RimWorld

RimWorld

654 ratings
Export Agency
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
9.575 MB
5 Aug, 2018 @ 2:27pm
11 Jun @ 11:41am
17 Change Notes ( view )

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Export Agency

Description
You ever get tired of setting up bills, outfits, storage settings etc. every new game ?
Well then this mod is for you here.

Export for Bills (including medical operations) and Storage Settings
DrugPolicies and Outfits are now shared among every Save.


Textures and Preview image done by Halno.
Popular Discussions View All (5)
2
21 Nov, 2024 @ 4:38pm
Not Transferring Policies Between Games?
zalterego36
5
14 Jun, 2021 @ 11:25am
Drug policies not synchronizing when one save uses a modded drug
Müslibär
1
23 Sep, 2022 @ 12:21am
Does not work for prisoners
Guedez
408 Comments
Just 10 hours ago 
Hi, @erdelf. I'm maintaining now mod called "outfitted" https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3546414006 and I found soft incompatibility.

Outfitted adds stats selection for outfit policies. It inherits the original ApparelPolicy (new Class ExtendedOutfit) and adds some additional fields. These fields, as expected, are not covered by Export Agency. But even more, for new games the data from EA overwrites the default outfits (which is exactly what expected, again). But it is not nice :D

I investigated the topic and I found a solution.
Modified/added code: https://pastebin.com/u/mitasamodel/1/NsyRLufx

tl;dr: If outfit is not standard, then store it fully in config (all fields). By loading the settings check if the type is resolvable (avoid errors) and copy fields using reflection (avoid hardcoded references).

I suggest to discuss it =)
erdelf  [author] 27 Aug @ 6:17am 
it is a fair point.. I will think about an update.
elxxx 27 Aug @ 2:13am 
i am having the same issue as Trollsama. I am crafting synthetic organs, despite not having researched the synthetic organs yet in the research tab. Any idea how to resolve this issue? or will there be an update later on to cater for this situation?
Trollsama 10 Aug @ 3:54pm 
When I import a bill that has crafting normally locked behind tech, im able to bypass the requirement for the tech unlock.

For example, I am currently able to craft psychite tea at my electric cooking station, despite not unlocking it in tech tree yet.

Is this intended behavior (to prevent errors or what have you) or a bug?
Sorenson 4 Aug @ 11:54am 
any idea what could be causing a non-working export button for operations/medical bills?
Birb II ,,King of the Arc" 3 Aug @ 1:55am 
I was suprised it didn't update itself but once I moved my old policies to a new save with another mod, and then started another new save it worked.
erdelf  [author] 2 Aug @ 1:34pm 
@JKthree, an incompatibility with that mod I guess ?

@Birb, so.. you deleted the mod config, and are then surprised it is empty ?
Birb II ,,King of the Arc" 2 Aug @ 9:21am 
It doesn't work for some reason. I've deleted the old ExportAgencyMod.xml cuz it had stuff still from old mods I dont have, and now my policies don't show up in my new save. I deleted the old .xml after I have made the policies and the mod wasn't present at the start of that save. Is there something to fix this?
JKthree 27 Jul @ 12:21pm 
So I'm wondering. Making Bills in RimFactory's Assemblers can be Exported but not Imported.
Is this a bug or intentional and Export Agency is not able to do Assemblers with its ability to learn Bills from any Workstation via the Portable DB
Chiang, the vinegar boss baby 26 Jul @ 12:24pm 
@Genaeve Worked for me too. Cheers!