RimWorld
Easy Upgrades (Continued)
141 件のコメント
𝘼𝙮𝙖𝙨 5月11日 10時37分 
Thank you for all your work @Mlie This one specially is of my favourite mods in any playthrough. I was just wondering, do you think it would be possible/easy to add bionics from Quality Bionics to the compatible items to upgrade?
Mlie  [作成者] 4月27日 5時54分 
@wuhu~pilot Please see the Reporting Issues section described above
wuhu~pilot 4月27日 3時30分 
I'm not upgrading any item when these codes comes out
wuhu~pilot 4月27日 3時27分 
@Mlie Could you please check these error codes?
{リンクが削除されました}
Mlie  [作成者] 4月7日 10時49分 
@Dax Please see the Reporting Issues section described above
Dax 4月7日 9時46分 
I've changed some mod settings, like awful to poor chance to be 100%, but it says there's 50% chance and it sometimes fails. Did settings not apply?
有电脑 4月2日 5時46分 
Not what I expected, but well, all solutions are good solutions, not to say it's a general solution.
Thanks a lot
Mlie  [作成者] 4月2日 2時17分 
@有电脑 For exact values for any slider, this mod may be useful:
https://steamproxy.net/sharedfiles/filedetails/?id=2218078784
有电脑 4月2日 2時06分 
the cost slider in mod-settings may be toooooo smooth, hard to access an inter factor. Percentile is enough I suppose.
saintbrutal 3月2日 12時53分 
im blind under the command/order and not in the right click context menu.. lol works
Mlie  [作成者] 3月1日 23時57分 
@saintbrutal It does, but the weapon needs to have quality and it has to be craftable, since there is no way for the mod to know how much it chould cost and where to do the upgrade otherwise.
saintbrutal 3月1日 18時51分 
does this not support modded weapons like tmc weapon pack? dropped a weapon but no right click context menu pop up to upgrade.
Pennynow 2023年11月28日 9時30分 
Can I add this to an existing save?
Mlie  [作成者] 2023年11月1日 1時29分 
@Äärmik Creating such a gui is a pretty large undertaking, but if you post links to mods and what items you would like to upgrade I can add patches for them
Aarmik 2023年11月1日 1時20分 
@Mlie Thank you for fixing it so quickly! Have you ever thought about adding a feature where we can define our own upgrade paths in the settings? For example I'm currently doing an ancient vault playthrough and thus have a ton of shelves and would like to upgrade them to big shelves from the deep storage mod.
Mlie  [作成者] 2023年10月31日 13時13分 
@Äärmik Should be fixed now, thanks for reporting!
Aarmik 2023年10月29日 5時32分 
I have an issue where if a pawn tries to increase the quality of an item and the closest workbench is already occupied by another pawn doing either their own increase quality job or some other bill, it causes a red and yellow error in the dev mode log and the pawn gets stuck "Standing".

HugsLib log: https://gist.github.com/HugsLibRecordKeeper/74da7f82009a5d5bbdc2da54c08cef7e
Mlie  [作成者] 2023年10月29日 2時50分 
@Aequus The info in the description is just support things that has multiple research requirements. There are no specific research for upgrades, it just uses any defined for crafting it
Aequus 2023年10月29日 1時00分 
New description says about (possible multiple) research requirements for upgrades, but I cannot see any effect of this in-game? Like being able to upgrade marine armor right from start, provided I have fabrication bench. How do I use this feature? Should I make some custom patch or anything?
Svela 2023年9月25日 14時51分 
Ah, that explains it. The Feathered Wraps are not stuffable.
Mlie  [作成者] 2023年9月25日 2時36分 
@Svela Items that are not stuffable uses a generic formula to define what material is needed. Below industrial tech it requires wood, industrial is steel and above that its plasteel.
Svela 2023年9月25日 2時33分 
There is an... I don't want to say issue, but not sure how else to say it. When I try to upgrade certain items it'll request wood as the upgrade material. Thing is, those items aren't made of wood. For example, if I try to upgrade the Feathered Wrap from the Oni Of The Rim mod it wants wood instead of Oni feathers, even though the wrap is made of nothing but Oni feathers. Is wood the default material when the mod doesn't know what to use? And if so, do you happen to know how would I go about changing the target upgrade material to it's appropriate item?
Mlie  [作成者] 2023年9月16日 12時26分 
@Victor Added a designator and also fixed increasing quality for art using any art-bench
Victor 2023年9月8日 11時51分 
The bug also happens with Electric Art Bench (Continued) https://steamproxy.net/sharedfiles/filedetails/?id=2914607001
Victor 2023年9月5日 18時19分 
Also, a suggestion: can you add a order to the orders tab? It would be useful for improving everything in an arsenal instead of going item per item.
Victor 2023年9月5日 18時17分 
Found an issue with Jewelry 's Laser sculping table: if you order a placed sculpture to be improved, the pawn will bring it to the table and place it down, deleting the table, instead of placing the unminified building. This only happens on the modded table.`
Log: https://gist.github.com/HugsLibRecordKeeper/8c6d982bc880edc46d16c865af3d6cd1
Mlie  [作成者] 2023年8月27日 23時41分 
@Matsay Adding specific items can cause issues with other mods, so Id rather not do that. Using another item of the same type may be possible.
Matsay 2023年8月27日 22時55分 
Using another piece of the same item kinda makes sense to me too... Maybe add a couple advanced components for nanites?
Neidhardt 2023年8月27日 17時05分 
Perhaps basing upgrade materials on tech level and scaling it off cost or mass could work, though I'm not sure how balanced that would be with mods. I've also seen another mod use the item itself as an upgrade material, requiring you to obtain multiple of an item to upgrade it.
Mlie  [作成者] 2023年8月27日 14時07分 
@Matsay Well, if there is no recipe then it cant calculate the cost.
Matsay 2023年8月27日 13時36分 
I'd like to again second the idea of using the fabrication bench as an upgrade station for gear with no recipe. This would save us the trouble of having to make all special gear craftable (like eltex or deserter armor) if we ever want to get it beyond good quality.
Mlie  [作成者] 2023年8月27日 12時33分 
@ptcon Should now only show the upgrade gizmo on items that can be crafted
Neidhardt 2023年8月25日 3時18分 
Perhaps the fabrication bench? Alternatively, you could just disallow them from being upgraded.
Mlie  [作成者] 2023年8月25日 0時45分 
@ptcon Not sure what station that would be?
Neidhardt 2023年8月24日 22時48分 
Attempting to upgrade an item without a crafting recipe throws an exception. Would it be possible to add a fallback station?
https://gist.github.com/HugsLibRecordKeeper/cb2759a7d9f599462a170d711098ea2c
Mlie  [作成者] 2023年8月12日 13時33分 
@Matsay Should work better now, try it and if some worktable isnt detected please report back.
Matsay 2023年8月12日 11時09分 
Well I guess if you can find a proper way to do it, I'm just happy to have pointed you to the right direction. Thanks again for all the work, you're making modded playthrough so much richer!
Mlie  [作成者] 2023年8月12日 9時26分 
@Matsay Then I think it would be better if I added reversed lookups for benches to the mod instead of adding patches for a bunch of stuff. Ill add it to the todolist
Matsay 2023年8月12日 9時21分 
Anyway, I don't want to force the issue upon you, I just thought I'd let you know since I found a solution to a question being asked a while back. Maybe later I'll look up how to properly send the patch to your github and you'll decide what to do with it.
Matsay 2023年8月12日 9時15分 
You're not patching recipes to the benches, you're patching the benches as recipe users. Which wouldn't be all that useful usually (you're basically duplicating information) except in the case of this mod, since that's the place where it looks for which benches to use.
Mlie  [作成者] 2023年8月12日 7時55分 
@Matsay Usually the mod that adds the item, or the mod that adds the extra workbench handles the integration patches with other mods. Its seems a bit strange that this mod should add other mods recipes to other mods benches?
Matsay 2023年8月12日 7時27分 
Wouldn't that require to make a different patch for each mod adding a special workbench (i.e. one in VFE Production, another in VFE Ancients, etc)? While doing it on your end would regroup everything in a single patch and allow you to add new workbenches if requested? Seemed more logical to me, but then again you're the one pumping out mod after mod so I defer to your expertise.
Mlie  [作成者] 2023年8月12日 7時13分 
@Matsay Wouldnt that be better added to the mod that adds the large production tables since this mod just uses the defined tables in the recipes?
Matsay 2023年8月11日 11時29分 
Also, about a question that was asked of you a few months back, concerning the large production tables not being useable to upgrade stuff, this is because those tables only inherit their recipes from the relevant vanilla ones. For them to be useable by this mod, you'd also need to patch them into the relevant recipemakers. I wrote such a patch for VFE Ancients and would be happy to send it over to your github, except i don't have the slightest idea how to do that...
Matsay 2023年8月11日 11時21分 
Hello Mlie and once again thanks for all your hard work on our favorite game. I was wondering if it would be possible (as a toggleable option probably) to add the fabrication workbench for upgrading quality on uncraftable items like eltex gear and such?
Izzard.B 2023年7月26日 22時14分 
I like this mod, it's convenient and practical. Thanks for updating it.
Mlie  [作成者] 2023年5月15日 3時55分 
@无声飞雪 Yes, the cost is based on the quality and value of the item. As mentioned in the description
无声飞雪 2023年5月15日 2時51分 
无论如何设置,升级装甲都需要最少23个Plasteel
Regardless of setting, upgrading armor requires a minimum of 23 Plasteel
Hexen Meister 2023年4月16日 15時17分 
can we get compatibility for Quality Bionics? just to make getting those masterwork/legendary robo hearts a little less tedious
Firenis 2023年4月15日 15時19分 
@Mlie Thanks a million.