RimWorld

RimWorld

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Mod, 1.4, 1.5
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26 Mar, 2022 @ 11:25am
17 Jun, 2024 @ 8:21am
22 Change Notes ( view )

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Description
Mark buildings to have their quality improved:
- Marked buildings will be improved as a construction task, priority just below all other construction tasks (has its own tab)
- The existing building is NOT deconstructed, the task is an in-place quality improvement attempt
-- Note: The task DOES count as using the building, so for things like chairs it will block sitting and sitting will block improving
- Any pawn can do most of the improve work, but only pawns with sufficient skill can finish the task; this can be used to safely train construction
- Improve cost is calculated from the building cost and deconstruct returned items (a wood bed that costs 45 wood will cost 23 wood to improve, since you normally get 22 back)
- Improve work time is the same as constructing that building again, but can be freely cancelled to get the items back
- If the new quality is worse than the current quality, the quality is NOT changed
This makes it equivalent to building a new building and deconstructing whichever one has worse quality, with the added bonuses of not needing the full cost tied up in a second building and not needing to relocate the new building if it's better.

I made this primarily because Quality Builder was becoming a chore with how it works. It's a nice mod, but if you have an existing building you want to be better it's a pain to do, and until it's done you don't have that building anymore.

Config settings:
- Per-quality option for required skill to improve to that quality (default 5% odds)
- "Do Trials" option, generates 1mil results per skill level and calculates per-quality settings to chosen odds
NOTE:
This mod does not in any way change how quality odds work, the effect of improving a building is identical to building a second copy of that building and then deconstructing whichever one is worse, except that it's more convenient.
Changing these settings will only change which pawns are allowed to finish an improvement task, it will not make outcomes any more or less likely. The 5% odds is purely to calculate level cutoffs so pawns finishing the task have at least 5% chance of succeeding.

Known issues:
- Quality Of Building appearance doesn't update to new quality
- Quality Builder adding quality to buildings doesn't add the option to improve them
- No check to prevent improving things not owned by you (i.e. mech cluster buildings)
- No check to prevent improving things that you can't build due to not having researched it

Planned additions:
- Right-click option to specify target quality

GitHub: https://github.com/Hexicube/RimWorld-Mods


For other modders:

If you add your own ways of having pawns produce higher-quality buildings (similar to inspired creativity), you can let this mod know about it via ImproveThis_Mod.PawnModifiers.Add(delegate (Pawn pawn) {...}), returning an int modifier on the input quality (inspired creativity is -2). If you get a null pawn, return the best-case scenario; this is for checking the minimum possible skill for fail messages.


Place this mod after all other mods that add buildings with quality.
Popular Discussions View All (2)
0
20 Mar @ 4:56pm
update for mp combatibility
DarkSun
195 Comments
cherry-wave 22 hours ago 
Really lookin forward to having this in 1.6 <3 There is another upgrade mod but I really like the randomness of this one =D
Andreas 25 Jun @ 7:51am 
Any chance of this getting updated for 1.6?
Hex  [author] 31 Jan @ 7:01am 
It's not possible for this to happen, there's zero code in my mod that *changes* the result of a completed building.

Chances are you have some other mod that allows for higher quality through other means, but there's no compatibility between the two and because of the pawn's level that better pawn doesn't get assigned the job as the pawn is seen as too low level to be eligible.

Given that you can sometimes produce legendary quality items without the vanilla effects for it, that 100% points to another mod adding quality boosting and they just need to add support for my mod as stated in the description, so that the effect is picked up and the appropriate pawn is used.
SpyroThyKing 30 Jan @ 6:35pm 
I will add I've encountered this bug in a few different packs I added this mod into. I know this is of limited help, but hopefully it helps visibility of this issue in the future for someone who wants to figure it out.
SpyroThyKing 30 Jan @ 6:32pm 
So I'm not using this mod atm, but I've noticed the same issue Wheat Tail pointed out. Something somewhere is 100% off. I use pretty big mod lists and this mods compatibility level is kinda minor to me because of this bug. Especially since there are other mods (or were when I used this) that don't have this problem. But I noticed that while I can get my pawns to craft Legendary Furniture on their own every so often without inspiration and level 20 construction (I'm sure there's something somewhere buffing the output possibility to make the difference for not being 21). Whatever that factor is this mod doesn't detect it and will always produce a less quality object than what you can get from actually just building the things yourself. And since I've never seen an error throw from this (I didn't use dev mode when I played this mod last, *regrets*).
Hex  [author] 4 Jan @ 5:21pm 
I've updated the description to reflect what I've said, basically the settings have no impact on chance and are just there to control which pawns can try to improve it.
Hex  [author] 4 Jan @ 5:15pm 
This mod makes no changes to actual probabilities or mechanics, legendary quality is marked as requiring lv21 because you actually can't create it without a quality-boosting effect like inspiration as it has an explicit cap at masterwork.

What the level requirement settings actually do is dictate what pawns are allowed to finish off a task, and the 0.05 cutoff is used to calculate those levels.

With default settings you should see that trying to force the job tells you that you need one of these effects, as it's aware of the +2 effect from inspiration and the +1 from the DLC thing I forgot the name of.

If you're wanting legendary to just be possible straight-up, you'll need a separate mod.
Wheat Tail 4 Jan @ 6:45am 
Something feels off with odds to improve quality. I have pawn with 20 in building and 20 in architecture (vanilla skills expansion, give +105% building quality).
I built 75 wooden flower pots, half of them was built as masterpiece, about ten of them are legendary.
Then I marked them for improve...
It's about several dozens of attempts and no single legendary, not a single masterpiece even. I understand that RGN might be tricky but not that tricky, right?
I'm sure I have sufficient skill (17 for masterpiece and 20 for legendary in mod settings, chance cutoff is 0.05), still no luck. But if pawn have inspiration it's insta legendary. I dunno, perhaps mod settings doesn't work and it still require 21 for legendary or something?
fallenscion 18 Nov, 2024 @ 8:42am 
I'm confident it's a conflict, but haven't isolated the source yet.

I can confirm that the pawns I have tested all have sufficient skill to do the improvement - and I even lowered the required skill down to 1 for testing purposes.
Hex  [author] 18 Nov, 2024 @ 8:14am 
I'm not seeing any problems on a test world, pawns are doing improve jobs normally.