RimWorld

RimWorld

Quality Affects HP
86 Comments
Sophisticated 7 hours ago 
Yeah seems mod sequence solved my issue, medic bed is fine for me now. Sry I am not sure how to get a log cuz it didn't report errors when hp issues happened. Thanks for tracking issues and providing solutions quickly.
Serge 17 hours ago 
Can we tweak the multipliers or are they hardcoded? I tried lowering legendary multipliers from 10x to 3x, and that afffects only starting HP (not max HP) - is there a repo somewhere i can pull request to fix this?
Also having a similar issue, gear works fine but structures all default to their normal vanilla HP amount, and won't get repaired.
Rovstam 22 Jul @ 1:39pm 
Please make an option to have that building bug enablable. I have a legendary couch that's worth 98 silver lmao. Having buildings at low HP IS an inherently good thing You have good stuff for low wealth. it's a win-win (except if you plan on sell those things)
rocketralpho 22 Jul @ 9:01am 
I have been having the same issue. Did you guys manage to fix it? People seem to have it slightly different but my issue is that when ever I make a building, like a bed it's at normal health there was a similar problem was before the mod got updated to 1.6 but the differences is that now when making gear it is normal works fine. when before it had the same problem as the beds and chairs
SappyZoe  [author] 21 Jul @ 9:26am 
hmm has to be a compatibility issue too, it's working fine for me.
If you can get me a log I can have a look at that too, I want to fix the other minify issue too when I have some time, but I'm not confident that will fix your issue
Tony Stank 21 Jul @ 8:49am 
no, they have to repair it again
SappyZoe  [author] 21 Jul @ 8:44am 
When you install it after minify, does it go back to full health?
I know that minified items are not working full right now, but the inner thing should be working okay
Tony Stank 21 Jul @ 5:23am 
Negative, they get built like normal. When built they start at 100 health (even though their max is like 400) and pawns wont repair unless you move it to another spot. When you minify it then its current health goes down to vanilla levels even though it was at its max health before the minify.
SappyZoe  [author] 21 Jul @ 2:25am 
@Iopy the log says it's trimmed to 10k lines, the info I'm looking for is not there.
It should show up in the (hopefully shorter) in-game debug log window though (the left-most button in the dev-mode bar at the top). Can you get me that?

@Tony Stank are you using a mod that lets you directly create buildings like beds and chairs in minified (uninstalled) form, rather than building a bed, and then uninstalling them?

@Sisyphean the value is still percentage based same as before. so a modded piece of gear at 50% hp has the same value as an unmodded piece of gear at 50%hp.
What do you mean by weapon stats? Do you mean reducing the damage they deal when the weapon is damaged?
Iopy 20 Jul @ 10:15pm 
Hey SappyZoe, here is the log with Verbose Logging turned on, hope it helps identify the problem:

https://gist.github.com/HugsLibRecordKeeper/334175e2152b6987846fe913e24cdca6
Tony Stank 20 Jul @ 9:14pm 
After making placeables like beds and chairs, their hp starts at 100 and you have to reinstall the item elsewhere so it can be repaired and also if you uninstall the item its "max" health goes to 100 (vanilla max hp)
Sisyphean 20 Jul @ 6:28pm 
This is pretty nice. How does this affect the value? Is it still percentage based? Would love to see this also affect weapon stats because people are intentionally dropping the durability as a wealth dump.
Iopy 20 Jul @ 6:26am 
No worries, I'll do that tomorrow and get back to you, thanks for your assistance.
SappyZoe  [author] 20 Jul @ 6:16am 
@Iopy Hmm I couldn't reproduce the issue with the mods I thought were clashing, and also didn't see anything in their source code that would stop mine from working as intended.

I updated the mod with some verbose logging, so if you send me what that spits out, I'll have another look. (you need to enable dev mode, and then in dev options, enable verbose logging, and restart the game)
Iopy 20 Jul @ 4:52am 
@SappyZoe, tried moving it above VEF and VSE and still getting the error log, here's the log:

https://gist.github.com/HugsLibRecordKeeper/c02e5ed6f89415fabf1140e48c8f7b2d
Iopy 20 Jul @ 4:38am 
Sure, will give that a try and get back to you.
SappyZoe  [author] 20 Jul @ 4:35am 
@Iopy going by the log, my mod is clashing with either Vanilla Expanded Framework or VSE.
Can you try to put my mod above them in your mod load order and see if that fixes it?

@Sophisticated Also seems to be a mod issue, as it's working fine for me, without other mods. Can you think of any mods you have that might change behaviour in how a construction completed is being handled? Or in fact, if you can get me a log like Iopy with active Harmony patches, I might be able to find the clash
Sophisticated 19 Jul @ 3:16pm 
Most things work perfectly but somehow i notice that my pawns still built a medic bed in good quality with low hp. Figure some issues still existed but no harm at all. Most created items are fine with full hp.
Iopy 19 Jul @ 7:14am 
Hey SappyZoe,

I've still receiving an error in my log with this mod loaded, referencing "Couldn't insert instructions for frame.completeconstruction" Here is the log in case it helps.

https://gist.github.com/HugsLibRecordKeeper/8e7c2105a7e61b002ce8c52023043d42
SappyZoe  [author] 19 Jul @ 7:10am 
it's linked in the description
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2898787033

you can either use the commands to fix EVERYTHING, or do them individually.
Thery're under Fluxilis Debug Actions (I think) in the dev actions
Rovstam 19 Jul @ 1:38am 
Now, that sucks. About that mod... Can you link it... Thx
SappyZoe  [author] 18 Jul @ 11:58pm 
Currently no mod settings, if I have some time I want to see if I can add those.

The effect would be the same as in 1.4 when adding it to a savegame, the way I'm setting maxhp and current hp are completely different, so the maxhp change will ALWAYS apply, but the current hitpoints will only apply to new things.
Best I can offer is my other mod which adds debug actions to fix things :/
Rovstam 18 Jul @ 10:04pm 
Colonist*
Rovstam 18 Jul @ 10:04pm 
If i boot this mod will my excelent/masterwork/legendary stuff match the hp they are supossed to have? I already booted this once in 1.4... :cozybrawlhalla7: And it was like a nuke for my clothes. Everyone from badass Cataphract soldier to butt naked comonist. That was catastrophically funny 😭😂💀💀. :cozybrawlhalla3:
Futstub 18 Jul @ 9:55pm 
Is there a mod option to adjust the settings? This is waaaaay to overpowered for me.
Sophisticated 18 Jul @ 6:16pm 
thx for update, now it works very great
Monolith 18 Jul @ 5:49pm 
thank you. this not working properly was hurting my soul
SappyZoe  [author] 18 Jul @ 2:55pm 
Fixed Buildings not having hp set properly (1.6 was NOT kind to this mod)

Thanks for the feedback folks, and please let me know if you spot something else :)
ChainmailPickaxe 18 Jul @ 7:48am 
Also same issue as Gravy, current hp does not match full HP on high quality buildings
Rovstam 17 Jul @ 11:13am 
It's still free XP. However, that bug is really, really annoying late game.
Sophisticated 17 Jul @ 12:37am 
same issue as gravy, build or create anything with low hp
Rovstam 16 Jul @ 8:00pm 
In-game doesn't show 1.6 compability
gravy 16 Jul @ 7:28pm 
@Rovstam I would agree, however, the buildings aren't marked as needing repairs immediately after construction unless the save is reloaded
Rovstam 16 Jul @ 6:44pm 
@gravy free contruction xp
gravy 16 Jul @ 6:41pm 
hmm... beds get constructed damaged when built at a quality higher than normal, but I built a table (good), and it's hp is at 260/149. I don't have any new mods compared with my 1.5 mod list, but could it be a mod conflict? Or are you able to replicate this on your end?
gravy 16 Jul @ 6:36pm 
when a colonist constructs a building that allows for a quality modifier, the hp does not scale when built. The construction finishes damaged when the quality is higher than normal. Items such as weapons and apparel no longer do that, but buildings still do. Would I need a new save in order for that to work?
gravy 16 Jul @ 4:39pm 
you legend :tbphappy:
SappyZoe  [author] 16 Jul @ 2:59pm 
Updated to 1.6 :steamthumbsup:
Lance Patchwork 16 Jul @ 12:08pm 
Works in 1.6
asdmdx 14 Jul @ 6:00am 
we need 1.6
Commander Link 12 Jul @ 7:21am 
1.6
Aftar 11 Jul @ 5:23pm 
1.6 we need!
万予万依 11 Jul @ 7:23am 
1.6pls ----orz
I.T. 29 Jun @ 6:55am 
Would it be possible to add something in a mod menu to change the hp for specific quality levels? I like the idea of this mod but the actual numbers are really high in a deranged way.
Vartarhoz 3 Oct, 2024 @ 9:03pm 
Does anyone know any mod that let me tweak value how quality affects market value? Normal tribalwear 70 $ , legendary is 700 wtf. it is still tribalwear.
Dr Jimothy 6 Sep, 2024 @ 3:35pm 
This gets completely deranged when paired with the Thick Armour mod:
1. Thick Armour, when maxed, makes it so that marine etc armour just tanks all damage that'd otherwise hurt the person underneath. Wears down quickly.
2. High quality armour, when using this mod, takes longer to wear down.
3. Profit.
Zombyed 20 Jun, 2024 @ 4:41pm 
up for update
Chesquero 18 Jun, 2024 @ 6:24am 
You could upgrade when you can to version 1.5
Please we would be very grateful to you
SeraphLionKnight 19 Apr, 2024 @ 1:57pm 
The fact this mod isn't in base game Rimworld is a travesty.