RimWorld

RimWorld

1,485 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
27.096 MB
Jul 21, 2017 @ 3:44am
Jul 26 @ 8:20am
394 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 (25)
513
33 minutes ago
PINNED: Bug Reports
Razuhl
1
Jul 23 @ 5:33pm
Tags list, specifically trying to stop an from spawning
Yuuzang
139
Jan 27 @ 11:55pm
More Suggestions
HalfEnder776
2,770 Comments
Tinda Jul 29 @ 10:27am 
I see, thank you!
Razuhl  [author] Jul 29 @ 10:13am 
@A Helpless Baby Do you mean the smudge that took you to the editing page? That is now a keybind you can define. Point at something, hit the key and you can edit things under the cursor.

@Tinda Pawn rendering has been changed in the previous rimworld version. You can now define a layer under "draw data" and reorder apparel that way. The old style no longer exists. There is also a debug function that allows editing the pawn render tree which can be helpful to get an understanding of the values. Certain tags determine if an item hides things like hair regardless of render position.
Tinda Jul 29 @ 1:56am 
Hey, sorry if this has already been answered.
There used to be a "render shell as clothing" checkbox on apparel, that would unfuck the render order for the item if it lived in the shell layer.
What happened to that? Did it break in the update?

Might it be possible to get like a separate mod (maybe?) that just fixes the shell layer itself, and not just each item? As I understood your explanation for this when last I asked (years ago at this point), the shell is kind of special and made to always render on top, regardless of specified render order(?). I would really like the shell layer to be made "un-special".
A Helpless Baby Jul 27 @ 1:57pm 
speaking of features, did the little "Q" button in the top right of thing descriptions get removed or am I just too blind options somewhere?
Razuhl  [author] Jul 27 @ 12:18pm 
@HeX Some features are active all the time, others you have to actively use. Most can be configured in the mod menu under general settings. That's also where you can disable parts of the mod under forbidden patches in case you do not wan't it or it causes issues in your modlist.
A Helpless Baby Jul 27 @ 11:51am 
So I wanted to make the monolith able to be put on a grav ship. I got it minifiable so i can move it and such, but for some reason it gets left behind when the ship takes off. does anyone know how to fix this?
HeX Jul 27 @ 7:55am 
found this mod by looking for something just to remove one trait from a signle pawn but the possibilities of this mod are a bit overwhelming... So my one question is this: Does it change some gameplay aspect by itself when installed or can I use it for that one thing I wanted and ignore the rest? (and slowly discover its other possibilities, of course)
Razuhl  [author] Jul 26 @ 8:49am 
@xXAntrexXx Try setting fillage to 1. If you are talking about being airtight that probably requires the flag "alwaysExchangeVacuum" to be false.

@Necromenta Pawn kinds can have a "moveSpeedFactorByTerrainTag" and if the terrain has a matching tag those factors are apllied to the move speed. So if you see a floor or terrain that makes someone faster you can use those tags to make other floors or terrain behave the same way.
Necromenta Jul 25 @ 10:08am 
I couldn't find a discord for this mod -How do you make floors give walking speed? I tried the available options but seems they only decrease it, even "path cost" on negative
T Jul 24 @ 10:45am 
tbh the best mod on the workshop in you have any other mods 10/10