RimWorld

RimWorld

RIMMSqol
2,756 Comments
Razuhl  [author] 10 minutes ago 
@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 20 Jul @ 4:53pm 
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!!
Post Ma'Gnome 20 Jul @ 4:25pm 
Absolutely essential if you really want to make the game yours. It's very good for fixing small inconsistencies between other mods as well. Stellar work
Jaguar The God-Slayer 20 Jul @ 11:22am 
Absolutely fabulous mod. I never left a comment on any mod and this is easily the best mod I have ever experienced.
Femboy Enthusiast 19 Jul @ 11:26am 
I had thought I looked through precepts a few times, guess not, thank you mod maker person!
irrelevantredundancy 18 Jul @ 4:59pm 
@Razuhl -- Huh. Do you think that's taken into account all subscribed mods or just enabled ones . Do you have any idea if there is something I can do to make the message go away? What does "a configuration for" mean.
Asteroid 25399 18 Jul @ 11:26am 
This is such an amazing mod. Thank you for all your work on this.
Razuhl  [author] 18 Jul @ 10:45am 
@Femboy Enthusiast You can check precepts.

@irrelevantredundancy It means you probably have a configuration for "PlantTreeAcacia" but it no longer exists and there are 4804 other plants in your DB. Congrats on your mod list I guess :)

@WESGRU Changing the actual space would potentially place buildings on top of each other or have them on unsupported ground and such. Changing the graphic size doesn't matter.
WESGRU 18 Jul @ 10:27am 
It would be really nice if the editor can edit not only the graphic size property but also the actual space the building occupies. I am curious why you have not added a way to edit the building size while including the graphic size property.
irrelevantredundancy 17 Jul @ 11:42pm 
Would you happen to have an idea what this message is referring to?

Failed to find Verse.ThingDef named PlantTreeAcacia. There are 4804 defs of this type loaded.
Here [pastebin.com] is a PasteBin link to the full stack trace.
VitaKaninen 17 Jul @ 3:41pm 
There are several other mods that disable restrictions on roles.
Femboy Enthusiast 17 Jul @ 2:07pm 
is it possible to change the job restrictions/incapabilities of ideology roles? My insect herder wont even put out fires in his own hive
CyberKitten 17 Jul @ 7:07am 
Why hiding the “Extra” label of research tabs is useless?This kind of labels are really annoying.
ABAYO 16 Jul @ 2:45pm 
@Razuhi I found a turret magazine size edit from building→sentry edit menu!
I didn't realize I can click the refuel...? option tab!
anyways, thanks a lot!
Razuhl  [author] 16 Jul @ 10:22am 
@[GC]SpongeVlad At the lower part you find "Is Airtight".

@ABAYO You edit the gun that the turret is mounting.
ABAYO 16 Jul @ 2:57am 
execuse me for asking a question, is there turret magazine edit in this mod?
I want lower the turret magazine size that added from the other mod. but I can't find it...
also Thanks for the cool mod!
[GC]SpongeVlad 15 Jul @ 3:37pm 
@Razuhl I don't see the option for buildings, am I just blind?
TheSurvivor64 15 Jul @ 5:00am 
Finally, I can put airtight glass on my gravship
Razuhl  [author] 14 Jul @ 12:22pm 
@[GC]SpongeVlad Corresponding properties have been added to the buildings and materials category.

@Psycho Penguin I think worktypes for robots can be altered. However not all jobs are programmed to work with non colonists.

@Narwhal The market value is a stat. If omitted it is calculated based on ingredients.

@Stellar Harbour I haven't added anything for that.
Deepfield 14 Jul @ 12:21pm 
It took forever to remember what this mod was called. I knew I was missing it in my 1.6 game. I ended up digging out drive image backups and looking at save files to find the name lmao. Still an amazing mod
Narwhal 13 Jul @ 6:14pm 
Does this mod make it possible to modify the sale value of an item? For example if in the base game an item is worth 5 silver and I want it to be worth 50 silver.
Psycho Penguin 13 Jul @ 12:04pm 
Hi, is there a way modify some setting and allow to my mini-miner work in a quarry?
[GC]SpongeVlad 13 Jul @ 10:27am 
Is there an option to make walls airtight or is that hard coded?
tobiaslarsson87 12 Jul @ 12:22pm 
Thx for the quick answer. Q/E buttons work like a charm. It will do for now. :)
Razuhl  [author] 12 Jul @ 9:27am 
@The Unbidden One I would need a hugslib log to see what happens in your game.

@Nitsah There will be a reason but without a hugslib log I can't try to find it. There are also sections in the manual on how to prevent loss of data.

@tobiaslarsson87 You can forbid the patch "Hide Rotation Controls", by default the rotate left/right that would be displayed for buildables is removed(the keys still work).
tobiaslarsson87 12 Jul @ 5:11am 
The new built in designator shapes doesn't work with RIMMSqol installed. No UI edits required. However it is just on buildables, walls & floors. They still work with orders and zones. I have assured that it's this mod that causes it. This problem seems to be general and very easy to reproduce by just doing a dev quicktest with this mod installed.
Nitsah 11 Jul @ 9:21pm 
All my edits just disappeared for no reason how weird and disappointing.
The Unbidden One 11 Jul @ 6:15pm 
Whenever i try to edit anything in QoL i get a bunch of red errors with the same warning for example
No renderer found for: FixedIngredientFilter of type RIMMSqol.genericSettings
Rosenqueen 1 Jul @ 5:29pm 
Thank you for your hard work
Razuhl  [author] 29 Jun @ 11:01am 
1.6 support is out. Be sure to backup your configuration, errors should still be expected and missing mods from your 1.6 branch will have their associated data deleted too.
Wednesday 29 Jun @ 10:55am 
Nice, my favorite mod is updated, Thanks :)
Razuhl  [author] 29 Jun @ 10:44am 
@Lumber Jackson You can change tags. Changes are made in memory and stored in the mod configuration. The actual game files stay unchanged.

@Brio No idea about that one specifically but you can edit work givers.
Brio 28 Jun @ 9:01pm 
@VitaKaninen, Oh sorry i guess i didnt see it, thanks
VitaKaninen 27 Jun @ 8:42pm 
@Brio, there is already an option in Allow Tool's settings to remove that melee requirement.
Brio 27 Jun @ 6:25pm 
Sorry to ask, but is there a way to modify certain work types? i want to remove the melee skill requirement for allow tool's "finish off"
Lumber Jackson 20 Jun @ 3:02pm 
Will this allow me to change the tags on apparel? Also, I see that you said it can be added and removed from an ongoing save. Safe to assume any changes made will revert when you do so?
Razuhl  [author] 17 Jun @ 2:18pm 
@PopeSlayer Custom code in their vehicle components not part of this mod.

@tobiaslarsson87 I'll take a look at going to 1.6 but unlikely that there will be a stable version out before the 1.6 release. Usually, due to other mods that are supported it will break when they release new versions on launch.
tobiaslarsson87 14 Jun @ 5:06am 
This is my most vital mod. Just wanted to ask if you plan having this Updated before 1.6 goes live? And thanks for the awesome work.
PopeSlayer 11 Jun @ 4:45am 
Hello, first of all thanks for making the mod. I was wondering if there is anyway to edit the armor values of specific vehicle parts for vehicles that are in vehicles framework. I see that you can edit the race properties for each vehicle and that has the armor values but I can't seem to find a way to say, make just the front bumper have more armor and not any other parts. Thank you!
Razuhl  [author] 8 Jun @ 12:41am 
@cat monke You can forbid the "Global Controls" patch in the "general settings" section.
cat monke 7 Jun @ 1:28pm 
Is there any way to disable the yellow minimize button that is added to the bottom right of the GUI? (see image)
https://files.catbox.moe/l1ervd.png
Razuhl  [author] 6 Jun @ 12:17pm 
@LouIdZarcs Edit Hediff for field hands, go to stage and try adding stat offset for pruning speed.
LouIdZarcs 5 Jun @ 9:12am 
Hi, may i ask how to add pruning speed buffs to the field hands ?
Razuhl  [author] 5 Jun @ 8:49am 
@The_Renegade You can try the sell "price stat"-factor instead of "market value"-factor. But that can not be set on individual items as described before.
The_Renegade 5 Jun @ 12:50am 
@Razuhl Aww shucks,setting individual values was what I did for Mechanoid ammo in CE. I was just hoping there was an easier way that also doesn't influence wealth if I have it stockpiled.
Razuhl  [author] 4 Jun @ 10:06am 
@The_Renegade Materials have stat factors which are multipliers for things like market value. Categories have no such functionality and things in general can only get stat factors by adding components onto them. If you can code you could write a thingComp relatively easy and it could yield a factor for market value based on whatever rules. But otherwise you can only modify the market value piece by piece.

@Mr. J Soda You can try editing the hediff for darkness exposure so that it disappears before causing damage. Although might be safer to use xml modding and switch out the hediff with a tame one altogether otherwise the came will apply and cure the hediff potentially spamming event logs and balloning the safe file.
Mr. J Soda 4 Jun @ 8:23am 
Is it possible to disable the Unnatural Darkness's damage effects to pawns in one of the settings? Id's like to do a rouge planet playthrough, but the constant damage is making it impossible.
The_Renegade 4 Jun @ 7:38am 
Is it in the realm of possibilities to change the sell price multiplier for item categories? E.g. make raw meat / materials sell for 50% less so I have to process them first.
LouIdZarcs 3 Jun @ 7:33pm 
This is the most powerful mod i seen in rimworld mod community, thank you
wetTissue. 3 Jun @ 5:12pm 
Thank you so much!