RimWorld

RimWorld

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Dynamic Population Unlocked
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.129 MB
2 Aug, 2022 @ 1:26pm
25 Jul @ 4:24pm
6 Change Notes ( view )

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Dynamic Population Unlocked

Description
What it is
Allows you to dynamically adjust your population in gameplay.
This is an "unlocked" version, meaning that it allows you to
specify as many as 2000 pawns in the mod settings.

Troubleshooting
To check that it's working, try setting the population at
some large number above what you currently have, then enable
dev mode, go to view settings, enable "Write Storyteller",
and then close that and go to Open Inspector and place the
cursor over a blank spot. It will show population intent.

Sometimes if you already have a lot of colonist, population intent may be small, but goes up over time if your population is not too large, so wait a bit (a couple days or something) and see.

Sometimes something will overwrite the defs for a storyteller. If this happens, just change the settings, and this should overwrite them.

Disclaimer
I cannot make any guarantees of performance, if you want to
increase your performance with lots of pawns,
and/or use a lot of other mods, try using RocketMan.

Credit for the Original
Credit goes to Anomalous, who's original mod is here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1658712035

38 Comments
mattacusspartacus  [author] 25 Jul @ 4:26pm 
Alright, updated and done a short test to see that it's working right. Let me know if you have issues.
mattacusspartacus  [author] 25 Jul @ 3:56pm 
Should be up tonight. Been very busy with my thesis and starting new job.
ASMR gaming 23 Jul @ 2:30am 
doesnt look like an update is coming so anyone wanna fork this
Phollus 16 Jul @ 10:34am 
I hope he update soon :x
SalzStange 15 Jul @ 6:35am 
very important mod :( please update it to 1.6
Shacode101 11 Jul @ 7:29pm 
Ill be waiting patiently for the 1.6 update!
mattacusspartacus  [author] 3 Jul @ 8:07pm 
I'll update as soon as 1.6 hits stable
mattacusspartacus  [author] 18 Jun @ 8:09pm 
I'll mess with it, got some time now that my experiments are finished.
Conecall 28 Mar @ 8:51am 
i admittedly dnu shit about rimworld mods, or most programming things.. buuuut, it seems to me, it should be possible, possibly even easy, just re-insert the values where-ever they belong after the map has fully created, on loading a file (perhaps not new games cause its taken of already?)

anyways, i asked grok cause he reads alot faster than me, and he said, using the harmony mod, u it specifically calls Game.LoadGame() on loading a save, and Map.PostLoadInit() on the map having been fully loaded (which i assume means the game is playing right about now)

so i'd imagine, something like bugfixvariable=false - Game.LoadGame(){ bugfix = true } - Map.PostLoadInit() { if bugfix {-your awesome code here-}}

again i just bought the game, know a bit of programming but prob sux alot, i just saw the last 2 comments, and figured i'd put my idea here, worst case: nothing happens :D does seem like a small issue anyways, for a pretty sweet mod :steamhappy:
mattacusspartacus  [author] 23 Sep, 2024 @ 1:59pm 
@Alison This is not a behavior I know how to change at the moment. The storyteller overwrites the population curve settings when you start a new game. Because of the way the mod reads/records the settings, this changes the settings in the mod as well.

This is inherited from the original mod, because all this does is change some ranges. If you're aware of some resources that I can use to fix this, send them my way.

I don't have a lot of time for major changes at the moment because I'm working on my dissertation but I'm happy to do version bumps as needed because that's just changing a few things and recompiling.