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like could you please give it a stat that makes it faster
@DEATHMARK I have added compatibility for RIMMSqol. This mod caches the base cost of buildings/items since searching for them is expensive. It now clears its cache if you change settings of RIMMSqol
@KatieDante: Thank you for the issue you brought up. For some reason if i use the same graphic path as another building, but with different cutout the graphic for the other building gets overwritten too ... Wll i fixed that now but good luck distinguishing between the upgrade bench and the hand tailot bench visually ;)
I am thinking of implementing something in the form of category or thingdef blacklist. But i need time and motivation to implement that. Good chance it will be done once 1.6 is out and i will binge rimworld again
The cost to upgrade the item is determined by its recipe and the multipliers in the mod settings
Without fully custom UI on the Workbench it is unfortunately not possible to give a intuitive ui for it
Mod seems to be working for everyone else so maybe a combination of my mods lead to this behavior, so thanks for making the mod since it's an interesting concept.
(Only possible thing left to add is unique graphics for bench, but I made myself .xml patch to steal it from other mod I don't use :P)
In my test the improvements reduces time taken by a factor of 20
You probably did not further restrict the bill on the workbench. Which in turn makes the workgiver take a lot of items into account. You can notice similar lag with a normal bill where it has a lot of ingredients currently on the map to be considered. But i will look into getting more performance here
Your suggestion of an upgrade kit is unfortenutaley not that feasible. Reason being: the mod itself is consistent in the cost of the upgrade to the cost of the item. With such a kit it the actual cost of upgrading an item is no longer tied to its actual value. For example: The Flamebow from Biotech is not upgradable.
My current idea is to fall back to consume an item of the same type as ingredient for the upgrade. Problem with this is, that there is currently no way for the player to restrict which items are used as ingredients. This meaning the game could consume a legendary weapon to upgrade an awful one to poor, which is ... poor.
I guess i would need a custom ui with a somewhat custom bill system for this to be fully useable for everything. But i will look into it.
A quick look at the code and items that can't be crafted by the player should be able to upgrade, but without costs (Guess something i overlooked since i didn't use it on such items).
So I have a suggestion there is a mod repair workbench where you can repair items by using "repair kit", maybe if there be some sort of "upgrade kit" (of course it would be expensive) any chance of adding something like this for uncraftable items ?