RimWorld

RimWorld

1,550 ratings
RIMMSqol
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
27.103 MB
Jul 21, 2017 @ 3:44am
Dec 9 @ 7:54am
397 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 (27)
526
Dec 9 @ 7:57am
PINNED: Bug Reports
Razuhl
144
Oct 13 @ 7:00pm
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2,836 Comments
vincent_renevot Dec 17 @ 5:27pm 
@Razuhl i made my own "quality factors" mod with chat gpt, maybe will post it, i lov u still, my hero
雨殇 Dec 16 @ 6:39am 
Thank you so much for answering, much appreciated! :D
Razuhl  [author] Dec 15 @ 5:51am 
@雨殇 There are some global values like "anima linking" and "book xp" in the general section. Market value is however not a global value. It is defined in the xml file "Stats_Basics_General.xml" under "MarketValueBase". It can be modded via xml modding but I did not add stats as editable objects.
雨殇 Dec 11 @ 10:46pm 
I was also wondering if it’s possible to tweak certain global in-game components with this mod, such as the market value multiplier from item quality? For example, by default a legendary item has a 500% market value markup for all items. I would personally like to reduce that multiplier (ideally just for equipment, but changing the global quality multiplier for all items would also be good), may I ask if this is something that can be done with this mod? Thank you! :D
tanyfilina Dec 11 @ 1:40pm 
Nevermind, I've replaced the Expanded Woodworking with Simple Chains: Lumber (once again!) and it removed all that errors ))
Razuhl  [author] Dec 11 @ 11:31am 
@tanyfilina The fertility for terrain is a default check. The latest update doesn't generate terrain, it adds a builadble frame object that is used as a replacement when a blueprint has received materials and is being under construction. If you post the concrete item and mod it is from I can look at it in more detail.

@WAR III Probably the component "CompProperties_ApparelHediffs" from "Vanilla Expanded Framework" which was originally developed by "LoonyLadle" in "Hediff Apparel". You can probably remove or add a copy of the component via component management in the general section but I haven't made it editable.
DVeL Dec 11 @ 5:42am 
@Razuhl Thank you =)
雨殇 Dec 9 @ 9:06pm 
Many thanks for answering! Hope you have a lovely day :D
WAR III Dec 9 @ 12:37pm 
I noticed that some mods give colonists a hediff when they wear apparel from the mod. Can this mod modify the hediff gived from the apperal?
tanyfilina Dec 9 @ 11:07am 
Does the latast update maybe make the mod to search for the fertility value for each terrain? As I've suddenly got a lot of red errors for different modded floors not having this fertility value.