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Inexact Examine
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Mod, 1.6
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200.591 KB
8 AGO a las 12:04
12 AGO a las 11:42
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Inexact Examine

Descripción
Maybe you want to roleplay as a colony that doesn't have the time to meticulously catalogue the exact state of every single pair of trousers in storage.
Maybe you like a little uncertainty in your life.
Maybe you think it's impossible to know that an autopistol's condition is exactly 47% of... something.
Or maybe, like me, you just put too much priority on colonists hauling things in out of the rain before they drop from perfect to 99%.

Replaces the exact percentage on damaged items with an approximate descriptor. For example, a Simple helmet (normal 92%) becomes a Simple helmet (normal, nearly new), a Parka (excellent 42%) becomes a Parka (excellent, threadbare), and a Steel wall (22%) becomes a Steel wall (falling apart).

Non-steam version and old releases can be found here.
https://github.com/PeteTimesSix/InexactExamine

If you want to express gratitude, support me or attempt to convert money into motivation, you can do so here: ko-fi.com/petetimessix

I've set up a Discord server[discord.gg], which is the preferred medium for discussion and bug reports.
18 comentarios
QOMRADEQUEER 31 AGO a las 10:14 
I didn't know I needed this. Such a simple thing makes the game much more enjoyable to play, because I am no longer obsessed with the dreaded 99% number.
PeteTimesSix  [autor] 13 AGO a las 11:40 
@Benetrator - Beton
Yup,. The whole mod is actually a single patch on GenLabel.LabelExtras, the method responsible for generating labels for most things in the game. Purely visual, and nothing else is affected.
Benetrator - Beton 13 AGO a las 10:42 
Do bills still work as usual? E.g. tailor a new parka if there are no parkas with > 51% condition in storage
KingsMan_ 12 AGO a las 22:13 
it should be 'Factory New'
PeteTimesSix  [autor] 12 AGO a las 11:43 
@恰似宛然一笑生花 I always appreciate a translation. Sorry to say I've just made a bit more work for you though, @DragonZephyr brought up a good point and I had to change the thresholds to match the vanilla ones for tattered apparel.
恰似宛然一笑生花 11 AGO a las 18:16 
Hello PeteTimesSix. That's an interesting mod. So I created a mod "Inexact Examine_zh" that adds a Chinese translation for your mod and published it on the workshop. Thank you for your contribution! Keep on keeping on!:dslike:
DragonZephyr 10 AGO a las 13:18 
It used to affect weapons and apparel but in another unlisted change those features were either intentionally or not taken out. It also is present in menus like the apparel manager or crafting bills.
The value of an item is also associated with its deterioration unless it does not have the XML tag that enables that behaviour.
Anyway, this just superficial for trade/ground or does it go so far as to make bills and the apparel menu list only those descriptors? Are the descriptor defaults setup to account for mood debuffs? Could call clothing below 50% ratty and 30ish tattered like the game already does.
Dick Sledge 10 AGO a las 7:39 
I love the idea of this, I get why the percentage thing is used since this game gives you so many numbers, but that percentage does not affect the items protection or damage, making it just a health bar basically. This definitely makes item integrity feel more realistic. Great idea!
GetUrAssToMars 9 AGO a las 22:56 
What a great idea!