RimWorld

RimWorld

Upgrade Quality
50 kommentarer
TheGreen246 12. juli kl. 18:05 
there is no "item upgrade speed" stat Rakros
TomRock 12. juli kl. 15:04 
have item from same material and same quality, but it is not upgrading, was using your mod in 1.5 rimworld
Rakros  [ophavsmand] 12. juli kl. 12:26 
The upgrading of the items scale with the workspeed of the worker. Like any other crafting job
TheGreen246 11. juli kl. 14:36 
(addition to my previous comment)
like could you please give it a stat that makes it faster
TheGreen246 11. juli kl. 12:21 
how do you make item upgrades faster
SghHanzMullerSW 3. juli kl. 1:28 
is it compable whit quality builder mod
Rakros  [ophavsmand] 30. juni kl. 12:40 
@Exence it should now no longer error out if there are items in the filter that do not have quality.

@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
KatieDante 26. juni kl. 22:07 
hello :) one minor bug and one request. bug: my wooden hand tailor bench becomes white with the mod installed (it's brown without it). request: option to disable upgrading ability on statues/art
Please everyone, who can teach me how to use it? I'm really going crazy. No matter if I put the upgrade table in the warehouse or in the wilderness, as long as I use a filter to select the equipment I want to upgrade, the workbench will 100% tell me that it is missing ingredient, and the ingredient search range has always been set to unlimited. I am sure the workbench can recognize which equipment I want to upgrade, but it is only because the workbench cannot detect the ingredient used for upgrading equipment that I cannot upgrade at all
DEATHMARK 21. juni kl. 7:44 
Hi! i use Rimmsqol, and i've changed some recipes, but when i want to upgrade weapon, that recipe i changed, it seems it cost the same materials that it was before changing recipe... how can i sync that?
I still don't quite understand how to upgrade the quality of an item. How should I tell the workbench which equipment I want to upgrade? Even if I only select the equipment or materials I want to upgrade in the filter, the workbench will still tell me that it cannot work due to a lack of materials
Exende 27. maj kl. 18:45 
I think the workbench allows upgrading anything, which throws out an infinite error message when I accidentally click on an item that does not have a quality while getting to the actual item I want to upgrade
Rakros  [ophavsmand] 23. maj kl. 10:27 
The filter in the bill is for the items you want to upgrade. Additionally the workbenchs quality determines the maximum quality it can upgrade the items to (Mod setting)
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
WJSabey 21. maj kl. 2:41 
Sweet, now I can upgrade my furniture. How does upgrading items work though? I built an upgrade bench and added a bill to upgrade, but when I try to make a pawn do it it just complains about missing ingredients.
Rakros  [ophavsmand] 16. maj kl. 1:00 
@WJSabey Provided a fix. Should now be compatible with Glitter Tech.
WJSabey 15. maj kl. 13:46 
Incompatibility with Glitter Tech. With both loaded, selecting a building throws a red error. log [gist.github.com]
Rakros  [ophavsmand] 14. apr. kl. 9:46 
@Very Melon That does sound like a mod incompability. Please send me your modlist so i can check which mod interfers.
Very Melon 9. apr. kl. 19:14 
Unfortunately, the mod doesn't seem to be working for me (could be my modlist) - every time I click on the button to upgrade quality on a building, the assigned pawn will come in and just deconstruct the building entirely. I have to rebuild it again, and attempting to upgrade the building again just leads to another deconstruction.

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.
arminarmy 22. mar. kl. 6:16 
work bench is saying it needs roots im very confused can someone explain
Luneyl 3. mar. kl. 11:25 
@Rakros, thank you, it works! Now it is truly the best quality upgrade mod.

(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)
Rakros  [ophavsmand] 3. mar. kl. 10:43 
@Luneyl The changes are implemented in the new version. Together with another feature that i got inspiration for.
Rakros  [ophavsmand] 2. mar. kl. 12:09 
@Luneyl Seems like a nice setting. May implement it over the next weekend
Luneyl 2. mar. kl. 2:49 
Would it be possible to implement a mod setting to limit highest possible quality achieved through upgrades (both via build and craft bench)?
Rakros  [ophavsmand] 7. feb. kl. 11:05 
The multiplier is in the mod settings. Nothing set in the bill itself changes the balance. The modifier currently applies to work time and material cost. Depending on how active i will play RimWorld i may add a change to have them separate multipliers
Dad 28. jan. kl. 15:52 
Is "target count adjustment" where it determines the cost multiplier for upgrading? Was looking to change the balance for myself. Wanted to increase the work time and lower the material cost. Thanks.
WickedSkate8861 6. sep. 2024 kl. 14:11 
Ok thanks
Rakros  [ophavsmand] 3. sep. 2024 kl. 7:03 
If the Bionics have Quality, yes. Depending on how the Quality is added to Bionics the other mod needs to be loaded before this one
WickedSkate8861 24. aug. 2024 kl. 17:03 
does this work with bionics?
Rakros  [ophavsmand] 1. apr. 2024 kl. 10:53 
@Bardiel will look into it
gamberomadness 31. mar. 2024 kl. 6:41 
Can you make it work with https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1877972690 Micro Designations for items?
Rakros  [ophavsmand] 24. mar. 2024 kl. 16:26 
@Tinchek I pushed out a new version just now. Check that your steam got it and check again. Rimworld should show version 1.3.2 for this mod.
In my test the improvements reduces time taken by a factor of 20
Rakros  [ophavsmand] 24. mar. 2024 kl. 15:13 
It should work with all mods that add quality. If it is a mod that dynamically alters quality at startup this mod needs to be loaded after.
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
Tinchek 24. mar. 2024 kl. 3:22 
Dubs performance analyzer shows UpgQlty_UpgradeQuality_Item - Crafting - Upgrade Quality taking 1769 ms. Which means longer than a second lags.
Tinchek 24. mar. 2024 kl. 1:36 
Does this work with Quality Bionics by Rebel_Rabbit?
Rakros  [ophavsmand] 16. mar. 2024 kl. 11:09 
I do not think i will add the option to remove taint on upgrading. This mod should only be about the quality and tainted apparel is not tied to quality at all.
polat.cal 16. mar. 2024 kl. 3:48 
Hello - thank you for this amazing mod and I have a request - can you make like a toggle option to remove taint while upgrading?
Rakros  [ophavsmand] 14. mar. 2024 kl. 15:35 
Added support for 1.5
Basiliew 12. mar. 2024 kl. 4:19 
Its working :3
Rakros  [ophavsmand] 11. mar. 2024 kl. 14:01 
@Basiliew check if steam actually updated the mod. The ingame mod manager should show the mod version as 1.0.0
Basiliew 11. mar. 2024 kl. 13:52 
Still didnt work :( well still a very good mod love it
Basiliew 11. mar. 2024 kl. 12:16 
I will test it imidiately :)
Rakros  [ophavsmand] 11. mar. 2024 kl. 12:09 
@Basiliew I pushed an update: Now if no costs are found it takes the same item with the same quality to upgrade
Rakros  [ophavsmand] 11. mar. 2024 kl. 11:24 
@Basiliew That is a decent idea. Still has the shortcoming that there may be craftable items without a costlist. But it could be a quick fix.
Basiliew 11. mar. 2024 kl. 11:15 
@Rakros Consuming an item of the same type ... I have an idea. In vanilla genetics expanded there is an item "genoframe" that can be quality upgraded by adding another genoframe with the same quality. Maybe that mechanism will work ?
Rakros  [ophavsmand] 11. mar. 2024 kl. 10:50 
@Basiliew I found the reason: Everything that would not have any upgrade costs gets skipped. That is everything that does not have the costlist defined at the item itself.

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.
Basiliew 11. mar. 2024 kl. 7:30 
@Rakros Of course mod polarisblock items alkaid strategy assistant, polaris shield belt IV
Rakros  [ophavsmand] 11. mar. 2024 kl. 5:12 
@Basiliew Can you specify which mod and which item from that mod you are trying to upgrade?
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).
Basiliew 10. mar. 2024 kl. 12:34 
I like this mod so much but there is one thing, if there is a object that got quality but the item cant be crafted by player it cannot be upgraded :( even when using other mod craft everything.

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 ?
HIM🐀 9. mar. 2024 kl. 13:13 
nice
YurMailman 9. mar. 2024 kl. 9:58 
I never knew I needed this.