RimWorld

RimWorld

Improve This
196 Comments
大番薯之怒 6 hours ago 
1.6 PLZ~
cherry-wave 12 Jul @ 11:54am 
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.
Hex  [author] 18 Nov, 2024 @ 2:45am 
Strange, I'll look into it later today. Does this happen with no other mods? Might be a conflict, I don't remember this being an issue.

Also, double-check on the building what the required skill level is, if the remaining work is 4 it will refuse to let a pawn under that skill level finish the job. If that's the problem you can change the requirements in the mod's settings, but by default it's set to be a minimum 5% chance to succeed based on vanilla odds.
fallenscion 17 Nov, 2024 @ 10:17pm 
I'm having the same issue as Shadow and others recently where they deliver materials but don't do anything past that point, despite having the job type set to high priority, or even when forced.
Hex  [author] 15 Nov, 2024 @ 7:03am 
@Shadow A new job type is added, make sure pawns are allowed to do that.
Shadow 14 Nov, 2024 @ 6:55pm 
my pawns deliver the materials to the building for improvement, but it ends there. no one does the job thereafter. Any idea why?
KiTA 11 Oct, 2024 @ 4:07pm 
Might you be thinking of BK's Tinkering, @BOOFUS! ? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3036866148
SOGGY DOGGY 20 Jun, 2024 @ 5:37am 
If it's not too much trouble, could this be expanded to include weapons/armor as well? There was a mod that did that with the VFE Ancients mending table, but I can't find any trace of it.
Sigourney Weaver in Alien4 19 Jun, 2024 @ 9:38am 
yes, it is working now. thank you
Hex  [author] 17 Jun, 2024 @ 8:22am 
Should be fixed now.
Zerotheliger 16 Jun, 2024 @ 11:03pm 
im having a similar issue now too its like caught in a loop. and the debug log isnt giving anything useful.
Sigourney Weaver in Alien4 16 Jun, 2024 @ 9:41am 
it is not working as it used to... at least for me. sometimes my "imrpove" guy (best construction) delivers a part of the material and then ... nothing... when I force work him, he gets the other materials and puts them on the ground next to the object. ... nothing thereafter
Sigourney Weaver in Alien4 14 Jun, 2024 @ 8:47am 
happy :DD
chrisque1 13 Jun, 2024 @ 11:08pm 
Yeeeeyyyy! Tnxs :cozybethesda:
Delmain 13 Jun, 2024 @ 2:33pm 
Thanks @Hex!
four12 10 Jun, 2024 @ 9:05pm 
@Delmain - thank you!!! I hope the PR gets accepted. This is an essential mod.
Delmain 1 Jun, 2024 @ 3:24pm 
@Hex - I created a PR on the github repo above with the changes necessary for 1.5. Let me know if you need anything else.
Lessïlera 23 May, 2024 @ 6:11pm 
Hello, I tried to hack an update of your code but compiling it against present libs isn't enough as
IConstructible & GenConstruct has changed and I don't know how 1.4 classes looked like.

I would be happy to help you push an update on this mod if you wish.
(I'm a dev, I'm just not used to rimworld modding and lack documentation about it)
WolfShine 16 May, 2024 @ 11:34pm 
Essential mod, waiting for 1.5
Zedisfaction 16 May, 2024 @ 9:58am 
Thanks again for this -- really looking forward to it whenever you get to updating it.
praesidium 6 May, 2024 @ 1:00pm 
Mod breaks Development Mode.
Serenity 27 Apr, 2024 @ 11:51pm 
I'm with Jackirio, that said I understand if you don't rush thou you should know that we love your mod! Every big update is the time to shuffle mods haha
Zaphoid_the_grandoise 27 Apr, 2024 @ 11:02am 
update this AS SOON AS POSSIBLE i dont want to keep deconstructing and constructing over and over and over again!!
Nirahiel 20 Apr, 2024 @ 12:22pm 
Well, i've decided to switch to 1.5, couldn't wait any longer. I'll regularly check to see if your mod is updated. No rush though :)
Hex  [author] 19 Apr, 2024 @ 5:50am 
Once I get around to supporting targeting specific quality levels I'll look at adding an extra tool for attempting to decrease quality, it's not something I want to add right now.
Kylo 18 Apr, 2024 @ 12:59pm 
Happy to tip for it
Kylo 18 Apr, 2024 @ 12:57pm 
Hex, could you pretty please make a version that allows us to decrease the quality as well?
Dayhjawk 15 Apr, 2024 @ 5:25pm 
1.5 update waiting room....
Nirahiel 15 Apr, 2024 @ 2:16pm 
Yeah, I know the feeling, I'm more or less in the same situation, half of the mods I use aren't updated yet.
Hex  [author] 15 Apr, 2024 @ 12:22pm 
Again, 1.5 support will happen when more of the big mods support it, my mod list is currently at about half of all my currently used mods.
Nirahiel 15 Apr, 2024 @ 11:46am 
Awesome, now let's hope Steam will be willing to download the update. Also have you planned to update to 1.5 eventually ?
Hex  [author] 15 Apr, 2024 @ 9:07am 
Hex  [author] 15 Apr, 2024 @ 8:53am 
It would be on VSE to let me mod know about it, the description mentions an available hook for adding modifiers.

Also, fixing that issue now.
Nirahiel 14 Apr, 2024 @ 11:51am 
Nirahiel 10 Apr, 2024 @ 9:27am 
Aaah, that sort of specialist, gotcha. Yeah .. could you add a support for vanilla skills expanded perhaps ? or should the guys at VSE do it ?
Sally smithson 10 Apr, 2024 @ 8:23am 
gotcha. I love the mod a lot, i did not know what i missed until i was without it.
Ill power through it
Hex  [author] 10 Apr, 2024 @ 8:20am 
@Sally Not until it comes out and most of my current playthrough mods are also 1.5.

@Nirahiel It's Ideology stuff, I don't actually have the DLC to verify it's 100% working but it should account for having that specialist type (it gives +1 quality).
Nirahiel 10 Apr, 2024 @ 3:10am 
hey Hex, I don't know what the "production specialist" requirement is, but if it's vanilla skills expanded, i'd like to report a bug : https://i.imgur.com/Q02ylWZ.png
Sally smithson 9 Apr, 2024 @ 5:01am 
Just for future 1.5 requests.
Are you planning on a 1.5 update after the dlc releases?
Giggles 31 Dec, 2023 @ 2:04pm 
Do mechs improve things?
Hex  [author] 30 Aug, 2023 @ 1:49pm 
Another mod must be influencing it, I use the vanilla method of working out produced quality to support as many mods as possible.