RimWorld

RimWorld

RIMMSqol
2,782 Comments
Davi 13 hours ago 
And if not would it be possible to add a togglable setting for it?
Davi 13 hours ago 
is there a way to remove/add quality to things?
Egamerx Aug 21 @ 5:17am 
This mod is essential if you want to use buildable terrain V1, or other tile mod because they make every floor have a ridicilous price and count as your total wealth in market value
Razuhl  [author] Aug 16 @ 6:24am 
@andbruu It's possible and already implemented for some mods. Like CE' ammo settings can be edited.
andbruu Aug 9 @ 7:08am 
Is it, or would it be possible to add the ability to modify processes added by other mods, such as tanning racks from medival overhaul, that is using the processor framework?
Protok Aug 8 @ 2:02pm 
Yes, it seems was some incompatibilities of Light Map, Chill the Fork and Worldbuilder
Razuhl  [author] Aug 8 @ 11:24am 
@LukeNukem Not currently, with this mod at least.

@Protok Thanks for the logs. I presume they were made before the error? I see no errors in them and the order field on main buttons is a vanilla feature. If you see the HotkeyEditor error that's the character editor button. It's probably not added through the modding api and isn't in place when it should be so that changes cannot be applied to it during startup.

@吉田咲 Research mods that don't hide empty tabs aren't compatible with research modding.
吉田咲 Aug 6 @ 2:12pm 
Using it together with the Vanilla Research Panel - Queue seems to result in 9 extra research tab.
Kairoro Aug 5 @ 5:58am 
thank you for probably best qol mod
LukeNukem Aug 4 @ 10:35am 
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)
Razuhl  [author] Jul 26 @ 8:49am 
@xXAntrexXx Try setting fillage to 1. If you are talking about being airtight that probably requires the flag "alwaysExchangeVacuum" to be false.

@Necromenta Pawn kinds can have a "moveSpeedFactorByTerrainTag" and if the terrain has a matching tag those factors are apllied to the move speed. So if you see a floor or terrain that makes someone faster you can use those tags to make other floors or terrain behave the same way.
Necromenta Jul 25 @ 10:08am 
I couldn't find a discord for this mod -How do you make floors give walking speed? I tried the available options but seems they only decrease it, even "path cost" on negative
T Jul 24 @ 10:45am 
tbh the best mod on the workshop in you have any other mods 10/10
xXAntrexXx Jul 24 @ 9:33am 
Hi, sorry if it has been discussed previously, but i was trying to figure out how to make a building act like a wall for room purposes. i want to have a cargo container sticking out of my gravship and still have a room.
Razuhl  [author] Jul 24 @ 3:31am 
@DivinationDad Flammability for material is just a stat not a dedicated option.
DivinationDad Jul 23 @ 9:07pm 
Sorry if this is a dumb question or listed somewhere already. But I'm trying to make a material flammable and it won't give me the option like it used to. Is this due to the migration to 1.6 or is it a bug?
clockworkcuttlefish Jul 23 @ 1:23pm 
This is what I get for forgetting to check the change notes smh. Thanks so much!
Razuhl  [author] Jul 23 @ 8:28am 
@irrelevantredundancy The message might come from an edit you made in this mod - in which case it will be removed once the configuration file is written again(e.g. opening and closing the mod settings). If it is due to an eror in xml that is pushed by any of your mods you could search through your mod files to find that name in an ".xml" file.

@clockworkcuttlefish I stated in the "change notes" that pathfinding got removed for 1.6. I have currently no plans to put it back in.
clockworkcuttlefish Jul 20 @ 4:53pm 
The amount of work you put into this is absolutely astounding and I'm so grateful for this mod!

I do have a question, though. I know 1.6 overhauled path finding, so a lot of path finding mods are either dead or being reworked. Is that also true of QOL's options?

I saw someone a while ago that had an issue with path finding options not appearing in the general mod settings for QOL, and I'm trying to figure out if that's the problem I'm having, or if (more likely? perhaps?) they had to be removed for now?

Just trying to figure out if I need to troubleshoot further, or just smite the next guy that walks into my hospital for no reason as an example. (For now forbidding doors it is, I guess.)

Thanks for the mod and all your hard work with it!!
Post Ma'Gnome Jul 20 @ 4:25pm 
Absolutely essential if you really want to make the game yours. It's very good for fixing small inconsistencies between other mods as well. Stellar work
Jaguar The God-Slayer Jul 20 @ 11:22am 
Absolutely fabulous mod. I never left a comment on any mod and this is easily the best mod I have ever experienced.
Femboy Enthusiast Jul 19 @ 11:26am 
I had thought I looked through precepts a few times, guess not, thank you mod maker person!
irrelevantredundancy Jul 18 @ 4:59pm 
@Razuhl -- Huh. Do you think that's taken into account all subscribed mods or just enabled ones . Do you have any idea if there is something I can do to make the message go away? What does "a configuration for" mean.
Asteroid 25399 Jul 18 @ 11:26am 
This is such an amazing mod. Thank you for all your work on this.
Razuhl  [author] Jul 18 @ 10:45am 
@Femboy Enthusiast You can check precepts.

@irrelevantredundancy It means you probably have a configuration for "PlantTreeAcacia" but it no longer exists and there are 4804 other plants in your DB. Congrats on your mod list I guess :)

@WESGRU Changing the actual space would potentially place buildings on top of each other or have them on unsupported ground and such. Changing the graphic size doesn't matter.
WESGRU Jul 18 @ 10:27am 
It would be really nice if the editor can edit not only the graphic size property but also the actual space the building occupies. I am curious why you have not added a way to edit the building size while including the graphic size property.
irrelevantredundancy Jul 17 @ 11:42pm 
Would you happen to have an idea what this message is referring to?

Failed to find Verse.ThingDef named PlantTreeAcacia. There are 4804 defs of this type loaded.
Here [pastebin.com] is a PasteBin link to the full stack trace.
VitaKaninen Jul 17 @ 3:41pm 
There are several other mods that disable restrictions on roles.
Femboy Enthusiast Jul 17 @ 2:07pm 
is it possible to change the job restrictions/incapabilities of ideology roles? My insect herder wont even put out fires in his own hive
CyberKitten Jul 17 @ 7:07am 
Why hiding the “Extra” label of research tabs is useless?This kind of labels are really annoying.
ABAYO Jul 16 @ 2:45pm 
@Razuhi I found a turret magazine size edit from building→sentry edit menu!
I didn't realize I can click the refuel...? option tab!
anyways, thanks a lot!
Razuhl  [author] Jul 16 @ 10:22am 
@[GC]SpongeVlad At the lower part you find "Is Airtight".

@ABAYO You edit the gun that the turret is mounting.
ABAYO Jul 16 @ 2:57am 
execuse me for asking a question, is there turret magazine edit in this mod?
I want lower the turret magazine size that added from the other mod. but I can't find it...
also Thanks for the cool mod!
[GC]SpongeVlad Jul 15 @ 3:37pm 
@Razuhl I don't see the option for buildings, am I just blind?
TheSurvivor64 Jul 15 @ 5:00am 
Finally, I can put airtight glass on my gravship
Razuhl  [author] Jul 14 @ 12:22pm 
@[GC]SpongeVlad Corresponding properties have been added to the buildings and materials category.

@Psycho Penguin I think worktypes for robots can be altered. However not all jobs are programmed to work with non colonists.

@Narwhal The market value is a stat. If omitted it is calculated based on ingredients.

@Stellar Harbour I haven't added anything for that.
Deepfield Jul 14 @ 12:21pm 
It took forever to remember what this mod was called. I knew I was missing it in my 1.6 game. I ended up digging out drive image backups and looking at save files to find the name lmao. Still an amazing mod
Narwhal Jul 13 @ 6:14pm 
Does this mod make it possible to modify the sale value of an item? For example if in the base game an item is worth 5 silver and I want it to be worth 50 silver.
Psycho Penguin Jul 13 @ 12:04pm 
Hi, is there a way modify some setting and allow to my mini-miner work in a quarry?
[GC]SpongeVlad Jul 13 @ 10:27am 
Is there an option to make walls airtight or is that hard coded?
tobiaslarsson87 Jul 12 @ 12:22pm 
Thx for the quick answer. Q/E buttons work like a charm. It will do for now. :)