RimWorld

RimWorld

BK's Tinkering
24 Comments
ProPickelz 11 Jul @ 12:18pm 
Hey tinkerers, I made something similar over these past couple weeks since this mod may not be updated to be 1.6 compatible. I used this mod as a starting point so I cited it in the credits, of course. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3522976063
Brent Kerman  [author] 27 Jun @ 5:05pm 
This mod will not be updated to 1.6 in it's current state, as VFE:Ancients is sadly not getting updated.

The bills could be moved to the machining bench, but the code itself is simply the VFE:Ancients repair code. Since that will not be updated, neither can this be. I may choose to commission a new mod at some point, possibly after seeing what the planned VQE:Ancients has.
Mododel 2 Feb @ 6:54am 
The second bug, some weapons from Rimsenal mods - not improved.
Some weapons can not be improved at all, but for example a smart rifle my colonist improved one using for this ordinary automatic rifle and after that no one improved such rifles, even though the task is set to do it. With other mods the problem is not.
Mododel 2 Feb @ 6:54am 
I would like to note that this modification provides nice functionality. Thanks to the author.
But I found a couple of bugs in this mod.
Although there may be one bug from the original mod.

The first bug, it is also the most problematic - with a large number of tasks and / or duplicate tasks in the workbench menu to repair the game begins to “freeze”. Freeze every 10 seconds for about 2 seconds, intermittently. I noticed that after I began to massively improve and repair things in the colony, appeared “freezes”, after canceling all the tasks they stop.

So IMPORTANT, if you install this mod (or use origanl mod, the problem anyway in the workbench) do not put a lot of tasks to fix / improve things on this workbench. And after you process all things - cancel all tasks completely from the workbench menu.
Wheat Tail 2 Jan @ 4:56pm 
Does it have any settings? Because it seem too OP for me. I mean, it require only 4 plasteel for energy SMG (vanilla weapon extended) to be upgraded up to legendary... I'd love something like 10x or so.
Oharo 25 Jul, 2024 @ 9:13pm 
Hey, it's updated! Thanks so much!
Draconian_Alpha1990 25 Jul, 2024 @ 7:34pm 
Awesome, such a welcome from coming back from work. This is an amazing mod.
Brent Kerman  [author] 25 Jul, 2024 @ 5:08pm 
Updated to 1.5, thanks to Taranchuk stepping me through updating the .dll
Draconian_Alpha1990 28 May, 2024 @ 3:34pm 
Hope sometime in the future here this mod gets updated or at least gets forked. This is a great mod.
RabidStoat 11 May, 2024 @ 1:35pm 
@draconian_alpha1990,
Thanks for the info, I'll give it a go!
Draconian_Alpha1990 9 May, 2024 @ 2:54pm 
@RabidStoat
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3176082972
I'm using this mod here. Upgrade Quality. This mod not only allows you to upgrade your weapons, apparel, and armor, but you can upgrade anything with a quality to one of a better quality. Resource usage is customized by you to suit your colonies needs. So if you were to use a mod that added quality to just about everything in the game, this mod will allow you to upgrade all that stuff to legendary quality. But I just use it for the vanilla quality items.
RabidStoat 4 May, 2024 @ 12:46am 
@draconian_alpha1990,
What mod are you using now? I miss this mod in 1.5 but have no desire to pester BK with update requests.
Draconian_Alpha1990 28 Apr, 2024 @ 1:36pm 
Mod works in 1.5 but is causing an issue. The issue is as follows, when pawns go to work on other work stations like the stove, the progress bar fills up to full but no product is produced and the resources needed to make the item(s) remain where the pawn places them. I have found a mod that works in a similar fashion and will be using that until this one gets updated as I like this one better.
RabidStoat 24 Feb, 2024 @ 8:30am 
Late to reply, Thanks guys; sometimes I forget that QoL improving mods like this can just be left to run unattended! Micromanaging bills and suspending when neccessasry has allowed work to resume.
Matsay 23 Jan, 2024 @ 9:32pm 
@RabidStoat : This error occurs with the original mending too, it just means you don't have the materials to work on the first item on the list. Synthread clothes are usually the culprit, since you don't tend to have much synthread lying around.
So what you need to do actually is find the blocking item and uncheck it in your bill's details, then your pawns can start working on the next one. If they still don't, you're also missing material for it (sunthread gear tend to come in bunches) so just repeat the operation until it works.
Or, you know, try to procure the stuff you need...
Brent Kerman  [author] 3 Oct, 2023 @ 6:10pm 
@RabidStoat: I have found suspend/unsuspend can get it going, though results may vary.
RabidStoat 3 Oct, 2023 @ 1:25pm 
Creating new tickets and improving pawn stats to somewhere above the requirements seems to have kick started activity again.
Brent Kerman  [author] 1 Oct, 2023 @ 7:24pm 
@RabidStoat: The issue lies with VE I'm afraid, you'll find it with mending bills as well. It's a bit fragile. I can only reccomend playing around with ingredient ranges. I use a tags mod and only tag weapons I want improves with one of the tags, and that works well. If it freezes, i can sort it by untagging the busted weapon.
RabidStoat 1 Oct, 2023 @ 2:19pm 
Worked well at first, but not I have dozens of items sat waiting for improvement and all I get is the tooltip "Missing Ingredient: None" when I send a pawn (of sufficient skill and assigned) to tinker
Brent Kerman  [author] 26 Sep, 2023 @ 6:07pm 
It requires VFE: Ancients. For some reason I have not yet figured out the steam workshop gets funny about it. Both Rimworld and RimPy show it normally. The skill is crafting, level 16 required. It cannot be independent of ancients. It's using the ancients repair code.
mynameactually 23 Sep, 2023 @ 11:03am 
Should probably tag VFE: Ancients as a requirement.
Doomchibi 21 Sep, 2023 @ 9:11pm 
What skill is this dependent on? I'd imagine either crafting, intelligence or possibly construction but figured I would ask.
Juicer 21 Sep, 2023 @ 4:09am 
I like the idea of this mod but can it be independent of VFE: Ancients? This would be an excellent edition for my solo pawn playthrough.
Katieclysm 20 Sep, 2023 @ 10:02pm 
Doesn't actually require VFE: Ancients?