RimWorld

RimWorld

RIMMSqol
2,812 Comments
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.
Necirays Aug 24 @ 2:16pm 
Is there a way to hide the menus in the tab at the bottom of the screen ? The pawn modification, the search bar and the storyteller one ?
Davi Aug 21 @ 3:58pm 
And if not would it be possible to add a togglable setting for it?
Davi Aug 21 @ 3:55pm 
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 ♥♥♥♥♥♥ 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.