RimWorld

RimWorld

Dynamic Population
281 Comments
abda123 15 hours ago 
Is this compatible with 1.6?
Mumei 24 Jun @ 12:25pm 
What does the threshold for each population actually do? What should I change to remove the population cap?
Papito 18 Jun @ 1:03pm 
Will this get updated?
Evenstar 31 Dec, 2024 @ 6:13am 
@b621204 Where abouts is the option in Tweaks Galore? I have it but can't find the option to change the population limits - I'm on 1.4 if that makes any difference
Yoann 22 Nov, 2024 @ 11:07am 
Can I use different values on different saves?
pgames-food 17 Nov, 2024 @ 4:43pm 
hi veeot dragon, are you also running real ruins? (if so, i think the github page for that mod has fixed it)
irrelevantredundancy 17 Nov, 2024 @ 4:02pm 
@b621204 Note for myself: now that I have been reminded of this, don't forget in a few months, and repeat the cycle.
VeeOt_Dragon 7 Oct, 2024 @ 3:10pm 
will this be updated to function with version 1.5? mainly asking because i am trying to track down a bug that prevents a new world from being generated (the game doesn't freeze it just returns to the generation page.)
TheRageQuitter 1 Sep, 2024 @ 2:43am 
@b621204 ngl ive just spent about an hour trying to remember the name of that mod and scrolling the mod pages looking for that mod just to stumble upon your comment after giving up
Mysterius 7 Aug, 2024 @ 11:00am 
@Simmin : it's been like that for years, as far as I know.
b621204 9 Jul, 2024 @ 11:20am 
Note for myself: Tweaks Galore included this function (trying to condense mod list)
Simmin 22 Jun, 2024 @ 12:21am 
there is an issue where the population intent doesnt change until the settings are adjusted, so it basically rests to default everytime you start up rimworld
anemia  [author] 20 Jun, 2024 @ 1:24am 
oops.. i should login to steam more. updated :)
MortalSmurph 10 Jun, 2024 @ 6:35pm 
The Hermit options sets the population intent to what would be a standard colony with 4 people. Instead, it should set it to a standard colony with 20 people (the max value).

To fix the Hermit option 0-0-0-0-0-1. Max Population having a value of 1 and all others having a 0.

That will minimize colonist joiner events. They will still be possible but as infrequent as the base game with a colony of 20+ colonists.
TruthWizard 2 Jun, 2024 @ 6:22am 
Works on 1.5
Paladin Val 27 May, 2024 @ 3:25am 
Can confirm it works perfectly fine with all of 1.5
Bubbles 15 May, 2024 @ 6:44am 
Works fine in 1.5 so far.
RedPine 1 May, 2024 @ 2:41am 
Doesn't prevent CreeperJoin events in Anomaly, not sure about vanilla join events as I disabled those incident types. Doesn't prevent questjoin events.

I don't know if this mod isn't modifiying population intent correctly, or if vanilla doesn't care enough about population intent to start with.
Saaranir 27 Apr, 2024 @ 6:19am 
I use this mod for solo playthrought, with the hermit settings. Yet I still have people calling me on the radio to join me. For example people being prisonner at a camp.
Is that a normal thing ? Since it say I should not get recruit event/quest. Maybe It doesnt count as one ?
stun 20 Apr, 2024 @ 5:29pm 
@Three this mod changes the population intent. I have to assume that the mod still works exactly the same as it did in 1.4 because nothing has changed.
Papito 16 Apr, 2024 @ 9:50am 
My mom said it's my turn to ask for 1.5 update
moondansr 16 Apr, 2024 @ 6:13am 
Would love to see this updated! I've been using it for a very long time and it's perfect for my needs.
Ms. Leaf the III 15 Apr, 2024 @ 11:14pm 
please update! :)
Asteroid 25399 15 Apr, 2024 @ 1:29pm 
@tatzelwesen Tweaks galore has this feature and is updated to 1.5
tatzelwesen 14 Apr, 2024 @ 1:56pm 
Does anyone know a mod that does this, and works for 1.5?
Carsteinvania 13 Apr, 2024 @ 2:43pm 
hey will it be update to 1.5 ?
thanks
tahlia167 8 Apr, 2024 @ 12:31am 
plz update to 1.5 soon
Shortydevil 5 Feb, 2024 @ 9:07am 
can I add this to my multiplayer game mid save?
Three 27 Jan, 2024 @ 4:12am 
Is the mod still valid? Isn't the size of the population now determined by the 'PopulationIntent' indicator?
Rokk 16 Nov, 2023 @ 6:31am 
@alemismun this is an issue with HugsLib, sadly a lot of other mods still depend on it. There is a forked version on Github and there's also a mod options sort mod that fixes this issue.
alemismun 7 Aug, 2023 @ 4:26pm 
Edit: Dynamic population (not variable as the description says for some reason) appears on the mod settings, but not if you search for it, you need to manually scroll down the page and find it amongst all mods to reach it. For some reason.
alemismun 7 Aug, 2023 @ 4:24pm 
Same issue as Waggy and Era. However, I can edit the options from the mod menu itself through the advanced options. Not sure if it applies to the game itself though.
Creneis 5 Jun, 2023 @ 4:56am 
Greetings. I Wonder, how does this mod interact with hotseats ? Does switching to new storytellers disable this mod, especially storytellers with double the population ? Thanks in advance.
anemia  [author] 14 May, 2023 @ 8:27pm 
Settings were broken if you didn't have HugsLib enabled, removed the dependency as no longer needed :)
Waggy 4 May, 2023 @ 6:29pm 
I found a version of this called "Dynamic Population Unlocked" which is working!
Waggy 4 May, 2023 @ 5:30pm 
I can't find where to adjust the settings in 1.4
era 28 Apr, 2023 @ 1:16pm 
It's not; issue with my modlist. Weird that the options menu for just this mod would disappear. I'll be back after figuring out what's going on lol
era 28 Apr, 2023 @ 1:07pm 
Hmm is the mod option menu bugged? Doesn't appear/doesn't have the "mod options" button in the ingame manager.
Sir Rolin 17 Apr, 2023 @ 6:08am 
marco, if you have more colonists vanilla will send more enemies
marco2000b 16 Apr, 2023 @ 12:24pm 
Does the mod change the numbers of ennemys on a raid ?
kongkim 2 Apr, 2023 @ 2:42pm 
So just to understand it right :)

Normal there is a soft cap of 13, and critical of 18, i can change that and use any Vanilla mod storyteller ?
anemia  [author] 19 Jan, 2023 @ 10:56pm 
Hi Moldrax,

Enable HugsLib and you should be OK!
Moldrax 17 Jan, 2023 @ 4:59am 
Hello,
I am getting those two errors:

ReflectionTypeLoadException getting types in assembly DynamicPopulation: System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.

Mod Dynamic Population did not load any content. Following load folders were used:
- E:\Steam\steamapps\workshop\content\294100\1658712035\1.4

Any help how to fix those?
Wolvereness 10 Jan, 2023 @ 9:52pm 
Was still having the issue, but I narrowed it down to steam for some reason not updating the mod. Unsub+resub fixed it. Thanks @sewer rat!
anemia  [author] 6 Jan, 2023 @ 7:34pm 
Issue resolved :)
Wolvereness 5 Jan, 2023 @ 8:24am 
@Nick I really don't. I learned just enough to check whether the mod was changing the underlying mechanic, tested it a few ways to confirm, and then forgot.

Right now, I just go to this mod's settings every time I boot up my save. Annoying, but it's fine until the issue is addressed, and I don't know any alternatives.
Nick 4 Jan, 2023 @ 11:18am 
@Wolvereness do you know what the numbers happen to represent? If I have it at the default 0 does that mean no more colonists will join?
[2nd-AD] Xytal Riz 16 Dec, 2022 @ 10:26am 
Agreed with the values, i tried setting it to the same as double population and still nothing seems to be happening, still feels like vanilla for colonist recruitment.
Gen_Warlord 14 Dec, 2022 @ 8:14pm 
Also confused on how this mod is suppose to function, what values are good. I have played around with it for almost a day and still no colonist joins and its extremely hard to recruit prisoners as they are killed instead of downed.
Wolvereness 2 Dec, 2022 @ 6:59pm 
@Thunderkleize Yeah, the options for the mod where you can adjust the numbers.