RimWorld

RimWorld

RIMMSqol Dev
56 Comments
Sentient_Worm Sep 25, 2018 @ 6:10pm 
Razuh
What all did you change in this version?
Sentient_Worm Sep 14, 2018 @ 11:05am 
Uuuugggg partially fixed it on his end. Theres still some issues but least it works for me
Razuhl  [author] Sep 14, 2018 @ 10:55am 
You can add the "recipe radius" patch to the list of forbidden patches in the general settings of this mod and try again. It completely removes the code from this mod in that use case.
Sentient_Worm Sep 14, 2018 @ 9:18am 
https://pastebin.com/fb5JFigw

Just postiong this on all mods I noticed being referenced in it
Sentient_Worm Sep 10, 2018 @ 6:59am 
Hmm I'll have to double check the settings again after I catch them being idiots again

Oddly tho they prefer the emergancy food over the military rations added by polaris bloc mech enemy even with nothing checked
Razuhl  [author] Sep 10, 2018 @ 4:22am 
Smoked meat is often just slow rotting, that would not qualify as preserved. Emergency food from polaris is not rotting, so it is preserved food(also an undesireable meal since it is classified as MealAwful).

Lavish meals might be more desireable but make sure you are not forbidding meals better than simple. Otherwise they won't eat lavish meals unless they are nearing a mental break.
Sentient_Worm Sep 10, 2018 @ 2:32am 
I would think that they would go for the lavish meals instead of the preserved foods but I did find they prefer smoked meat from MT over the emergancy food from polaris bloc. Now if I could keep em away from it with something less then a swarm of insects -_-
Razuhl  [author] Sep 10, 2018 @ 1:39am 
The rules work on properties not on specific items. So new food will be handled like vanilla food. Preserved food is defined as not having the component CompRottable. If the mod author adds CompProperties_Rottable to its food definition it is not preserved.

Also the "non starving" part in the rules is using the urgently hungry threshold and does not wait until starvation has set in. So at some point they can be hungry enough to disregard the rules.
Sentient_Worm Sep 10, 2018 @ 1:11am 
Raz Does this mod work with foods added by mods?
Even with the ticker to keep my colonists from eating preserved foods they go across the map just to eat a preserved meal added by a mod when they are like 20 tiles from over 5k lavish meals -_-
Sentient_Worm Sep 3, 2018 @ 5:40am 
Then apparently I still have the dev version active lol
Razuhl  [author] Sep 3, 2018 @ 1:12am 
Thx, this occurs if a pawn of an alien race is customized without having both backstory slots filled. It's fixed in the mod for the release version, this dev build will not be used until the next development release.
Sentient_Worm Sep 2, 2018 @ 8:54pm 
https://pastebin.com/jb9sT5tV
I'll just leave this right here
Belial03 Aug 26, 2018 @ 12:35pm 
You are a legend, good mod and great ans for the names, jeez
Razuhl  [author] Aug 18, 2018 @ 10:02pm 
Pretty much any handle has its own baggage. For example rimworld sounds more like a website with specialized content than a game. Choosing the ones that already have a widely defined interpretation shields you from surprises. Having that interpretation clash with the context forces people to think outside the norm creating a unique association. This is supplemented by using negative handles. Thus creating maximum brand recognition.

Aside from that, wtf doubles as a reference to totalbiscuits wtf series on youtube.
#6 Aug 18, 2018 @ 1:16am 
Hey Razuhl, love the mod but I just gotta know, why the strange names for the tabs?
Sentient_Worm Aug 17, 2018 @ 6:42pm 
Ok gonna update thanks for fixing.
Razuhl  [author] Aug 17, 2018 @ 5:49pm 
Thx for reporting. Rimworld changed how many backstory categories(e.g. tribal, spacer, etc.) a faction can have. Formerly it was one, now it can be many. That broke the validation code. The latest mod version should fix that.
Sentient_Worm Aug 17, 2018 @ 4:12pm 
https://pastebin.com/TN0DkVUz
Hope this is the right page. This is after the latest update
Razuhl  [author] Aug 7, 2018 @ 10:42am 
@rjwaters yes
Mehni Aug 6, 2018 @ 6:27am 
I see you got my message. Thanks for the acknowledgement and fix.
rjwaters Aug 4, 2018 @ 3:45pm 
any reason aside from "lol"?
Razuhl  [author] Aug 3, 2018 @ 9:48am 
yes
rjwaters Jul 31, 2018 @ 7:15pm 
any particular reason this mod places 3 juvenile and annoying words on bar?
Razuhl  [author] Jul 22, 2018 @ 7:27am 
Thx for reporting should be fixed.
Syrchalis Jul 22, 2018 @ 4:53am 
Something that bothered me for a while - you can't hover over the top most row (not column) when selecting traits or backstories. The tooltip will not show up. It only happens with the top most item in each column.
Sylaise Jul 20, 2018 @ 10:21am 
Thank you for the outstanding support. It worked perfectly! :)
Razuhl  [author] Jul 20, 2018 @ 7:05am 
Rimatomics is defining a faulty database entry. They create a projectile ICBM_Fission without giving it the projectile properties. So when this mod loads it for editing, it can't find the missing properties.

Edit the file "[Steam]\steamapps\workshop\content\294100\1419798604\Defs\ThingDefs_Misc\Missiles.xml", goto the entry <ThingDef Name="BasedRimatomicsMissile" Abstract="True"> and add <projectile/> below it.
Sylaise Jul 20, 2018 @ 1:21am 
Cross that earlier remark of mine. The mod causing the conflict is Rimatomics and not Hugslib.
https://steamcommunity.com/sharedfiles/filedetails/?id=1419798604&searchtext=rimatomic

Any ideas how to make them play nice with each other?
Sylaise Jul 19, 2018 @ 8:52pm 
Hi there! Thank you for your outstanding work! That being said, I'm having the issue outlined in the third page, the one where mod configuration shows a bunch of errors. I did restart the game but it wasn't fixed. As far as I can tell, the configuration xml exists but there seems to be some kind of mod conflict with hugslib.
When I disable hugslib and access the mod configuration through the vanilla menu, all options are there, working fine.
Any idea on how to fix this? It's just a mere inconvenience though.
Razuhl  [author] Jul 10, 2018 @ 6:50am 
It was reverting back to the default thought of leveling since the skill got renamed to plants.
Syrchalis Jul 10, 2018 @ 6:21am 
When leveling up in plant skill it shows the icon for shooting in the thought bubble.
Syrchalis Jul 7, 2018 @ 2:46am 
Thanks for the fixes, icons look definitely more readable. I would have just stolen the ones from fluffy's work tab tho, because im lazy.
Sentient_Worm Jul 6, 2018 @ 2:49pm 
I dont understand how it works but I just want colonists to butcher corpse's instead of eating them
Syrchalis Jul 6, 2018 @ 1:42pm 
A few suggestions for icons: 1. A bug, when opening the backstory tab in the CuM menu the symbol for plantwork is wrong (it uses the edit.png not the skillgrowing.png). 2. You should rework the symbols slightly, either have them all be black or all white. Probably easiest to just make shooting/crafting/mining symbols white. 3. The arrow icons should probably be yellow, black is really hard to see on the mostly dark grey menus.
Razuhl  [author] Jul 5, 2018 @ 10:50pm 
So the goal is that the corpse is butchered into meat, essentially declaring a corpse as a raw ingredient in rule 1?
Sentient_Worm Jul 5, 2018 @ 8:05pm 
Could you add an option to restrict colonists from eating corpses -_-
Cant count how many times I had to deal with colonists going berserk cause they wanted to eat a corpse then butcher it >.>
biship Jul 3, 2018 @ 4:12pm 
CTD with RimWorld 1.0.1953 rev1369
ric Jul 1, 2018 @ 2:50pm 
Thank you!
Razuhl  [author] Jul 1, 2018 @ 6:37am 
Good point, made the mod name a link.
ric Jun 30, 2018 @ 5:39pm 
Can you put a link to your RIMMSqol mod in this description since you're referring to it? Not for me I already went to read what it does there by searching but if you're like me who searched for 1.0 unstable mods this came up with no convenient link to your other mod. Thanks!
Razuhl  [author] Jun 21, 2018 @ 4:18pm 
You can just switch this mod off and the release version on.
ahnkra Jun 21, 2018 @ 3:48pm 
really really weird, no idea how i got this version of the mod instead of the release version... I've been using it for along while now. my apologies all the same, i guess i signed onto the dev version before there was a version for .18??? <sighs> guess Ill just have to let that game go. Was a good one too. Here's hoping 1dot0 doesnt disappoint, and that we are not waitting months again for all the other mods to catch up to current version.
Razuhl  [author] Jun 21, 2018 @ 2:06am 
This is the development mod, use the mod "RIMMSqol" for playing the release version.
ahnkra Jun 20, 2018 @ 6:14pm 
Why would you update your mod for the Beta Branch of the game? Im as excited as anyone else that 1dot0 is almost here, but I have a game in progress using .18 like im sure most of your users do, and ALL my other mods like my save itself are based on the Current version of the game. This kills my current game and offers nothing in return =( could you pls restore this back to .18 and post a new mod for the 1.0 version, which Im sure all of us will be using once it goes live and more of our favorite mods make the transition.
DickJohansonson Dec 18, 2017 @ 12:31am 
I see your points, thanks for the consideration :)
Razuhl  [author] Dec 17, 2017 @ 4:52pm 
@DickJohansonson I thought about it for a while and I could add something like a cooldown for CuM but it would be a setting. Just like the base cost for CuM. Which won't prevent "cheating".

I understand how the functionalities can be a temptation that is hard to resist but enforcing regulations is not something I will persue. With this mod people are encouraged to play the game however they like and interpret the world as they see it.

Examples:
- A streamer might want to give his subscribers a fully customized pawn instead of just a name and thus he is setting the base cost to 0 so that new pawns can be completely redone.
- A player that is resettling colonies instead of restarting a world might want to have a progression on the pawns that he became attached to and therefore use the point generation mechanic.
- Roleplayers might use it to remove chemical enthusiasm after a pawn has gone through withdrawal.
Torres Dec 16, 2017 @ 2:40am 
I did set Mechanoid deaths to count as 3 pointers because of difficulty and once I repelled an assault or downed the whole crew of the ship I got with the designated colonist finishing them (thus granting him/her the points)

Easy fast way to gather points, if you don't take into account the fact you gotta fight a horde of mechanoids
DickJohansonson Dec 13, 2017 @ 2:50am 
Hey there, this is a really cool mod you did here!
About the customize ur Minions: The high customability and point gaining for the colonists is really nice. And i love the Background menu (with the auto sorting feature), I'd love to have this for prepare carefully!
Imo changing traits, passions, backstories with no requirements, at anytime, no costs (except for balancing out the points) is too Op for that it allows me to completely alter and adapt my colonists (esp. newly aquired) and also is an invitation to exploiting these features (like toggling super-immune on/off as needed).
Just an idea: The accessability could be limited to e.g. one chould only alter one colonists while spending (at least) 20 points (in total) or just once a year(or aa half) or something else. Anyway nice mod! Cheers
Razuhl  [author] Dec 4, 2017 @ 9:12am 
Thx for reporting and sorry for the inconvenience. Fixed it in the latest release.
Torres Dec 3, 2017 @ 10:08pm 
Getting these errors https://pastebin.com/VgKTau7c and https://pastebin.com/dfQUXP1n

Here's my current modlist: https://pastebin.com/8QQSSTC7

Cheers!