RimWorld

RimWorld

Dynamic Population
278 Comments
Evenstar Dec 31, 2024 @ 6:13am 
@b621204 Where abouts is the option in Tweaks Galore? I have it but can't find the option to change the population limits - I'm on 1.4 if that makes any difference
Yoann Nov 22, 2024 @ 11:07am 
Can I use different values on different saves?
pgames-food Nov 17, 2024 @ 4:43pm 
hi veeot dragon, are you also running real ruins? (if so, i think the github page for that mod has fixed it)
irrelevantredundancy Nov 17, 2024 @ 4:02pm 
@b621204 Note for myself: now that I have been reminded of this, don't forget in a few months, and repeat the cycle.
VeeOt_Dragon Oct 7, 2024 @ 3:10pm 
will this be updated to function with version 1.5? mainly asking because i am trying to track down a bug that prevents a new world from being generated (the game doesn't freeze it just returns to the generation page.)
TheRageQuitter Sep 1, 2024 @ 2:43am 
@b621204 ngl ive just spent about an hour trying to remember the name of that mod and scrolling the mod pages looking for that mod just to stumble upon your comment after giving up
Mysterius Aug 7, 2024 @ 11:00am 
@Simmin : it's been like that for years, as far as I know.
b621204 Jul 9, 2024 @ 11:20am 
Note for myself: Tweaks Galore included this function (trying to condense mod list)
Simmin Jun 22, 2024 @ 12:21am 
there is an issue where the population intent doesnt change until the settings are adjusted, so it basically rests to default everytime you start up rimworld
anemia  [author] Jun 20, 2024 @ 1:24am 
oops.. i should login to steam more. updated :)
MortalSmurph Jun 10, 2024 @ 6:35pm 
The Hermit options sets the population intent to what would be a standard colony with 4 people. Instead, it should set it to a standard colony with 20 people (the max value).

To fix the Hermit option 0-0-0-0-0-1. Max Population having a value of 1 and all others having a 0.

That will minimize colonist joiner events. They will still be possible but as infrequent as the base game with a colony of 20+ colonists.
TruthWizard Jun 2, 2024 @ 6:22am 
Works on 1.5
Paladin Val May 27, 2024 @ 3:25am 
Can confirm it works perfectly fine with all of 1.5
Bubbles May 15, 2024 @ 6:44am 
Works fine in 1.5 so far.
RedPine May 1, 2024 @ 2:41am 
Doesn't prevent CreeperJoin events in Anomaly, not sure about vanilla join events as I disabled those incident types. Doesn't prevent questjoin events.

I don't know if this mod isn't modifiying population intent correctly, or if vanilla doesn't care enough about population intent to start with.
Saaranir Apr 27, 2024 @ 6:19am 
I use this mod for solo playthrought, with the hermit settings. Yet I still have people calling me on the radio to join me. For example people being prisonner at a camp.
Is that a normal thing ? Since it say I should not get recruit event/quest. Maybe It doesnt count as one ?
stun Apr 20, 2024 @ 5:29pm 
@Three this mod changes the population intent. I have to assume that the mod still works exactly the same as it did in 1.4 because nothing has changed.
Papito Apr 16, 2024 @ 9:50am 
My mom said it's my turn to ask for 1.5 update
moondansr Apr 16, 2024 @ 6:13am 
Would love to see this updated! I've been using it for a very long time and it's perfect for my needs.
Leaf Apr 15, 2024 @ 11:14pm 
please update! :)
Asteroid 25399 Apr 15, 2024 @ 1:29pm 
@tatzelwesen Tweaks galore has this feature and is updated to 1.5
tatzelwesen Apr 14, 2024 @ 1:56pm 
Does anyone know a mod that does this, and works for 1.5?
Carsteinvania Apr 13, 2024 @ 2:43pm 
hey will it be update to 1.5 ?
thanks
tahlia167 Apr 8, 2024 @ 12:31am 
plz update to 1.5 soon
Shortydevil Feb 5, 2024 @ 9:07am 
can I add this to my multiplayer game mid save?
Three Jan 27, 2024 @ 4:12am 
Is the mod still valid? Isn't the size of the population now determined by the 'PopulationIntent' indicator?
Rokk Nov 16, 2023 @ 6:31am 
@alemismun this is an issue with HugsLib, sadly a lot of other mods still depend on it. There is a forked version on Github and there's also a mod options sort mod that fixes this issue.
alemismun Aug 7, 2023 @ 4:26pm 
Edit: Dynamic population (not variable as the description says for some reason) appears on the mod settings, but not if you search for it, you need to manually scroll down the page and find it amongst all mods to reach it. For some reason.
alemismun Aug 7, 2023 @ 4:24pm 
Same issue as Waggy and Era. However, I can edit the options from the mod menu itself through the advanced options. Not sure if it applies to the game itself though.
Creneis Jun 5, 2023 @ 4:56am 
Greetings. I Wonder, how does this mod interact with hotseats ? Does switching to new storytellers disable this mod, especially storytellers with double the population ? Thanks in advance.
anemia  [author] May 14, 2023 @ 8:27pm 
Settings were broken if you didn't have HugsLib enabled, removed the dependency as no longer needed :)
Waggy May 4, 2023 @ 6:29pm 
I found a version of this called "Dynamic Population Unlocked" which is working!
Waggy May 4, 2023 @ 5:30pm 
I can't find where to adjust the settings in 1.4
(WTH) era Apr 28, 2023 @ 1:16pm 
It's not; issue with my modlist. Weird that the options menu for just this mod would disappear. I'll be back after figuring out what's going on lol
(WTH) era Apr 28, 2023 @ 1:07pm 
Hmm is the mod option menu bugged? Doesn't appear/doesn't have the "mod options" button in the ingame manager.
Sir Rolin Apr 17, 2023 @ 6:08am 
marco, if you have more colonists vanilla will send more enemies
marco2000b Apr 16, 2023 @ 12:24pm 
Does the mod change the numbers of ennemys on a raid ?
kongkim Apr 2, 2023 @ 2:42pm 
So just to understand it right :)

Normal there is a soft cap of 13, and critical of 18, i can change that and use any Vanilla mod storyteller ?
anemia  [author] Jan 19, 2023 @ 10:56pm 
Hi Moldrax,

Enable HugsLib and you should be OK!
Moldrax Jan 17, 2023 @ 4:59am 
Hello,
I am getting those two errors:

ReflectionTypeLoadException getting types in assembly DynamicPopulation: System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.

Mod Dynamic Population did not load any content. Following load folders were used:
- E:\Steam\steamapps\workshop\content\294100\1658712035\1.4

Any help how to fix those?
Wolvereness Jan 10, 2023 @ 9:52pm 
Was still having the issue, but I narrowed it down to steam for some reason not updating the mod. Unsub+resub fixed it. Thanks @sewer rat!
anemia  [author] Jan 6, 2023 @ 7:34pm 
Issue resolved :)
Wolvereness Jan 5, 2023 @ 8:24am 
@Nick I really don't. I learned just enough to check whether the mod was changing the underlying mechanic, tested it a few ways to confirm, and then forgot.

Right now, I just go to this mod's settings every time I boot up my save. Annoying, but it's fine until the issue is addressed, and I don't know any alternatives.
Nick Jan 4, 2023 @ 11:18am 
@Wolvereness do you know what the numbers happen to represent? If I have it at the default 0 does that mean no more colonists will join?
[2nd-AD] Xytal Riz Dec 16, 2022 @ 10:26am 
Agreed with the values, i tried setting it to the same as double population and still nothing seems to be happening, still feels like vanilla for colonist recruitment.
Gen_Warlord Dec 14, 2022 @ 8:14pm 
Also confused on how this mod is suppose to function, what values are good. I have played around with it for almost a day and still no colonist joins and its extremely hard to recruit prisoners as they are killed instead of downed.
Wolvereness Dec 2, 2022 @ 6:59pm 
@Thunderkleize Yeah, the options for the mod where you can adjust the numbers.
Thunderkleize Nov 30, 2022 @ 10:05am 
@Wolverness what interface? The mod option?
Wolvereness Nov 20, 2022 @ 10:07pm 
This appears to only take effect if the interface is opened. Been going through a new 1.4 game, and noticed the population was difficult. Confirmed through the Population intent that it doesn't set the values until I open the interface.
Brown Penguin Nov 12, 2022 @ 10:47pm 
If you could pleas add a set to default that would please my ocd so good and I will give succ