RimWorld

RimWorld

Dynamic Population Unlocked
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.
Alison 21 Sep, 2024 @ 8:00am 
Bug report: Mod doesn't work (game using vanilla population caps) whenever the game is restarted, I'll have to go to the mod setting page (even if I don't change anything) in order to make it works again.
Original mod seems to have this issue as well, though not properly tested. For this mod I tested with minimal instance (Harmony / Core / HugsLib / this mod).
mattacusspartacus  [author] 26 Aug, 2024 @ 6:07pm 
Just let me know if it breaks! Haven't had a lot of time to play lately but I like to keep things up to date at least.
Shacode101 23 Aug, 2024 @ 11:35pm 
left a comment awhile back asking if you could update to 1.4 and you responded right away, Just wanted to say i still come back and install this mod every time I start a new rimworld game THANK YOU!
mattacusspartacus  [author] 15 Jun, 2024 @ 2:21pm 
Try manually deleting the folder from your game's workshop folder, then unsub and resub. I just did that and it definitely pulls down the correct version.

In case you don't know how, go to where your steam library is on your computer
* then go to steamapps->workshop->content->294100
* then delete the folder with the name "2843901730"
This is the folder that the mod is in, if you look inside, it should have a 1.5 folder with an assembly for the mod if steam properly updated the mod.

If this doesn't work then I don't know what more to do for you.
Dr.Flint Caine 15 Jun, 2024 @ 1:30pm 
already tried that
mattacusspartacus  [author] 15 Jun, 2024 @ 1:24pm 
Try unsubscribing and resubscribing and/or closing reopening steam. Sometimes steam doesn't always pull the newer versions of mods down like it should.
Dr.Flint Caine 15 Jun, 2024 @ 1:15pm 
it is still doing that
Dr.Flint Caine 15 Jun, 2024 @ 1:14pm 
so basically it says it only works for 1.4
mattacusspartacus  [author] 15 Jun, 2024 @ 12:14pm 
You have to change the settings in order for it to actually work, it defaults to vanilla populations at first.
mattacusspartacus  [author] 15 Jun, 2024 @ 12:12pm 
Just checked and it seems to be working. Sometimes you have to change the settings in game in order for it to work.
mattacusspartacus  [author] 15 Jun, 2024 @ 12:07pm 
Can you describe what's not working?
Dr.Flint Caine 15 Jun, 2024 @ 8:41am 
btw It is still not working
mattacusspartacus  [author] 14 Jun, 2024 @ 8:59pm 
@MortalSmurph Guess I misunderstood how it worked. Eh, been wrong before, will be again.
mattacusspartacus  [author] 14 Jun, 2024 @ 8:56pm 
@Mr fish It's been updated for 1.5 for a few months now, and should still be compatible with 1.4 as well. If it's showing up as not compatible, let me know, I might have borked something/forgot to change something somewhere.
MortalSmurph 11 Jun, 2024 @ 4:56am 
""Max" population is the point where the storyteller no longer sends events that add colonists. You can have more colonists than this, but the storyteller will actively send events to try and kill some of them off."

This is false. The storyteller can still send events that add colonists. The storyteller will NOT actively send events to try and kill some off.
Dr.Flint Caine 21 May, 2024 @ 4:51pm 
it is only made for 1.4 and under can u please update for 1.5
mattacusspartacus  [author] 12 Apr, 2024 @ 7:22pm 
Let me know if there are issues with 1.5, I can update it with bare minimum time, provided nothing has changed but I won't have a chance to playtest for a bit.
mattacusspartacus  [author] 13 Jun, 2023 @ 10:23pm 
"Max" population is the point where the storyteller no longer sends events that add colonists. You can have more colonists than this, but the storyteller will actively send events to try and kill some of them off.
mattacusspartacus  [author] 13 Jun, 2023 @ 10:18pm 
I am not sure, but I would guess that is per colony, since the storyteller keeps track of each colony independently if I understand correctly.
Tardo The Ass-Monkey 13 Jun, 2023 @ 8:50pm 
Just wondering if you know. When this talks about max population, desired population, etc. Is that per colony or total for the faction? Like, if I say 200 desired, will it try to put 200 people in each colony (of which I have 3) or just 200 total?
mattacusspartacus  [author] 4 May, 2023 @ 7:49pm 
Not a problem! The original probably just needs to be recompiled for newer versions!
Waggy 4 May, 2023 @ 6:30pm 
thank you so much for this, the original isn't working for some reason. I love you!
mattacusspartacus  [author] 3 Feb, 2023 @ 8:34pm 
I recompiled for 1.4 and did a quick check and it seems to be working.
mattacusspartacus  [author] 3 Feb, 2023 @ 8:07pm 
@Sloth Jerky
I'll look into this, I probably just need to recompile for 1.4
Shacode101 3 Feb, 2023 @ 4:41pm 
Hello I don't know if you still look here or not but i just wanna ask if this could be fixed for 1.4? as of right now the sliders don't show up when you try to adjust pop intent. I really loved this mod i didn't understand why the original mod dosent just keep it uncapped. If you can I would really appreciate it but i understand if you cant or don't want to
ambi 31 Jan, 2023 @ 1:21am 
nice :) will test it out
mattacusspartacus  [author] 18 Nov, 2022 @ 7:28pm 
The change to 1.4 shouldn't break this, but if it does, let me know. I haven't played Rimworld in a few months but I'm happy to fix it!
Shacode101 30 Oct, 2022 @ 6:28am 
would this work on 1.4?