RimWorld

RimWorld

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RIMMSqol
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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27.099 MB
21 jul, 2017 @ 3:44
14 sep @ 8:03
396 ändringsnotiser ( visa )

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RIMMSqol

Beskrivning
-- 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
Populära diskussioner Visa alla (27)
4
5 okt @ 10:00
Exporting to a different computer
The Widow Maker
518
14 sep @ 8:13
KLISTRAD: Bug Reports
Razuhl
143
9 timmar sedan
More Suggestions
HalfEnder776
2 807 kommentarer
Vril 9 timmar sedan 
Add ability to assign item to a research project as prerequisite. I couldn't find such feature, or maybe im wrong?
VitaKaninen 4 okt @ 11:30 
@zyzyhasl, you might try the "Customize Animals" mod if you want to edit animals. It has a very easy to use interface.
zyzyhasl 4 okt @ 8:44 
Can I set whether animals will be blocked by fences?
ShadouFireborn 28 sep @ 9:58 
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  [skapare] 28 sep @ 2:25 
@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 25 sep @ 11:21 
What does [label]#[mod] when mousing over the search field mean?
Joanne 24 sep @ 10:37 
Is there a way to adjust build radius around anima, gauranlen trees, shrines, etc?
ZzZombo 14 sep @ 18:29 
Is it possible to maker refuellable buildings customizable?
Wolfette 14 sep @ 11:16 
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  [skapare] 14 sep @ 8:12 
@NEXADUS911 In the bug section @Nouvi posted in regards to empty menus.