RimWorld
Static Quality Plus - Discontinued
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louiszei  [開發人員] 2017 年 6 月 5 日 上午 6:20
Thread for feature requests [currently closed]
Hi, let me know of any ideas you have for SQP (new functionality and/or improvements of existing functionality .. can also be totally unrelated like the 24h plant growth stuff, just no "total conversion" mods =p). I'll review it and tell you if it can be done.

regards

zlj
最後修改者:louiszei; 2021 年 7 月 20 日 下午 12:26
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目前顯示第 1-15 則留言,共 23
GloomyGoob 2017 年 8 月 14 日 上午 4:06 
First just want to say you made an awesome mod. Thanks. My request is either making this compatible with 'Star wars - The force' mod by Jecrell or making the 24h plants and perma sun lamp as a seperate mod.
Ivan Knjklj 2017 年 12 月 1 日 下午 5:40 
Is it possible to edit the config so I only make things of quality 5 (superior)? I tried editing _QualityUtility and returning (QualityCategory)5 but it still builds legendary items.
louiszei  [開發人員] 2017 年 12 月 2 日 上午 3:52 
引用自 Ivan Knjklj
Is it possible to edit the config so I only make things of quality 5 (superior)? I tried editing _QualityUtility and returning (QualityCategory)5 but it still builds legendary items.

Possible, yes, but why would you want to do that? =p You'd have to update the "_QualityUtility.cs" and insert a clause like the following before every "return (QualityCategory)rv;" statement and then recompile the code.

if (rv > 5)
{
rv = 5;
}
return (QualityCategory)rv;
Lemon 2018 年 8 月 31 日 下午 2:54 
Any chance to add an option to disable "Legendary item crafted" notes? When you have a level 20 builder and a lot of stuff to make, they spam the side pretty dang fast if you're using Static Quality Plus
louiszei  [開發人員] 2018 年 9 月 1 日 上午 5:19 
引用自 LemonGraham
Any chance to add an option to disable "Legendary item crafted" notes? When you have a level 20 builder and a lot of stuff to make, they spam the side pretty dang fast if you're using Static Quality Plus

Done
SilentCrim 2018 年 10 月 1 日 下午 2:19 
I love this mod and have been using it forever, so I thought I should contribute some ideas. I posted about this on the forums, but thought I'd go ahead and put in a formal request here.

Firstly, some options for customizing passion gain. For my personal playthrough, I edited the passion gain chance of the mod to be level based and cap out at around 20% at level 18. I made level 19-20 have 50% in my game because honestly, if a pawn is a level 20 godlike leader in a skill, they're probably passionate about it.

To make sure the options menu doesn't get too crowded, I suggest 4-5 integer entry options pertaining to skill level ranges (1-4, 5-8, etc.), and using those values for the passion gain chance. Also, perhaps a scalar modifier or even fixed value for the chance to gain burning passion, so it's easy to get one flame but harder for two.

Second, an option to modify chance to get legendaries. In my playthrough I did this by simply performing a second roll at 25% (configurable) if rv==6, and if that roll fails setting rv=5. This makes the actual chance of legendaries about 8% at level 18-19 and 16% at 20 with quality set to +/-1 (what I normally play with). At +/-2 or 3, the 25% would probably need to be increased to maintain balance. In my opinion, this makes legendaries feel much more rewarding.

Lastly, I attempted to improve compatibility by making each detour only happen if the mod option in question is different from vanilla behavior. This way, if I want say passion gain functionality, but want a different mod to handle crafting quality, all I have to do is set that mod option to vanilla. There were no errors thrown from the mod when I did this, but it made it so that changing that particular mod option to non-vanilla again would require a reset. To me, this is a worthwhile compromise.

Anyway, that's all I had to say. As always, thanks for all your hard work.
最後修改者:SilentCrim; 2018 年 10 月 1 日 下午 3:25
SilentCrim 2018 年 10 月 1 日 下午 9:21 
This is what mine looks like.

Steam Screenshot
最後修改者:SilentCrim; 2018 年 10 月 1 日 下午 9:21
louiszei  [開發人員] 2018 年 10 月 2 日 上午 9:15 
Hi, i like the legendary modifier value adjust and the configurable passion values. I do think the passion change level adjustments are a little overkill though =p
SilentCrim 2018 年 10 月 2 日 下午 6:19 
Lol I think you're right, probably just a flat chance or max chance option would suffice.
Yrol Akiyama 2018 年 11 月 21 日 下午 10:51 
I noticed that the skills/train-level of my tamed animals degrades over time.
IF that is vanilla behaviour (i am using many many mods), have you thought about
including a feature to prevent that, similar to preventing colonists skills from degrading?
123 2018 年 12 月 4 日 下午 2:42 
this might be a dumb question but is it possible to put in an option to manually edit the xp cap rather than vanilla or level based?
louiszei  [開發人員] 2018 年 12 月 6 日 上午 11:34 
@Silent, ya .. one of these days when schedule allows it i'll think about adding that, don't hold your breath though ;)

@Yrol, off the top of my head i would say thats "vanilla", pretty sure animals do not use the same subroutines for xp gain/loss as pawns.

@Sparkle, possible, yes, but see above note to Silent ;)
123 2018 年 12 月 7 日 上午 11:35 
okay no problem its an amazing mod either way and i totally understand real life comes first :)
0riginal 2018 年 12 月 21 日 下午 3:20 
When selecting the quality type of normal and then a colonist with level 20 construction builds it, the quality is always higher. Could this be changed so that only the quality selected gets built, even if it is built by someone better? Just wondering since there are ascetics and I'd like to make the +comfort furniture but without the higher quality. I understand there are other ways, but just thought I would ask if this was possible. (or just broken for me). Thank you for the very useful mod. Keep up the great work.
shilum_nehum 2019 年 7 月 31 日 上午 7:43 
this is a really awesome mod, and i know this has been asked but i would love to have an option that removes the xp cap.
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