RimWorld

RimWorld

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Simple Improve [1.6]
   
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Mod, 1.6
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955.051 KB
31 Jul @ 9:03am
3 Aug @ 4:05am
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Simple Improve [1.6]

Description
IMPORTANT VERSION 1.0.7 NOTE: MOD SETTINGS HAVE CHANGED, IF YOU WERE USING THE MOD ON AN EARLIER VERSION, IT'S RECOMMENDED THAT YOU NAVIGATE TO THE MOD'S SETTINGS PANEL AND RESET THE QUALITY STANDARDS TO DEFAULT.

Simple Improve

Transform your colony's infrastructure over time! Simple Improve lets you upgrade the quality of furniture and other buildings with quality through skilled construction work.

CORE FEATURES
  • Mark any furniture or building with quality for improvement
  • Pawns use construction skill to enhance buildings from Awful to Masterwork quality
  • Smart multi-building selection with consolidated controls
  • Configurable skill requirements with 5 quality standards presets

FUNCTIONALITY
  • Makes use of Rimworld's built-in quality system
  • The chances of success are exactly the same as if you were constructing the building fresh
  • All improvements are kept, even if they don't meet the target quality

QUALITY STANDARDS PRESETS
  • Apprentice: Loose skill requirements (high failure rates, but any assigned pawn can make attempts)
  • Novice: Low skill requirements (moderate success rates, and most pawns can make attempts)
  • Default: Balanced requirements (reasonable success rates for all tiers)
  • Master: High skill requirements (higher success rate, only well prepared pawns can make attempts)
  • Artisan: Tight skill requirements (minimal waste, only pawns with a high likelihood of success can make attempts)
  • Custom: Set your own skill thresholds (full control over skill requirements for each quality tier)

FLEXIBLE GAMEPLAY
  • Traditional mode: Requires materials like normal construction (default)
  • Labor-only mode: Improvements cost only time and skill
  • Works with any modded furniture or building that has quality
  • New "Improving" work type with separate priority from construction (for pawns that are working on improving items)

ENHANCED INTERFACE
  • Drag-select multiple items for batch improvement
  • Helpful settings menu




Localisations for English, Español, 日本語, 中文, française, deutsche, polski, русский, portuguesa (brasileira)

Please report any issues to https://github.com/Zei33/rimworld-simple-improve/issues with logs.




Check out my other mods:

Adds a detox cycle mechanic to biosculpter pods that cures addictions and tolerances in a safe and expedient manner.
44 Comments
I'm bad 11 hours ago 
@Zei
That's fair, I didn't think of that I was just thinking in terms of buidling/furniture. But I see your reasoning and it does make sense.
Corpse 14 hours ago 
佬,能加个调整改良成本的选项嘛
Zei  [author] 23 hours ago 
@I'm bad This is intentional. Statues require the art skill, and since you produce statues at an art bench, there's no reason to put an improve component on those buildings because you can just keep making more of them anyway and storing them. You can then sell them to traders or just place them in other rooms. There's no down side to having more and the art bench fully automates the process.

At any rate, the construction skill is used for improvement. Sculptures require art.
I'm bad 12 Aug @ 9:22am 
Hey just wanted to report that I can not improve the quality of statues not sure if this is intended or not. Maybe I am the only one and it is a mod conflict. I tried with ideology based statue and then tried a normal wooden small statue.
大番薯之怒 10 Aug @ 6:58pm 
太棒啦bro
oscillix 10 Aug @ 7:21am 
This mod is great, and is actually better than the mod before it. I love how you can choose what quality you want the item to be.
Zei  [author] 7 Aug @ 4:07pm 
@RutraNickers In the XML file for work types, there is a conditional that lets you make certain work types visible only when children are in the colony. That would be the functionality I want but I can't see a way to replicate it for different conditions.

I'll keep this feature in mind and try to think of a way to add it. But for now the functionality is working well so I don't want to go about changing things. Most people without a work tab mod want the ability to set Improve priority separately to Construction, so it has to remain separate for now.

(Part 2)
Zei  [author] 7 Aug @ 4:07pm 
@RutraNickers the problem is actually to do with the XML patching. As per https://rimworldwiki.com/wiki/Modding_Tutorials/Mod_Folder_Structure#LoadFolders.xml_.28Optional.29 the only conditionals you can use for the XML files is which mods are active and which version of the game. The XML file is loaded at the point the mod loads, so I can't have it load based on a setting. Essentially it means that if I want the Improve work type to exist at all (in any state of the mod settings), it has to be loaded at that point or it can't be visible ever.

The proper way to do it would be to use a Harmony patch to dynamically control it but as I said, the Work Tab doesn't seem to be changeable mid-game (which is when Harmony patch takes effect and when I can read from settings).

(Part 1)
Zei  [author] 7 Aug @ 3:51pm 
@Rokuna it can be added or removed at any time. When you uninstall it, there will be a minor error when you load the game the next time, but it won't cause any problems and will go away when you save next.
Rokuna 7 Aug @ 7:13am 
Dumb question: Can this be added mis save or better to make a new run?