RimWorld

RimWorld

RIMMSqol
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I made this because non steam users cannot comment on steam workshop games they don’t own.

here are a few suggestions don’t know if there possible though.

Changing or disabling the icons/gizmos that appear when selected a colonist, plant, pawn or object. For example TD enchantment pack adds a stop button to all colonists, but i already have a mod that adds something similar, i could disable the stop button to reduce clutter

Changing the planet coverage/world gen, temperature, weather and plants of a biome.

Changing the names of architect buttons

Allowing to change the textures of items, buildings, rocks, plants..ect

Give the main buttons Icons instead of “♥♥♥” or ”WTF”

Ok I'm assuming this isn’t possible as i feel it should already have been added, but the ability to add new architect buttons, thoughts, traits...ect.
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Showing 1-15 of 142 comments
Razuhl  [developer] Aug 9, 2020 @ 4:39am 
FYI authors are not informed about new discussions, I just stumbled over this by accident when answering your other posts. You should post in a discussion that the author has started and direct them to the new discussion otherwise they are most likely not subscribed.

Those kind of gizmos do not come from configurations, they are hard coded and do not provide an identifier so its not possible to reliably affect them even when patching code.

I'll take a look at adding biomes as an editable category. For world generation you could use mods like World Edit and Realistic Planets.

I leave assets like sounds and textures aside. They do not identify their purpose and a list of e.g. all possible image files is not practical for a user.

Editing the labels of buildings should change the labels in the architect menu. The designators are code based. In my case you could change the translations, also not sure if a mod exists for editing translations in game.

I'll see if I can think of any icons.

Creating new stuff is the domain of modding not something I pursue for editing. Architect buttons for buildings or existing designators can be "created" since those are based on configuration. But its not possible to create a designator that does something for which nobody has written the code.
HalfEnder776 Aug 9, 2020 @ 11:54pm 
Thx for having a look though my list, just want to say this is a great and very underrated mod
HalfEnder776 Aug 10, 2020 @ 7:43pm 
The ability to save, load and maybe even export settings would be great.
Razuhl  [developer] Aug 12, 2020 @ 1:10am 
Settings are saved to the mods configuration file, the location is described in the bug reports discussion.
Zairya Sep 20, 2020 @ 4:28am 
If possible, could you give us the option to manually assign meditation focus? Or even multiple types of those?
Razuhl  [developer] Sep 20, 2020 @ 1:08pm 
Traits are used for that. I made the responding fields editable and placed an example for xml in the mod file "Defs\TraitDefs\dummyTraits.xml". The corresponding cost for those traits is set to zero so you can freely assign them.
By default the traits are commented and the "<!--" and "-->" would need to be removed for them to show up in game.
Can't test it myself but it should work.
gekkobear Oct 31, 2020 @ 9:42pm 
A (maybe?) configurable "lossy" conversion of points when adjusting a pawn would be nice. Some way to "pay" for something that seems a bit much to be free.
Taking -60 for removing a burning passion on 1 skill and spending 60 to get it on another is a bit much to be a freebie move.
(swapping traits/passions/etc. is very nice, but needs to be less "free" IMO)
If points that were added to the pool from changes were reduced (say, configured to 10% loss)?
"Paying" 6 points to move a burning passion or a couple points to get a different good/bad trait would be something I'd like to be able to control.
Last edited by gekkobear; Nov 1, 2020 @ 4:21pm
Razuhl  [developer] Nov 5, 2020 @ 11:29am 
Lossy transactions exist for traits but are configured on a trait by trait basis via their costs in the mod menu.

However for passions it wouldn't work due to the UI cycling through the possible options and cost being calculated incrementally. If you clicked a passion less skill through all the passions back to neutral it would pick up overhead costs on each cycle and at 80% loss per switch you would end up having to pay 20 points for nothing.
gekkobear Nov 5, 2020 @ 5:21pm 
Ah, okay. I was thinking of a lossy calculation on commit more than on change. If it's doing the calculation on changes that would cause issues... Maybe an option to add a set overhead cost to make changes then (3-5 points or something) above and beyond the cost?
Razuhl  [developer] Nov 5, 2020 @ 11:50pm 
I added a ♥♥♥ Tax to the general mod settings. It applies as a percentage charge and is by default 0. Once it is changed to anything but 0 it will be mentioned in the dialogs cost projection.
€√iL-MonK€Y Dec 21, 2020 @ 9:05pm 
Area in which you can change how long a pillar hold up range is or disable roof collapse in general
Razuhl  [developer] Dec 22, 2020 @ 12:12am 
Added a switch under the general settings to turn roof collapse on/off.
Wyrd Mar 6, 2021 @ 2:51pm 
I assume it'd be an absolute PITA, but would it ever be possible to export the changes made to Things to a file or (even more wishful thinking) having it generate an xml patch file to share with others? RIMMSQOL has been a godsend for me in fixing up balance problems I encounter with some mods and I'd love to be able to share that work easily.
Razuhl  [developer] Mar 7, 2021 @ 10:25am 
The changes are stored in the mod config file. In the very fringe case that you wanted to share settings for e.g. a let's play, you could share the configuration file.

However it doesn't translate directly into xml modifications.
Some things that can be changed with the mod do not exist in xml(most recipes are generated implicit and can at most access a subset of properties).

The "path" used to store settings is not required to match the xml path. Properties that are grouped under a property might be editable on the root item, since going into a submenu for a single property is unwieldy.

More to the point however is that the property changes have no context that would describe their purpose. Take a scenario like this. A mod changes standing lamp to provide sunlight and increases power consumption. You adjust the power consumption. Now exporting the change to xml would always change the power consumption of the standing lamp even if the mod is not installed - which isn't the intention of the change.

Transforming edits into xml would require a completely different style of editing/editor.
gmaranta Mar 22, 2021 @ 3:54pm 
So I know that it's possible to hijack a recipe and completely change what it takes to produce, where its made, and the final product. Is it possible to create a blank new recipe to edit instead of hijacking one?
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