RimWorld

RimWorld

54 ratings
Fast Decompose
   
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
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Posted
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10.028 MB
24 Aug, 2022 @ 2:09pm
12 Jul @ 7:54pm
8 Change Notes ( view )

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Fast Decompose

Description
Fast Decompose
1.6 Update: Simply let the game know we still support it and work as intended!

V2.4.0 Now allows under 100% and all other decimals!
- Fixes missing decimal availability by dividing our multipliers by 100.
- All current settings will need to be multiplied by 100 to remain the same.
- Removed sliders and adjusted text.
- Fixed explanation appearing on more than corpses.

V2.3.0 introduces a settings menu. This allows you to change the base, rotting and desiccated deterioration rate on the fly. Changes are displayed and take effect immediately.

New 1.4 update ties into a new StatPart system used on the Deterioration Rate StatDef, no longer requires Harmony for the newer version.
This always existed I only learned it when I saw the changes Tynan had made and put 2 and 2 together.

You should now see the changes this mod is making on the tool tip and a small detail has been added to explain it in as many languages as google translate would help me with.

Triggers only when a corpse is due to deteriorate, so it shouldn't be active if protected by another object (like a shelf)

Mod is an additional statworker to determine rot state and is patched with basic rimworld patches into the statdef for deterioration rate.

Out on the rim, even the microbes are dangerous!

Default settings:
  • Fresh corpses start at x1.
  • Rotten corpses get a deterioration rate of x4.
  • Desiccated corpses get a deterioration rate of x20

Known Issue: Deterioration changes apply to all items that can deteriorate, for some reason the line of code confirming an item is a corpse is just ignored.. twice.. I don't know what the dealio is... Fixed as of 2.4.0

Made with tears to help me clean up after Ultimate Raids and Evil Randy (another mod I made).

Should be safe to install/uninstall whenever.

Tested on 1.2 and up to 1.6

Check out my other mods!
MAZ - Mass Assign Zone
Titanium+ (continued)
29 Comments
Chromium 15 hours ago 
Oh man don't stress about it :D. Take your time no need to rush.
It's already very nice from you that you jumped on this so quick with such excitement :D
Let's Crash  [author] 16 hours ago 
I tried to quickly look but so far looks like the same issue from before where I can't locate where the corpse defs are at or being made and make changes to them directly, I was hoping to just slap deterioration rate on mechs and make a settings toggle but I've run out of time for now
Chromium 17 hours ago 
Thank you for taking your time considering to add mech support
Chromium 17 hours ago 
I understand what you saying ,but oh buddy if I could show you my map :buzzed: it's a constant battlefield , raids happen almost every second hour :D , even with 2 archotech leg the colonist can't stay out long enough without getting in a fight, hundreds of dead raider bodies from allies and foes.
Humans, Void, Bird people, Bun people , giants, Drow people, drop pods, sieges and the mechs,
Unending war, just as I like it , only the many dead body will destroy my computer x)
Let's Crash  [author] 17 hours ago 
I think there would be a super easy patch for that I might go make really quick cause that sounds interesting...My solution for large mech raids is to have some disassembly work areas nearby that I can force my fastest and most efficient pawns to work, I also made myself some bulk cremation recipes and mechs ended up in that list. They will haul over 3 mechs and break all three down at the same time. They actually used to haul all of them at once with another QOL mod I have but it stopped working long ago, I even made a 20x cremation recipe I used as a joke :steamhappy: until I made this
Chromium 20 hours ago 
But nonetheless I will try this one out because there is more than 600 dead body on the map and multiple raids come every day :buzzed:
Chromium 20 hours ago 
Hey man I was looking for a mod like this but for mechanoids, I have hundreds of mechs on the map, can't clean them up because every 4-5 hour a new wave is coming and soon they will fill my whole map, that /5 decay in rain daily is not enough
Prymark 19 May @ 8:17am 
I've noticed Amefurashi's exact problem, but it's not that much of an issue, with max settings, it only takes like 1-3 days for something to completely decompose, which is far more manageable than the vanilla settings, so thank you!
amefurashi 2 Apr @ 6:59pm 
Ah, I'm sorry for taking up your precious time.
I think I'll be using this mod for a long time to come, so I'll patiently wait for any progress
Let's Crash  [author] 2 Apr @ 5:46pm 
Well I spent far too long today trying to come up with a solution but nothing actually worked, maybe I'll revisit trying a brute force option in the (hopefully soon) future.