RimWorld

RimWorld

1,530 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
27.099 MB
Jul 21, 2017 @ 3:44am
Sep 14 @ 8:03am
396 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)
2
Sep 28 @ 7:49am
Exporting to a different computer
The Widow Maker
518
Sep 14 @ 8:13am
PINNED: Bug Reports
Razuhl
142
Aug 22 @ 7:37pm
More Suggestions
HalfEnder776
2,804 Comments
ShadouFireborn Sep 28 @ 9:58am 
Can we have an option or toggle to have the CuM tax only apply to removals of traits/skills? Currently it applies to both adding and removing. I'd like to be able to set it so adding a trait or skill passion won't affect the cost, but removing it only yields half the points that were spent. Right now the math for that is... well... not straightforward.

Currently, at Base Cost 20, tax 0.5, adding a positive trait set to cost 1 would cost (20+10=)30. But removing the trait refunds (-20+10=)-10 points. I might be able to figure out a setting that would get the ratio I'm looking for, but then I'm also going to need to figure out a different Base Cost that takes the tax into account to get the clean 1 = 20, and it won't work if the mod doesn't allow decimal values. And there's going to be rounding errors even if it does.
Razuhl  [author] Sep 28 @ 2:25am 
@Wolfette It works for any building and can be tested with things that are claimable in your game. If a building is marked as claimable but cannot be claimed then it's most likely coded to never be claimable.

@ZzZombo Buildings can edit their refuellable properties.

@Joanne Do you mean the "radiusToBuildingForConnectionStrengthLoss" in the "TreeConnection" component. I haven't made it editable but that might be what you are looking for.

@Tinchek The syntax for searching based on label or mod name. If you wan't to see stuff from a mod you can type "#ModName" or if you want to filter both you can use "a#a" which searches for everything with "a" in their label from a mod with "a" in their name.
Tinchek Sep 25 @ 11:21am 
What does [label]#[mod] when mousing over the search field mean?
Joanne Sep 24 @ 10:37am 
Is there a way to adjust build radius around anima, gauranlen trees, shrines, etc?
ZzZombo Sep 14 @ 6:29pm 
Is it possible to maker refuellable buildings customizable?
Wolfette Sep 14 @ 11:16am 
The claimable you added seems to be for natural rocks and is ticked on by default for said Ancient Blast Doors and doesn't make them claimable. I meant claimable like ancient earns and ruin walls can be claimed.
Razuhl  [author] Sep 14 @ 8:12am 
@NEXADUS911 In the bug section @Nouvi posted in regards to empty menus.
Razuhl  [author] Sep 14 @ 8:08am 
@Moruba No, that would change the nature of an object itself. A building can't be processed as an emote,

@SmellyFishNuggets Added properties to plants governing temperatures.

@Wolfette Added "Claimable" to "Buildings".

@NEXADUS911 If the categories in the mod settings are empty you probably have an error in your log that is raised either during startup or when opening a category for the first time. You can submit a hugslib log from after trying to edit something.
NEXADUS911 Sep 12 @ 2:03am 
Question, I have the mod subscribed but in game when i click on anything in your mod to change anythings' settings I see no options to change anything. It just shows a blank box with the name of the item i'm trying to change and their is just a blank box. Not sure what exactly i'm doing wrong and i'm not very tech savvy. Thank you for your time.
Wolfette Sep 11 @ 12:57pm 
I notice 'Claimable' is not something that can be changed about buildings, it would be nice for those useful unclaimbles like Ancient Blast Doors.