边缘世界 RimWorld

边缘世界 RimWorld

RIMMSqol
2,804 条留言
ShadouFireborn 9 月 28 日 上午 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  [作者] 9 月 28 日 上午 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 9 月 25 日 上午 11:21 
What does [label]#[mod] when mousing over the search field mean?
Joanne 9 月 24 日 上午 10:37 
Is there a way to adjust build radius around anima, gauranlen trees, shrines, etc?
ZzZombo 9 月 14 日 下午 6:29 
Is it possible to maker refuellable buildings customizable?
Wolfette 9 月 14 日 上午 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  [作者] 9 月 14 日 上午 8:12 
@NEXADUS911 In the bug section @Nouvi posted in regards to empty menus.
Razuhl  [作者] 9 月 14 日 上午 8:08 
@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 9 月 12 日 上午 2:03 
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 9 月 11 日 下午 12:57 
I notice 'Claimable' is not something that can be changed about buildings, it would be nice for those useful unclaimbles like Ancient Blast Doors.
SmellyFishNuggets 9 月 9 日 下午 7:03 
can you add something where you can change min and max temp in the plants section? please it'd be really nice
Moruba 9 月 7 日 下午 5:25 
Hi. I'm finding your mod really useful. Thanks so much. But is there any way I can edit the Thing Category? I want to add other items to a specific category.
tanyfilina 9 月 4 日 上午 9:27 
regular expressions! 😍
What if I play game translated to my language? Which language should I use for expressions?
Razuhl  [作者] 9 月 4 日 上午 8:03 
@pone You can try "mtb Roam" under "race properties". Setting it to zero should mean the animal won't need a pen.

@tanyfilina The tooltip on hidden letters covers it. You write regular expressions so that you can match text regardless of variable components like numbers or names. You can google regular expressions if you need help. It is widely used and supported with tools and examples.
tanyfilina 9 月 3 日 下午 12:38 
How to add hidden letters and messages? It wants me to put some text instead of choosing from the list, but how I know, what to write there?
VitaKaninen 9 月 2 日 上午 3:19 
@Pone, Try the Customize Animals mod.
pone 9 月 2 日 上午 3:04 
Is there a way to make animal does not need pen?
Davi 8 月 30 日 上午 10:42 
many thanks
Razuhl  [作者] 8 月 28 日 下午 10:31 
͜ﱞﱞﱞﱞﱞﱞﱞﱞﱞ You can configure a hotkey in the normal game menu. Hover over a cell and hit the key to get the links for the items there.
͜ﱞﱞﱞﱞﱞﱞﱞﱞﱞ 8 月 28 日 下午 4:37 
so i remember a long time ago when i played 1.3 , when hovering over any kind of text or attribute , there was a magnifying glass at the end of it , which when you clicked it opened exactly the menu to change that attribute , but it isnt there anymore , any way to reenable it?
Razuhl  [作者] 8 月 25 日 上午 10:03 
@Davi Goto general settings "Component Management". Select a weapon that has quality settings as "origin def". Select "CompProperties Quality" as "Component" and then select everything you want to modify. You can then either remove the component from the selection or add a copy of the component from the "origin def" to the selection. This requires a restart since it is done via xml patching. It should work for any component, even if it can't be modified by the mod itself. Components that can be modified via the mod will be further editable in the settings after they have been added.

@Necirays Goto the main buttons category in the mod settings.
Necirays 8 月 24 日 下午 2:16 
Is there a way to hide the menus in the tab at the bottom of the screen ? The pawn modification, the search bar and the storyteller one ?
Davi 8 月 21 日 下午 3:58 
And if not would it be possible to add a togglable setting for it?
Davi 8 月 21 日 下午 3:55 
is there a way to remove/add quality to things?
Egamerx 8 月 21 日 上午 5:17 
This mod is essential if you want to use buildable terrain V1, or other tile mod because they make every floor have a ridicilous price and count as your total wealth in market value
Razuhl  [作者] 8 月 16 日 上午 6:24 
@andbruu It's possible and already implemented for some mods. Like CE' ammo settings can be edited.
andbruu 8 月 9 日 上午 7:08 
Is it, or would it be possible to add the ability to modify processes added by other mods, such as tanning racks from medival overhaul, that is using the processor framework?
Protok 8 月 8 日 下午 2:02 
Yes, it seems was some incompatibilities of Light Map, Chill the Fork and Worldbuilder
Razuhl  [作者] 8 月 8 日 上午 11:24 
@LukeNukem Not currently, with this mod at least.

@Protok Thanks for the logs. I presume they were made before the error? I see no errors in them and the order field on main buttons is a vanilla feature. If you see the HotkeyEditor error that's the character editor button. It's probably not added through the modding api and isn't in place when it should be so that changes cannot be applied to it during startup.

@吉田咲 Research mods that don't hide empty tabs aren't compatible with research modding.
吉田咲 8 月 6 日 下午 2:12 
Using it together with the Vanilla Research Panel - Queue seems to result in 9 extra research tab.
Kairoro 8 月 5 日 上午 5:58 
thank you for probably best qol mod
LukeNukem 8 月 4 日 上午 10:35 
is it possible to somehow do drop down architect menus? like the main buttons? for example having a rustic and modern furniture drop downs on one furniture button?
Razuhl  [作者] 8 月 1 日 下午 3:09 
@Spartan Draco I see no issue when using core rimworld and rimmsqol. A hugslib log from after the error is always a good starting point for a report since it will contain at least the mod list.
Spartan Draco 8 月 1 日 上午 10:57 
no menu, I have to stop using this mod because I can't configure it. I need a mod to edit weapons from another mod without editing a file, because as soon as it updates, it will restart. But when I go into the options for this mod and then click on the configuration button, it's empty with nothing in it. I need to balance the weapons because I've added a mod that allows you to shoot at a range of 2 km, and the Mass Effect weapons still follow the vanilla logic of 50 metres.
Tinda 7 月 29 日 上午 10:27 
I see, thank you!
Razuhl  [作者] 7 月 29 日 上午 10:13 
@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 7 月 29 日 上午 1:56 
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 7 月 27 日 下午 1:57 
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  [作者] 7 月 27 日 下午 12:18 
@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 7 月 27 日 上午 11:51 
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 7 月 27 日 上午 7:55 
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  [作者] 7 月 26 日 上午 8:49 
@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 7 月 25 日 上午 10:08 
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 7 月 24 日 上午 10:45 
tbh the best mod on the workshop in you have any other mods 10/10
xXAntrexXx 7 月 24 日 上午 9:33 
Hi, sorry if it has been discussed previously, but i was trying to figure out how to make a building act like a wall for room purposes. i want to have a cargo container sticking out of my gravship and still have a room.
Razuhl  [作者] 7 月 24 日 上午 3:31 
@DivinationDad Flammability for material is just a stat not a dedicated option.
DivinationDad 7 月 23 日 下午 9:07 
Sorry if this is a dumb question or listed somewhere already. But I'm trying to make a material flammable and it won't give me the option like it used to. Is this due to the migration to 1.6 or is it a bug?
clockworkcuttlefish 7 月 23 日 下午 1:23 
This is what I get for forgetting to check the change notes smh. Thanks so much!
Razuhl  [作者] 7 月 23 日 上午 8:28 
@irrelevantredundancy The message might come from an edit you made in this mod - in which case it will be removed once the configuration file is written again(e.g. opening and closing the mod settings). If it is due to an eror in xml that is pushed by any of your mods you could search through your mod files to find that name in an ".xml" file.

@clockworkcuttlefish I stated in the "change notes" that pathfinding got removed for 1.6. I have currently no plans to put it back in.
clockworkcuttlefish 7 月 20 日 下午 4:53 
The amount of work you put into this is absolutely astounding and I'm so grateful for this mod!

I do have a question, though. I know 1.6 overhauled path finding, so a lot of path finding mods are either dead or being reworked. Is that also true of QOL's options?

I saw someone a while ago that had an issue with path finding options not appearing in the general mod settings for QOL, and I'm trying to figure out if that's the problem I'm having, or if (more likely? perhaps?) they had to be removed for now?

Just trying to figure out if I need to troubleshoot further, or just smite the next guy that walks into my hospital for no reason as an example. (For now forbidding doors it is, I guess.)

Thanks for the mod and all your hard work with it!!