RimWorld

RimWorld

1,476 ratings
RIMMSqol
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
26.951 MB
21 Jul, 2017 @ 3:44am
18 Jul @ 10:25am
392 Change Notes ( view )

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RIMMSqol

Description
-- content editor, modding, qol, pathfinding, storyteller, ai, bug fixes --

Adds over 1000 editable properties for game objects. This allows modding the game through an UI while it is running.

Ability to edit characters during a game with configurable costs for upgrade/downgrades. Points can be earned through any of the tracked records.

Ability to group and change buttons in the main menu and architect categories.

Map search, pathfinder, custom storyteller, cities, UI customizations, food rules and more quality of life improvements.

Can be added/removed from ongoing save.

Incompatibilities:

Performance Fish: Sufficently large configuration files will start discarding changes. Users must deactivate the invoke reflection cache in PF's mod settings.

Manual

Bug Reports
Popular Discussions View All (25)
1
23 Jul @ 5:33pm
Tags list, specifically trying to stop an from spawning
Yuuzang
510
21 Jul @ 5:41am
PINNED: Bug Reports
Razuhl
139
27 Jan @ 11:55pm
More Suggestions
HalfEnder776
2,761 Comments
T 18 hours ago 
tbh the best mod on the workshop in you have any other mods 10/10
xXAntrexXx 19 hours ago 
Hi, sorry if it has been discussed previously, but i was trying to figure out how to make a building act like a wall for room purposes. i want to have a cargo container sticking out of my gravship and still have a room.
Razuhl  [author] 24 Jul @ 3:31am 
@DivinationDad Flammability for material is just a stat not a dedicated option.
DivinationDad 23 Jul @ 9:07pm 
Sorry if this is a dumb question or listed somewhere already. But I'm trying to make a material flammable and it won't give me the option like it used to. Is this due to the migration to 1.6 or is it a bug?
clockworkcuttlefish 23 Jul @ 1:23pm 
This is what I get for forgetting to check the change notes smh. Thanks so much!
Razuhl  [author] 23 Jul @ 8:28am 
@irrelevantredundancy The message might come from an edit you made in this mod - in which case it will be removed once the configuration file is written again(e.g. opening and closing the mod settings). If it is due to an eror in xml that is pushed by any of your mods you could search through your mod files to find that name in an ".xml" file.

@clockworkcuttlefish I stated in the "change notes" that pathfinding got removed for 1.6. I have currently no plans to put it back in.
clockworkcuttlefish 20 Jul @ 4:53pm 
The amount of work you put into this is absolutely astounding and I'm so grateful for this mod!

I do have a question, though. I know 1.6 overhauled path finding, so a lot of path finding mods are either dead or being reworked. Is that also true of QOL's options?

I saw someone a while ago that had an issue with path finding options not appearing in the general mod settings for QOL, and I'm trying to figure out if that's the problem I'm having, or if (more likely? perhaps?) they had to be removed for now?

Just trying to figure out if I need to troubleshoot further, or just smite the next guy that walks into my hospital for no reason as an example. (For now forbidding doors it is, I guess.)

Thanks for the mod and all your hard work with it!!
Post Ma'Gnome 20 Jul @ 4:25pm 
Absolutely essential if you really want to make the game yours. It's very good for fixing small inconsistencies between other mods as well. Stellar work
Jaguar The God-Slayer 20 Jul @ 11:22am 
Absolutely fabulous mod. I never left a comment on any mod and this is easily the best mod I have ever experienced.
Femboy Enthusiast 19 Jul @ 11:26am 
I had thought I looked through precepts a few times, guess not, thank you mod maker person!