RimWorld

RimWorld

Atelier
80 Comments
wintif 25 Jul @ 9:24pm 
For all wondering if this still works as of 1.5,
I did a little test (40 dusters w/ a skill 8 crafter in a 70 beauty room) and the results were pretty solidly in favor of the mod working.
for some reference:
out of a projected 8.8 good quality dusters (using the wiki for quality distribution at the skill level) my guy made 22 (thats out of 40)
Also made 7 more excellent than projected (2 lmao)

Hope this helps, additionally, I didn't take a gigantic sample size so could just be weird luck (I don't want to do the statistics)
JessieFeathers 19 Jun @ 9:59am 
1.5?
ferny 17 Jun @ 1:12am 
Would love a 1.5
Dentedhelm 6 May @ 6:00am 
1.5 please <3
ㅇㅅㄱ 15 Apr @ 5:52am 
1.5 업데이트까지 존버 흡 !:steamthumbsup:
Mr McNificent 13 Jan @ 4:01am 
Weird little interaction with Medieval Lighting and Heat, when a lantern or chandelier is in a room it renames the room with it first. ie, Silver chandelier Throne room, or Steel lantern Laboratory.
Not a huge issue, thought I'd mention it though.
Delmain 15 Apr, 2023 @ 4:01pm 
Dangit, and I forgot to say in my post below, that the chance is rolled every time an item is made inside the room. It's not a 20% chance that this room always gives a +1, it's a 20% chance for any specific item to get a +1.

Since quality is already somewhat random (unless you use a mod that stops that behavior), the bonuses from a room being an Atelier are sometimes hard to actually *see*
Delmain 15 Apr, 2023 @ 4:00pm 
I came here to look for it and didn't find any info, so I'll drop it here for other people looking:

There is no reporting on directly how much being an Atelier helps with quality of crafted items. The way it works is that it's based on the Beauty stat of the room. If you enable room info display and hover it, you should see something like "Electric Art Table Workshop". If you do, look at the Beauty level of the room. If it is one of the top four levels, there is a percentage chance that the quality will improve. The bottom 4 levels (hideous through pretty) get no buff, but if it's Beautiful or above, look below:

Beautiful (5.0+) - 3% chance for +1 level, 97% chance for +0
Very Beautiful (15.0+) - 20% chance for +1 level, 80% chance for +0
Extremely Beautiful (50.0+) - 12% chance for +1, 53% chance for +1, 35% chance for +0
Unbelievably Beautiful (100.0+) - 1% chance for +3, 29% chance for +2, 70% chance for +1
ivanmrzv91 10 Apr, 2023 @ 8:25am 
It was, probably, asked before, but does workshop bonus affect only craftable objects, like apparel, weapons, etc., or does it also improve quality of buildings, like armchair or othets?
DMCurt 31 Mar, 2023 @ 10:48pm 
If a room has more than one workplace of the same type, will it count for the bonus? As an example- I often find myself making a really big research lab with two benches in it so two brainiacs can learn to plant trees together.
Seanbeag 25 Feb, 2023 @ 10:17am 
I've found that this mod works well alongside Crafting Quality Rebalanced, a mod that increases the minimum possible quality of the product based on skill. I am curious why people are using this mod with kitchens and stone block production. They don't have quality to increase.
ELLIOTTCABLE on Discord 22 Feb, 2023 @ 2:16pm 
I'm also super-confused as to how I'm supposed to tell if this is 'working' - is there any reporting, anywhere, about whether a room 'is an atelier' and if-so 'how good it is?'
Rince 21 Feb, 2023 @ 12:54pm 
mb its because i use tool cabinet?
Rince 21 Feb, 2023 @ 12:53pm 
what stat i shoud push if i wanna see effect? I have 13 lvl artist, 172 impr/10k wealth/34 beaty workshop and it makes normal statues, sometime exelents. i wanna have 3+ bonus :KSmiley:
ELLIOTTCABLE on Discord 21 Feb, 2023 @ 5:02am 
@fitznorway "lacking any cooking facilities, or places to eat, I *agree* it makes an awful kitchen, but I'm confused why the game thinks this."

I laughed out loud.

But, yeah, unfortunately, I have the same issue - an empty room (no fireplace, or torches, or anything like other commentors have theorized) is just a "Room" - but as soon as I install a workbench, it becomes a "Wooden workbench Kitchen." )=
SpaceDorf 18 Feb, 2023 @ 6:59am 
Build the best Atelier for your Artist first.
Daisuke 18 Feb, 2023 @ 4:40am 
At first it felt like it didn't work with anvils as such, but I enabled all of the settings there were and now it works which is great.

Question though, at which thresholds does it increase quality? Unless I make really big rooms I can only seem to make very impressive workshops in my limited space mountain base
ggfirst  [author] 18 Feb, 2023 @ 4:31am 
@Daisuke Sorryt dont know about that
Daisuke 16 Feb, 2023 @ 5:49am 
How does this effect modded production places such as Anvils from Medieval Overhaul?
ggfirst  [author] 10 Feb, 2023 @ 11:14pm 
@Queen or Else
@yirny.g
well my other mods' also have meme-tastic preview but also very useful! please try out them too

@Ouranos
well if you can suggest some feature - or fixes let me know! I will try best to adapt them.
Ouranos 10 Feb, 2023 @ 4:34pm 
This mod is really good for RP purposes, gives me a reason for making seperate workshops, but it keeps labeling things like Stonecutter's Workshops as "kitchens", and I'm not sure why. I will also warn that mid-save disabling is a bit messy, since this aspect can still persist even without the mod - drug labs and fabrication benches as well as stonecutter benches can make a room labeled as "kitchen" and I hope there's a way for me to fix this issue.
yirny.g 10 Feb, 2023 @ 3:44am 
+1 @Queen of Else
Once I passed this mod because of the image, then gave a try for its popularity, now I'm here to upvote.
Seriously a good mod.
Queen or Else 9 Feb, 2023 @ 11:32pm 
Straight up I passed this mod the first time I saw it because the image made me think it was a meme mod. Once I saw that it was popular, I actually read the description and holy shit is this such a good mod.
Izzy 8 Feb, 2023 @ 6:50pm 
Ah, it's no big deal. I wrote a patch to replace the fireplace with one that's just a furniture object rather than a production building, removing all the things that I thought might've caused it to detect it. Will probably publish it eventually.
ggfirst  [author] 8 Feb, 2023 @ 6:28pm 
@ShadowKatstudios. This mod intended to use along with other mods which adds production buildings, however, not designed to make all the other mods compatible. Like the one you mentioned 'Fireplace' I am not sure how this building is tagged as (pruduction building.. or ),
however this mod's function interacts only with Production Builidngs(includes mod-added ones) however if the building has more than 2 tags, there might be a chance it can cause awkward issues, perhaps bugs. However I won't make compat patch for each mods, or add it to basic mod functions. I wanna keep my mod light. So there's two ways, you can modify the XML yourself or ask for the mod author(not me) to make a compat patch between two mods. I myself isn't a
ggfirst  [author] 8 Feb, 2023 @ 6:28pm 
programmer, I hire programmers to make my mod so It's very money consuming to make compat patches(as well as adding some feature or fixing bugs of the mod). I will fix the bugs and add some lacking functions if I have to. But making compat patch is too costly. Thank you

'does this mod match based on ThingClass, recipes, or some other tag?' This I have to ask to programmer who coded this mod. Do you want me to do it?
if you wanna ask something about this mod, please write down in formal English (not saying you aren't) so I can send it to my programmer. Once I get the answer I can reply back to you :)
Izzy 8 Feb, 2023 @ 4:58pm 
I think this is technically intended behavior, but I can't make an atelier room with a fireplace from [LTS] Furnishing in it, because it can be used for cooking. Not sure if you want to have specific detection for that or something, but if not, does this mod match based on ThingClass, recipes, or some other tag?
ggfirst  [author] 7 Feb, 2023 @ 9:26pm 
@Abranarok :))
Abranarok 7 Feb, 2023 @ 7:21am 
Coooool!
ggfirst  [author] 6 Feb, 2023 @ 9:21pm 
@The Ducktor Thank you sir!
The Ducktor 6 Feb, 2023 @ 9:19pm 
This mod is god tier btw.
ggfirst  [author] 6 Feb, 2023 @ 9:15pm 
@everyone Update pushed!
btw I am finding someone with artistic skills who can make banners / edit the workshop page and look nicer
feel free to join our Discord! volunteers are always welcomed
ggfirst  [author] 6 Feb, 2023 @ 8:34pm 
ok something is wrong i didn't push it yet sorry
ggfirst  [author] 6 Feb, 2023 @ 8:23pm 
Update pushed. check the log
X_Twitch_YTB_TexasFracker 6 Feb, 2023 @ 8:52am 
I'm not sure whether this mod is working for me. Room name is still generic "workshop". Is there any reported incompatibility?
darktoes 5 Feb, 2023 @ 8:51pm 
Something like: Instead of the current +1 quality level it gives you 1.2x experience for any tasks you do at the workbench in the room. For the +3 quality level it could give 1.5x or so.
shit-for-brains 5 Feb, 2023 @ 5:45pm 
option to have mass tasks such as stone cutting and smelting slag faster?
Nakir 5 Feb, 2023 @ 1:36pm 
I love the idea of this. is there any way to verify it's actually working though?
Squillen 5 Feb, 2023 @ 12:31pm 
I literally have no idea if I'll like this mod at all but I respect the art you made too much to not use this
Unex 5 Feb, 2023 @ 8:56am 
You can balance it however you like, it's just that the more mods with +quality, the more OP it gets, with this + Ideology, you can guarantee legendary quality items. That's why I agreed with the work speed improving option suggestion like @ec#2718 said.
ggfirst  [author] 5 Feb, 2023 @ 8:19am 
@darktoes like the surgery practice mod you do with corpse? only for leveling up?
ggfirst  [author] 5 Feb, 2023 @ 8:18am 
@Unex what is the point being? I understand but I don't get the intention. Do you think the quality + needs to be nerfed?
darktoes 5 Feb, 2023 @ 8:01am 
I wonder, is it possible to have the room improve the skill gain from crafting? That or recreation. Seems like working in a really nice pretty room with bespoke tools and such would make for a really pleasant experience that would help people focus and be able to work for longer.
Unex 5 Feb, 2023 @ 7:31am 
Personally, I choose to not use any +quality options in game, even the ones from ideology roles and others from something like "Vanilla skills expanded" cause getting spammed by masterwork and legendary items just makes it loose that uniqueness factor. But this idea, could be salvaged even for a player like me. Like I see, some others have already mentioned, a work speed increase option, instead of quality increase. This would still fulfill the role of production for sale, but now, sometimes, instead of always, you will get a high quality item, that you can use yourself.
ggfirst  [author] 4 Feb, 2023 @ 8:55pm 
@ec#2718
i am thinking of rebalancing it a bit. perhaps adding some configuration. But
i think adding config(mod setting) makes the mod complicated. maybe
i will rebalance the amount of bonus(however play'ers canno adjust)
ELLIOTTCABLE on Discord 4 Feb, 2023 @ 4:52pm 
+1 quality level feels way too OP, but I love the idea.

Perhaps a nerfed fork? or a configuration option? Small workspeed bonus (i.e. I agree with @Sir Rolin) for a pure-room, and then maybe a _maximum_ beauty, a small additional chance of a higher-level product ...
ggfirst  [author] 4 Feb, 2023 @ 5:59am 
@Seanbeag nah
Seanbeag 4 Feb, 2023 @ 5:36am 
Does this mod increase the chances of poor quality? I have lvl 13 crafters in somewhat impressive rooms and they are producing more poor quality than vanilla.
fitznorway 3 Feb, 2023 @ 11:47am 
I love this idea, but so far, my game is convinced that the nice room with the tailoring bench, tailoring cabinet, and tool cabinet is an awful kitchen; lacking any cooking facilities, or places to eat, I *agree* it makes an awful kitchen, but I'm confused why the game thinks this.
ggfirst  [author] 3 Feb, 2023 @ 10:33am 
@@Nedlee good luck with your new campaign!

@Sir Robin
- 1workbench type 1 bench per room >> I will add an mod setting to solve this thinge
- Workspeed bonus no. I think its balance breaker. I can make it as seperated mod. I will put that in my mind. Thx for the idea.