RimWorld

RimWorld

1,429 ratings
RIMMSqol
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
24.710 MB
Jul 21, 2017 @ 3:44am
Jun 3 @ 10:36am
387 Change Notes ( view )

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RIMMSqol

Description
-- content editor, modding, qol, pathfinding, storyteller, ai, bug fixes --

Adds over 1000 editable properties for game objects. This allows modding the game through an UI while it is running.

Ability to edit characters during a game with configurable costs for upgrade/downgrades. Points can be earned through any of the tracked records.

Ability to group and change buttons in the main menu and architect categories.

Map search, pathfinder, custom storyteller, cities, UI customizations, food rules and more quality of life improvements.

Can be added/removed from ongoing save.

Incompatibilities:

Performance Fish: Sufficently large configuration files will start discarding changes. Users must deactivate the invoke reflection cache in PF's mod settings.

Manual

Bug Reports
Popular Discussions View All (24)
497
May 17 @ 7:07am
PINNED: Bug Reports
Razuhl
8
Mar 30 @ 3:08am
Changing CE projectile's Armor Penetration
Your neighbour
139
Jan 27 @ 11:55pm
More Suggestions
HalfEnder776
2,719 Comments
tobiaslarsson87 Jun 14 @ 5:06am 
This is my most vital mod. Just wanted to ask if you plan having this Updated before 1.6 goes live? And thanks for the awesome work.
PopeSlayer Jun 11 @ 4:45am 
Hello, first of all thanks for making the mod. I was wondering if there is anyway to edit the armor values of specific vehicle parts for vehicles that are in vehicles framework. I see that you can edit the race properties for each vehicle and that has the armor values but I can't seem to find a way to say, make just the front bumper have more armor and not any other parts. Thank you!
Razuhl  [author] Jun 8 @ 12:41am 
@cat monke You can forbid the "Global Controls" patch in the "general settings" section.
cat monke Jun 7 @ 1:28pm 
Is there any way to disable the yellow minimize button that is added to the bottom right of the GUI? (see image)
https://files.catbox.moe/l1ervd.png
Razuhl  [author] Jun 6 @ 12:17pm 
@LouIdZarcs Edit Hediff for field hands, go to stage and try adding stat offset for pruning speed.
LouIdZarcs Jun 5 @ 9:12am 
Hi, may i ask how to add pruning speed buffs to the field hands ?
Razuhl  [author] Jun 5 @ 8:49am 
@The_Renegade You can try the sell "price stat"-factor instead of "market value"-factor. But that can not be set on individual items as described before.
The_Renegade Jun 5 @ 12:50am 
@Razuhl Aww shucks,setting individual values was what I did for Mechanoid ammo in CE. I was just hoping there was an easier way that also doesn't influence wealth if I have it stockpiled.
Razuhl  [author] Jun 4 @ 10:06am 
@The_Renegade Materials have stat factors which are multipliers for things like market value. Categories have no such functionality and things in general can only get stat factors by adding components onto them. If you can code you could write a thingComp relatively easy and it could yield a factor for market value based on whatever rules. But otherwise you can only modify the market value piece by piece.

@Mr. J Soda You can try editing the hediff for darkness exposure so that it disappears before causing damage. Although might be safer to use xml modding and switch out the hediff with a tame one altogether otherwise the came will apply and cure the hediff potentially spamming event logs and balloning the safe file.
Mr. J Soda Jun 4 @ 8:23am 
Is it possible to disable the Unnatural Darkness's damage effects to pawns in one of the settings? Id's like to do a rouge planet playthrough, but the constant damage is making it impossible.