RimWorld

RimWorld

Quality Expanded
39 Comments
Nito 11 Dec, 2022 @ 2:58am 
yeah so this mod seems to make the whole map unexplored/undiscovered after constructing the hi tech research bench
pudy248 6 Nov, 2022 @ 9:05pm 
I've made an unofficial port of this mod at https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2885572675 , it appears to work properly with 1.4 and solves the buggy mod configuration issue.
Proxy ニャ 25 Oct, 2022 @ 2:55pm 
1.4?
Hyomoto 18 Sep, 2022 @ 11:33am 
I think I found an interesting and unexpected interaction. The item quality deteriorates function interacts weirdly with everything has quality by causing silver to degrade in worth. I'm reporting this in case someone wants to do something with this information, but I'm fairly sure this is where it's coming from.
shilum_nehum 10 Apr, 2022 @ 5:28pm 
sorry for an ignorant question but how do i tell if this mod is working?
reallyhairydave 26 Feb, 2022 @ 5:09am 
Curious if there's anything that can be done on this end with a slight issue between this and Winston Waves, basically any reward given will always have awful quality for any item that didn't have a quality originally (examples include stone blocks, minified turrets and prosthetics)
Aito 24 Feb, 2022 @ 3:15am 
quality expanded has a compatibility issue with the Infusion 2 mod which causes items that have a higher max HP (because of their quality which is adjustable in the mod settings) to revert to the their original max HP on a save reload

there is an issue for it on the mod's github repo as well

https://github.com/Cozarkian/QualityExpanded/issues/2
MadLight 10 Jan, 2022 @ 9:38am 
Upon loading a save with "Quality adds HP" enabled, all items, armors and weapons hitpoints reset to their default material HP.
Erythion 3 Jan, 2022 @ 2:20am 
Also, it seems like if I enable the "Stuff, food, and other item quality deteriorates" option, stuff that doesn't use HP loses quality overtime, making silver a really, really bad currency
Erythion 1 Jan, 2022 @ 9:14am 
Hi, can you make food & meal quality affect their nutrition?
Ellie "Fuse" Nibbles 9 Nov, 2021 @ 7:25am 
@Cozar Thank you! It works! :O
Cozar  [author] 8 Nov, 2021 @ 8:06pm 
@Daytona - Okay, the problem is your steam client just hasn't updated the mod. Try unsubscribing and resubscribing. If that doesn't work, delete the mod folder from your computer, and then unsubscribe and resubscribe.
Cozar  [author] 8 Nov, 2021 @ 6:52pm 
At least, I tried to reupload, but it doesn't seem to be working. Grab the Github version [github.com].
Cozar  [author] 8 Nov, 2021 @ 6:40pm 
Okay that's weird as .... I haven't made any changes to this mod since I literally fixed that issue 2 days ago and Zyreal confirmed the issue was fixed. Steam must have rolled back my changes or something. Anyway, I just pushed the most recent version, so it should be working.
Ellie "Fuse" Nibbles 8 Nov, 2021 @ 6:23pm 
It seems that this mod does not change the hitpoints of objects and buildings, what could be the problem? I'm reinstalling this mod, and setting it up again for the third time and nothing has changed. I really want this mod to work, now I don't even want to play without it
Zyreal 6 Nov, 2021 @ 3:00pm 
Wow that was so fast! You rock! Really great mod, and thanks for being so responsive!

I verified local files and started the game, and it looks like it's back in action! Got tons of stuff to repair now. ;-) Thank you again!
Cozar  [author] 6 Nov, 2021 @ 7:52am 
Oops. Turned that back on. If it doesn't work now, try the reset button in the settings and then restarting the game.
Zyreal 6 Nov, 2021 @ 2:19am 
Even putting this at the end of the load order, I'm not seeing a difference in the hitpoints of anything created
Cozar  [author] 4 Nov, 2021 @ 3:46pm 
Updated cooldown default factors to match Quality Cooldown's balancing. I recommend resetting the settings. Cooldown factors now affects turrets in addition to ranged weapons. Vanilla quality effects (e.g., beauty, comfort) can now be enabled/disabled.
Cozar  [author] 3 Nov, 2021 @ 8:16pm 
New option to affect power output, power usage, and battery efficiency. Made deterioration/power harmony patches conditional for zero performance impact if the features are disabled.
Cozar  [author] 31 Oct, 2021 @ 9:57pm 
@Lustique I did have thought, but I completely forgot about it when I was looking at Stat Defs.
Lustique 31 Oct, 2021 @ 10:35am 
Have you thought about adding a modifier for power consumption?
Bic Boy 29 Oct, 2021 @ 2:09pm 
Nice, thanks for the quick response!
Cozar  [author] 27 Oct, 2021 @ 9:49pm 
The "Other Stats" section, found in the "Quality Expanded" Tab are applied through XML and at startup to integrate with vanilla code. Thus, there wont' be any overlap for those features. I should mention that last in load order will "win" as to what quality factors are applied by replacing changes form earlier loaded mods, although this mod will always "win" when a feature is disabled in the settings by removing the feature after Defs are loaded.

The modification of max hit points is done through code. Thus, there is overlap and this mod "wins" by using Harmony's priority system to ensure it overwrites any changes by other mods. However, max hit points is only relevant at spawn, after a quality loss, and on the inspect screen for the selected item, so it shouldn't cause performance issues.
Bic Boy 27 Oct, 2021 @ 3:51pm 
I am in a similar situation to @Hyomoto, any info would be much appreciated!
Hyomoto 27 Oct, 2021 @ 10:26am 
You mention the compatibility, but overlap is not desired. For example, I have Quality Bionics, Quality Cooldown (which this mod seems like I would cover), and Quality Matters which just affects tons of stuff.

I guess my question is *how* it achieves that compatibility? Does it disable parts of itself? Do we need to check those settings ourselves? I like the idea for the mod, but before I pull the trigger I just want to know what overlap is expected, or if I should drop some mods for a more complete solution.
Cozar  [author] 26 Oct, 2021 @ 5:32pm 
Restored configuration options with XML Extensions.
Cozar  [author] 26 Oct, 2021 @ 6:49am 
Just the ability to configure the multipliers for different quality levels.
мєкση 26 Oct, 2021 @ 5:02am 
That's good, got it back in my load order with no errors showing. Out of interest - which features rely on XML Extensions?
Cozar  [author] 26 Oct, 2021 @ 12:07am 
Temporarily removed XML Extensions features so it won't error if you load that mod with this one.
Cozar  [author] 26 Oct, 2021 @ 12:04am 
So it turns out it was my computer that hadn't updated to the new version of XML Extensions. Unfortunately, what looks like it should be a simple fix didn't work so for the meantime, don't use XML Extensions.
Cozar  [author] 25 Oct, 2021 @ 6:35pm 
Huh, I can't get that error to pop with either the steam version of this mod or my local copy. Maybe XML Extensions updated again and fixed the problem. Try re-subscribing to both mods. If that doesn't work, try deleting your config file for this mod.
Cozar  [author] 25 Oct, 2021 @ 9:48am 
@мєкση I'm not seeing any immediate errors popping up. Can you post a log for the errors you are getting?
мєкση 25 Oct, 2021 @ 3:22am 
Really enjoy all your mods and looking forward to using the recent ones in a new playthrough, thanks! Just a heads up, XML Extensions recently updated and this mod is now showing some errors.
Cozar  [author] 23 Oct, 2021 @ 7:34am 
@Dfray011 Minimal impact. With a full colony mining (which is technically building damage so the mod checks if mines have quality) I got up to an average of .038ms.

And no, it can't cause cascading loss. In your example, since the lower quality is at max 200 hit points, the building can't degrade until it is already at 199 hit points. I'll add more to the FAQ to explain.
Gutterpunk 23 Oct, 2021 @ 5:52am 
also does this cause a cascading loss of hit points?

Example: damaging a fortified door, might:

cause 10 initial damage ---> degrade quality ---> lower max hit points by 200 ----> result in 210 hit points lost

?
Gutterpunk 23 Oct, 2021 @ 5:48am 
estimated impact on performance? Dope mod btw thank you!
Xurker 23 Oct, 2021 @ 12:47am 
hell yeah brother