RimWorld

RimWorld

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4M Mehni's Misc Modifications (Continued)
   
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
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430.498 KB
20 Oct, 2024 @ 1:49pm
4 Jul @ 2:43pm
2 Change Notes ( view )

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4M Mehni's Misc Modifications (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
925 items
Description

Update of Mehnis mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2228765246



[dsc.gg]
[github.com]


Adds various settings to customise your RimWorld experience.

FEATURES
- Bugfixes for vanilla issues
The game gives up on sending you manhunter packs once you reach a certain size. No more!

- Extend the time for pawns to undraft themselves
Stay where I put you!
Ever had colonists auto undraft themselves while positioning them? Not anymore.

- Change the threshold at which pawns retreat
Raiders flee at 50% by default. That's boring. Let's randomise the flee threshold.
Want a bigger challenge? Turn off fleeing entirely. Want a laid back game? Set it lower!
Want unpredictability? There's a slider for however much randomness you can suffer.
PS: doesn't work with those kamikaze groups which will fight until last person standing.

- Get an alert when the Nutrient Paste Dispenser can't be used
Pawns won't eat Nutrient Paste for some reason? Odds are there's a chunk blocking access to the interaction spot. 4M gives you a warning if this is the case.

Information improvements
- Show what pawns are in a relationship when assigning beds
- Show more info on plant yield (Thanks XeoNovaDan!)
- Show DPS info for all (modded) weapons (Thanks XeoNovanDan!)
- Disable messages for dying animals - who cares about Chicken #357 dying?
- Confirmation dialog before starting if currently viewed colonist isn't selected for embark
- Better raider visibility. No more ninja mechanoids! All hostiles will have their label draw in red, whether they're a raider, mechanoid or hostile animal. (Removed in 1.4, please use Atomic Patches - Hostile Labels instead)
- Chased refugees will give a full headcount of their raid.
- Add item information buttons at item filter.

Various (AI) tweaks and settings
- Never roll pacifists again.
- Set a custom filth rate for humans. (Removed in 1.3)
- Don't interact with animals just before their naptime.
- Animals marked for taming are less tasty to your guard-trained predators. ("Bad bear! I said tame the turtle, not eat it!")
- Increase the size of Herd Migrations. Bring on the herd!

Mods for modders
- Remove the 6 second cooldown on workshop submissions
- Devmode spawn tweaks. Pick the stuff and quality for the item you wish to spawn.
- Remove the 999 messages limit. Because sometimes you want to get spammed. (Removed in 1.3)

Most things in the mod are optional which can be configured or turned off.

CREDITS
Programmed by Mehni, XeoNovaDan, simplyWiri, Miyuri and Kaedys.
Chinese translation by HawnHan and Miyuri.
Japanese translation by Miyuri.
Preview image by Dianne. Check out her stuff here!
Many thanks to all kind mod developers at the official Discord server[discord.com]!


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: tweaks, customization
7 Comments
Über 16 Jun @ 8:13pm 
Just to reiterate for anyone reading, this mod by default breaks the game if you try to generate a highmate.

I spent way too long trying to figure out which of my mods was causing that lol.
Presumably if you change the mod's settings to allow pacifists then you won't have this bug.
Mlie  [author] 31 Dec, 2024 @ 12:22pm 
@BOT Positronic♥June Yea, that part of the mod is using a transpiler to rewrite the generation request, cant really figure out how to add a check for xenotypes that require non-violent pawns
BOT Positronic♥June 31 Dec, 2024 @ 9:44am 
If the option to never roll pacifists is on, trying to generate a highmate (or presumably another xenotype incapable of violence) will break the game as it attempts to generate over 200 pawns, gives up, and is left unable to render the pawn generation screen
Rudi Gauss 1 Nov, 2024 @ 6:33am 
Thank you. I never played a modpack without this until it stopped being updated.
Yoann 21 Oct, 2024 @ 5:27am 
I would use it only as standalone mod, I'm not a fan of those mods where you can't disable everything.
If you can't it's okay, thank you for the answer and your work :)
Mlie  [author] 21 Oct, 2024 @ 4:48am 
@Yoann I might be able to add faction specific options in this mod if that helps
Yoann 21 Oct, 2024 @ 4:25am 
Any chance to get "Change the threshold at which pawns retreat" as standalone with settings by faction?