rimworld mod community, thank you
wetTissue. Jun 3 @ 5:12pm 
Thank you so much!
Razuhl  [author] Jun 3 @ 10:37am 
@wetTissue. Sure, has been added to buildings.
wetTissue. Jun 3 @ 6:16am 
Is it possible to expose the <building><canBeDamagedByAttacks> field?
Razuhl  [author] Jun 1 @ 1:42am 
@I.R.R.I.S.H. Depending on what you wan't to achieve you can set the mood penalty/buff to zero and the thought won't show up or affect mood. If you need complete immunity you have to use other objects to block the thought entirely.

@Kamisato Ayato You can edit the "classes" under pawn kind and make it so they generate at a certain age range.
Kamisato Ayato May 31 @ 8:18pm 
Can you edit child raid frequency with this? Being a kid eating cult is hard with the lack of kids in raids.
Commander Link May 28 @ 3:22am 
this mod is insanely good, i learned a lot about how mods work through tinkering with this mod's settings menu and managed to make a lot of changes to things to make the game much more how i wanted it to be :>
I.R.R.I.S.H. May 24 @ 10:50pm 
Can anyone tell me how I use this to remove the "someone was tortured" and "I tortured someone" mood debuffs?
Razuhl  [author] May 21 @ 9:39am 
@Wemijei Research mods must hide tabs if they are empty, otherwise they don't work for in game modding.
Wemijei May 18 @ 6:25pm 
There's a minor incompatibility with queue research mod. This mod's "Extra" research tabs always appear when that mod is present, regardless of load order. Changing rimmsqol options to hide those tabs also won't work. Seems annoying and I have no idea why those Extra tabs do exist
DivinationDad May 4 @ 3:25am 
No worries at all, I did just end up going into the mod folder and changing the layers in there, would definitely be a cool thing to consider with all the gene mods out there, I'm not a mod creator though so I don't know how hard that would be. Love the mod though, truly a staple for this game, don't know what I'd do without it.
Razuhl  [author] May 3 @ 4:25am 
@DivinationDad No, I haven't added the render node properties for genes.

@Nanook In general it shouldn't. Based on mods used that amight change and some changes are not retroactive but apply for new instances.

@WindyDay Without knowing what defines a "throne" that question cannot be answered. Look at something that qualifies as a throne and check if it has some tag or other association that you recognize. If not you can also try and check the components of a throne in the general settings category. The component manager should display everything the throne defines and you might be able to copy a "throne" component to another def.
WindyDay May 2 @ 8:00pm 
I'm using a mod that doesn't detect a throne as being an actual throne, is there a way to change this through the menu so it categorizes it as one?
Nanook May 1 @ 5:08am 
does editing RaceProperties requires game restart to take effect ?
DivinationDad Apr 27 @ 7:13am 
Hi! I've run into a bit of an issue when it comes to rendering certain visible genes, in this instance, it's horns that seem to be rendering on the wrong layer. In the instance of apparel doing this I can just change the draw layer of that specific clothing piece. Is there a way to the gene layers through qol?
Qwink Apr 25 @ 1:16am 
Ohh that's it, thanks a lot!
Razuhl  [author] Apr 24 @ 9:55am 
@Qwink Try to go to the hediff, open the current stage that your pawn has(usually just one anyway) and edit stat offsets/factors.
Qwink Apr 23 @ 9:49am 
I haven't, though I'm trying to edit away a specific stat added by a modded bionic (Projectile evasion from greyscythe's bionics), so maybe it's not possible
Razuhl  [author] Apr 23 @ 9:40am 
@Qwink Have you tried body part part efficency on hediffs?
Qwink Apr 23 @ 8:53am 
Is it possible to change the stats given by prosthetic/implants (Manipulation, Movement etc)? I've been looking around trying to do that, but so far I've been able to change everything but that
Razuhl  [author] Apr 18 @ 1:47pm 
@Jiri Recipes are listing the workbenches that they are available on under "Users" and workbenches list available recipies under "Recipies"(those two lists are independant). Buildings and recipies define research prerequisites.
Jiri Apr 15 @ 10:02am 
Am I missing something? When going to "Weapon" then "machine pistol", I can see "Tech-Level", Stats, Categories Tags but nothing for reassigning where it is built from.

For buildings, I can see the research prerequisites. But not for weapons, apparel or items.
tanyfilina Apr 14 @ 12:11pm 
Like, zones being enabled with research, or storage zones having modifiable filters :)
Razuhl  [author] Apr 14 @ 11:42am 
@Spongebrain Edits aren't tied to a save but some settings might not be retroactive or apply in the current save. With just vanilla the turrets will adjust their range directly but mods may choose to store copies from values so in the worst case a restart could be necessary.

@Jiri Well you already listed the objects you would edit to change that. The labels for properties have tooltips and specify everything in detail.

@tanyfilina I have no idea what you mean by that.
tanyfilina Apr 12 @ 11:26am 
Could you please add an option to modify zones? Cannot find if it already is there...
Jiri Apr 11 @ 10:43pm 
Is there any way to change what tech an item is unlocked from and where it can be built? For example unlocking the machine pistol at the recurve bow research and then adding it to be built from a crafting spot.
Spongebrain Apr 10 @ 7:04pm 
I fixed it. I'm still unsure what the issue was, but I was able to fix the issue by exporting my changes sans anything involving Rimatomics, Unsubbing from both, scrubbing the files, then resaving, resubbing, reloading with mods, and reapplying edits. I then redid my Rimatomics edits and they are staying.
Spongebrain Apr 9 @ 8:13pm 
So I have an issue with Range adjustment on a turret. It seems save specific. I can edit a turret's range and it will be changed in the file. but stay the same on the current save it's used on. When I load a new colony and place down the same turret (from Rimatomics) the range is adjusted in that new save. Is there a save-specific setting?
Razuhl  [author] Apr 9 @ 10:33am 
@Blueo You can try to remove the quality comp via component management under "general settings"
tanyfilina Apr 8 @ 9:34pm 
It's bonded to a hotkey now, Tab in my case