RimWorld

RimWorld

1,549 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
21 Jul, 2017 @ 3:44am
9 Dec @ 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
9 Dec @ 7:57am
PINNED: Bug Reports
Razuhl
144
13 Oct @ 7:00pm
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The Widow Maker
2,833 Comments
雨殇 12 hours ago 
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 21 hours ago 
Nevermind, I've replaced the Expanded Woodworking with Simple Chains: Lumber (once again!) and it removed all that errors ))
Razuhl  [author] 23 hours ago 
@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 11 Dec @ 5:42am 
@Razuhl Thank you =)
雨殇 9 Dec @ 9:06pm 
Many thanks for answering! Hope you have a lovely day :D
WAR III 9 Dec @ 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 9 Dec @ 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.
Razuhl  [author] 9 Dec @ 8:09am 
@雨殇 That mod is adding it's componentnot via xml modding but through their own "Adapter", so you can't copy existing components(settings for what can be used on a weapon and how they are displayed). As for making their components editable, that is doable but I don't wan't to create more dependancies to other peoples development cycle.

@DVeL By design. Can be deactivated by forbidding the patch "Hide rotation controls" in the general settings section.

@Maya You can disable any mod integration into the base game by forbidding patches in the general settings section.
Maya 28 Nov @ 11:46pm 
I'll be honest, the only part of RIMMSqol I really want is the ability to make patches for items, buildings, races and the like on the fly, the bit that touches pawn skills, for example by stopping decay, started conflicting with other mods for me for seemingly no reason given I have *never* touched that part of this mod
DVeL 22 Nov @ 11:13am 
Weird thing... With only Harmony and this mod installed, I can't see widget with building shapes or rotation. The one with "q" and "e" to rotate and that tells you if you build lines or circles when building walls.

Is it intended, bug or am I missing some setting?