RimWorld

RimWorld

4M Mehni's Misc Modifications [1.2-1.4]
188 Comments
Luke Aug 18 @ 2:13pm 
Guess this thing died.
Videogameplayer Jul 11 @ 1:46am 
I will miss the DPS stat on ranged weapons but I wish you well Miyuri and thanks for sharing the fruits of your labour :steamthumbsup:
Evilservant6 May 2 @ 9:52am 
1.5 someone?
GULÉ🏠 Apr 30 @ 2:10am 
Could someone please update this mod or make a fork? It's seriously a must-have for me!!! 😭
megabot Apr 18 @ 12:15pm 
you overestimate the intellect of some people on the internet and in real life lmao
Admiralthrawnbar Apr 16 @ 8:55pm 
Did you somehow miss the comment directly before your own stating exactly that?
Hugh Mann Apr 16 @ 1:03pm 
I take it that this has been discontinued and a 1.5 update wont be made?
Miyuri  [author] Mar 16 @ 5:21am 
DECLARATION

I permanently quit the modding of 4M since I have been tired of the eternal raids, which were generated without considering the productivity of those factions at all. You can fork the source codes from my Github page and make your own. Be sure to contact Mehni at the RimWorld Discord server first.
tide{S}haper industries Nov 2, 2023 @ 4:04am 
Coming through from troubleshooting;

The setting 'Disables Pacifists' has the potential to break (hardlock due to error-spam) the game if used in combination with another game-rule (ideo, gene, faction, xenotype) that enforces/expects a pawn being a pacifist. I'd recommend AT THE VERY LEAST to add some information about that to the setting!

This are longstanding issues with how the basegame generator works and can even cause the whole worldgen to break if it happens to a worldpawn getting stuck in a logic dilemma. Most likely not relevant for this mod, since it only affects rolling player-pawns (I hope at least) - but variations of this issue can affect NPC factions as well. Thus user AND modder should prevent using dichotomic and enforced rules being put onto pawn-generation.

For more information; feel free to ping me (@tideshaper / @waveshaper) over on the Rimworld Discord. o7
Admiralthrawnbar Jul 9, 2023 @ 7:23pm 
Question, why was the ability to remove the debug message limit removed in 1.3? I've had a terrible time trying to track down the cause of a crash because it's unpredictable and my debug log is always full by the time it happens, and from my desperate searching this mod (and the various other forks none of which are updated to 1.4) are the only ones that have ever implemented this
Miyuri  [author] Jun 23, 2023 @ 10:30pm 
@Negative Ramos
Jesus. I only changed the code related to DPS showing.
It must have nothing to do with your bug.
Negative Ramos Jun 23, 2023 @ 10:24pm 
Unsure if something changed with them in this last update, but since a day ago my pawns no longer fire-at-will insectoids until another pawn attacks them. This is the only mod in my list that updated since then, and I just read a thread saying this mod has caused it before.
velcroboy333 Feb 6, 2023 @ 10:47am 
I left a bug report for a mod conflict if you have time to check it out. Thanks
GULÉ🏠 Jan 10, 2023 @ 8:13am 
How do you use the material def thing for spawning?
I'm trying to make a vorpal bunny fur parka,
So I wrote vorpal bunny fur and went into dev mode to spawn parkas, but they all come in different materials :(
soo68123 Jan 9, 2023 @ 1:34am 
thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you
FatalCharm Dec 29, 2022 @ 1:11am 
thank you for the update!
Kaedys Dec 26, 2022 @ 12:48pm 
<3 <3 <3 Thanks for the update, @Miyuri! I was seriously missing this mod.
Dizzy Ioeuy Dec 24, 2022 @ 9:33am 
Yes! Ty!
velascoje Dec 24, 2022 @ 7:05am 
Awesome!!!! :D
Miyuri  [author] Dec 24, 2022 @ 6:40am 
Updated to 1.4!
Don't hesitate to report bugs.
Miyuri  [author] Dec 22, 2022 @ 10:34pm 
@Eng_Chasers
It even works with Camera+! Then I can remove the function from this mod.
Eng-Chasers Dec 22, 2022 @ 8:14pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=2904510148

For those who wants the hostile readouts/labels
Kurugane Dec 10, 2022 @ 2:52am 
" Better raider visibility. No more ninja mechanoids! All hostiles will have their label draw in red, whether they're a raider, mechanoid or hostile animal."
This is a game changer. Miss it.
Timou Dec 9, 2022 @ 9:39pm 
Update please 1.4
InSight_ Nov 29, 2022 @ 2:25am 
1.4
Videogameplayer Nov 22, 2022 @ 9:22am 
I spent all day today sadly staring out to sea, wishing 4M Mehni's Misc Modifications would receive an update.
Masked Monster Nov 5, 2022 @ 8:56am 
We miss you 4M Mehni's Misc Modifications, come to 1.4 :(
Dizzy Ioeuy Nov 2, 2022 @ 3:56pm 
@Miyuri This mod was so good. Know that we crave it.
FatalCharm Oct 31, 2022 @ 11:55pm 
I really hope this mod is updated. I really enjoy not knowing how many I have to kill before they retreat.
Videogameplayer Oct 28, 2022 @ 2:29am 
why a ranged dps stat is not a part of the base game too is beyond me
Videogameplayer Oct 23, 2022 @ 11:43am 
dang, the labelling of hostile/hunting animals is really important and should be in the base game. looking forward to your update & thanks for sharing your work
mkvltra Oct 21, 2022 @ 8:41pm 
@[P.R.China] Miyuri No rush. Thanks.
Miyuri  [author] Oct 21, 2022 @ 7:23pm 
@mkvltra I think I will. No promise.
mkvltra Oct 21, 2022 @ 6:32pm 
Please update to 1.4?
Catch Lightning Oct 7, 2022 @ 7:51pm 
I'm having issues with my predators still eating all my animals marked tame. Obviously I should send these bears on a death mission but a fix would be nice.
Scythe Sep 30, 2022 @ 6:54am 
Am able to confirm the same issue as Komyeta's post from may. With this mod disabled pawns will recognize insects again and target them
pgames-food Aug 19, 2022 @ 1:50pm 
oh ok cool
Waffana Aug 19, 2022 @ 1:31pm 
I don't want to burden anyone lol I just meant it as a sort of public audit if anyone wanted to find out since I don't have the time. No worries. Thank you for the help :)
pgames-food Aug 19, 2022 @ 1:12pm 
hi @breakfastbananas :)
if you try miruris advice, it may help you and then if you still get stuck you can try the 50% removal test.

(after making a full backup of your saves and Ludeon folder, basically you remove half of your modlist, usually the the bottom half of other mods, and see if you still have the problem. if you do, then you can usually add those back in, and try removing the other half, if the problem goes, youve found which half has the conflict....

then you just remove half from that batch, (so keeping about 75%) of your mods and find which 25% had the bug. etc.

usually within 8 attempts or less you can find which mod is having a conflict, and then proceed from there like posting about it for the 2 modders to maybe find some way to patch etc) :)
Miyuri  [author] Aug 19, 2022 @ 12:10am 
@BreakfastBananas
I guess I may help you to figure out which mod is the cause.
https://gist.github.com/HugsLibRecordKeeper/1095d8b5bbc40764054f636b7efb4a15
This is my mod list. I played with these mods without facing that bug.
You can pass over all mods in my list, then test with the remaining mods.
Waffana Aug 18, 2022 @ 11:17pm 
I have had the same issues as Komyeta. Non-humanoid enemies don't have name tags when the "better hostile readouts" setting is turned on and my pawns don't attack them unless I force them to target the enemies. I tried uninstalling all my mods except Misc Modifications to see if it was a mod conflict, and it worked.

I don't have the time to sift through my mods to check which ones create the conflict but I can post my mod list if needed which I assume it is. IDK where to do it because I never have and there is a 1000 char limit here.

Also I am assuming it's one of the unofficial patches because they are usually akin to hot fixes.

Obviously it makes combat relatively unplayable since you have to manually target all non-humanoid enemies and its also a huge bummer in the name tags department which honestly should be a vanilla feature.
prince.mandor Aug 5, 2022 @ 11:38am 
Thank you!
Miyuri  [author] Aug 5, 2022 @ 8:49am 
@prince.mandor
The problem has been fixed.
prince.mandor Jul 19, 2022 @ 5:36am 
"Stop interacting with animal" feature conflicts with new game mechanic of roaming animals. roamed animals don't fall asleep as normal one, and must be roped back to pen asap, even in the middle of night. Is it possible to turn this feature off for 'roping roaming animal back to pen'?
Miyuri  [author] Jun 29, 2022 @ 4:34am 
@Komyeta I cannot understand what you said about the insectoids.
I tested what you said with & without this mod.
Behaviors under the 2 situations are all the same.
Miyuri  [author] Jun 27, 2022 @ 3:40pm 
BTW, the Steam auto-update function is not so reliable. It is recommended to manually verify your local files and forcely update them.
Proxyer Jun 27, 2022 @ 3:21pm 
Thank you for update works (fix).
Miyuri  [author] Jun 27, 2022 @ 3:20pm 
BTW, I have no problem while selecting Ideoligion.
Miyuri  [author] Jun 27, 2022 @ 3:09pm 
Update 1.3.2.0 has been uploaded.
I will take a look at other problems complained by you all.
Komyeta May 26, 2022 @ 9:10pm 
The only reason I picked up this mod was because I liked the red label names on insectoids, mechanoids and manhunter animals. But the mod itself has caused me a really annoying issue where my Pawns will not auntomatially aggro on insectoids

They simply wont attack them on their own until another pawn hits said insect. Some times it happens, some times it doesnt, but I've noticed thanks to the RimHUD mod that insects have a label named "Dormant" or "Awoke "X" days ago"

Pawns atuomaticaly attack "Awoken" insects, ignore "Dormant" ones, even in melee.

Upon disabling this mod, the labels on insetoids disapeared, no longer showing Awoken or Dormant, and my pawns started to engage them in combat on their onw, as they should.

Sorry man, this mod brings good ideas, but its not worth the glithes