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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)
Not a huge issue, thought I'd mention it though.
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*
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
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." )=
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
@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.
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.
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
'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 :)
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
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)
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 ...
@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.