RimWorld

RimWorld

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Cash Register (Continued)
   
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Mod, 1.5, 1.6
File Size
Posted
Updated
650.296 KB
26 Jun @ 5:24pm
11 Jul @ 6:11am
2 Change Notes ( view )

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Cash Register (Continued)

In 2 collections by Zaljerem
Zal's Continued Mods
516 items
The Hospitality Suite
11 items
Description
Original mod by Orion
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2506046833
GNU General Public License
All the same, if the original author requests it, I will remove this update.

packageID of Orion.CashRegister has been retained for compatibility purposes. Please unsub from the original for 1.6.

Github:
https://github.com/Zaljerem/CashRegister

NOTE: Not yet fully Odyssey-compatible; don't build inside the gravship at this time.

--

Highlights:

- Some code cleanup
- Can now have up to 50 pawns assigned as waitstaff (should be more than enough? lol) - still need to tweak the scrolling of the window

--

Original mod notes (1.5):

Build a cash register to control the settings of your restaurant in Gastronomy. Doesn't do anything on its own.

Description:
This mod is a requirement for Gastronomy. I've separated it so I can reuse it in the future. Also, other mods could use it and add tabs to it.

This mod can be added mid-game.

Instructions and more information:
Build the cash register from the production menu. On each register that you build you can set up shifts. Each shift has its own timetable and you can assign qualified colonists to it.

You can also specify a radius. This doesn't do anything by itself, but can be used by mods.

But what does it DO?:
For now, it is only used by the Gastronomy [and Storefront] mod. It stores money earned from guests and you use it to assign waiters (in shifts). Also it serves as the control center for your restaurant.
The radius determines which tables are waited and what food is being included in the stockpile.
20 Comments
MoffatCam 23 Jul @ 1:59am 
this works for multiplayer when the regular shop system doesn't. very cool ))
S.S.Mogeko 20 Jul @ 3:37am 
How would one go about adding mechanoids to shifts? Would the change need to be on this mods end? Is it even possible?
Zaljerem  [author] 17 Jul @ 7:59am 
Yes, I am working on Odyssey compatibility for all Hospitality-related mods. I made a note above - avoid building in the gravship for now. Sorry for the inconvenience.
kyzy_4399 17 Jul @ 7:56am 
This Cash Register mod do works inside of my gravship, but somehow once I move my ship to a new place, all of the cash register that put on table just disappeared, which needs me to build a new one... That's kind of annoying, I wonder if we can get a fix about this problem issue?
Heaven Sent 10 Jul @ 12:26pm 
I get a series of "Trying to get valid region at (40, 0, 32) but RegionAndRoomUpdater is disabled. The result may be incorrect." when spawning my pawn in a new world using this mod, sadly. Would it be possible to investigate ?
Zaljerem  [author] 9 Jul @ 9:49am 
Yep, but Orion is still retiring; I will continue to support and update these continued versions.
C0lin2000 9 Jul @ 9:40am 
original is 1.6 now
Zaljerem  [author] 5 Jul @ 5:19am 
Thanks for letting me know ... sigh, mod managers. Don't get me started, lol. Please let me know if you see any other issues!
ClothingLotus 5 Jul @ 5:14am 
@Zaljerem i figured it out
Hospitality: Storefront is coded to require the original Cash Register and Hospitality Mod.

In my case i am subscribed to both the originals and updated hospitality mods, and RimSort automatically deactivated Cash Register (Continued) and Hospitality (Continued), and activated the original Cash Register and Hospitality.

However, the original mods are no longer continued, and this can be seen as a succesor. I will drop a comment in Hospitality: Storefront
ClothingLotus 4 Jul @ 4:40pm 
Will try tomorrow and see what's up, and for the other error with the larger modlist, if I ever figures out what mod is causing issues I'll let you know