RimWorld

RimWorld

Not enough ratings
[MFH] Max's Population Settings
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
35.925 KB
13 Jul @ 11:49am
13 Jul @ 11:57am
2 Change Notes ( view )

Subscribe to download
[MFH] Max's Population Settings

Description
Description
This mod allows you to change the population intent of the storytellers.

Link to non-steam version[drive.google.com]

FAQ
  • Why do I need to restart the game after changing the settings?
    The settings are only applied on game startup (or more accurately when xml patches are applied).

  • Why not make setting changes take effect immediately?
    Im lazy and don't want to learn the interfaces/methods needed to make it.
    Also the mod you're looking for exists and is my preferred choice for changing population intent: Dynamic Population.

  • Why not just use Dynamic Populations?
    Because in my head creating this mod was easier then downgrading to 1.5 to change the population intent settings, then upgrading back to 1.6 for them to take effect. (I had to nuke my configs because of a different mod)

  • Will this work on version x?
    • 1.1 and prior: No, XML Extensions don't support those versions, and this mod depends on XML Extensions.
    • 1.2 - 1.3: probably, but I didn't test it.
    • 1.4 - 1.6: Yes, I've tested it on 1.5 and 1.6.
    • 1.7+: Probably, but it didn't exist at the time of writing this.

  • The population settings are not working!
    • Make sure you restart the game after changing the settings for this mod, as changes are only applied on startup.
    • The population intent only applies to events that spawn pawns that would normally be capturable on normal difficulties.
10 Comments
Ɲơɴɑɱɛ ت 21 Jul @ 4:32am 
To say it in an easier way:

The number displays the people in your colony. Lets take the picture as an example.
Lets say you want to have 30 people, so your desired population should be set on 30.
If you now have 10 people, you are in a "critically low population" state.
It means you have a critically low probability of events that causes you to lose people.

For example events like: Raids, you shoot at somebody. There is a "critically low" probability of him getting instantly killed. So he just gets downed, so you have a chance to get a higher population by capturing him.

On the other hand if you have 60 people. You have a "critically high" probability of him getting instantly killed, instead of getting downed.

You still can get people in that case until you are at 70, your max population. The probability to lose people is at almost 100% (or even at 100%). So the game will do everything to lower your population.
Max  [author] 19 Jul @ 12:14am 
The storyteller will alter the number of instant death on down for enemies, the number of slave traders, and a few other events that give pawns. The wiki goes into depth if you want to read more on population intent here:
https://rimworldwiki.com/wiki/PopulationIntent
Smiley Face Killer 18 Jul @ 5:45pm 
How exactly does this work? Using your picture as example, like if you say have 10 people, will the game attempt to give you 10 more to match up to your Low Population of 20? Or what?
Max  [author] 16 Jul @ 2:15pm 
@wielkigaming do you have an error message from it? because its working fine for me.
wielkigaming 16 Jul @ 9:52am 
I don't have this mod when i go to settings->mods?
SalzStange 15 Jul @ 9:42am 
thanks
ItsJustForFun 14 Jul @ 12:10pm 
I love you so much you dont understand how much I want to kiss you right now
Pablo Discobar 14 Jul @ 3:13am 
Thanks, hero.
DhOfi 13 Jul @ 11:49pm 
Thanks for the mod :)
Jabberwocky887 13 Jul @ 6:39pm 
Oh thank goodness. Been going nuts since Dynamic wouldn't work. Thanks!