RimWorld

RimWorld

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Atelier (Continued)
   
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
3.362 MB
22 Aug @ 2:18pm
1 Change Note ( view )

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Atelier (Continued)

In 1 collection by Zaljerem
Zal's Continued Mods
529 items
Description
Original mod by ggfirst
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2725237301 [1.3]
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2926292009 [1.4]

Update and new enhancements courtesy of Bradson, continued with ggfirst's permission.

--

- Based on the 1.3 version of the mod (missing two settings that were added in 1.4)
- Equivalent functionality on all versions (1.3 - 1.6)
- New XML config for chances and the stat to use when computing the quality bonus. It used to only scale with beauty and give up to +3 at 100, now it's by default scaling with impressiveness and has caps set to a 25% chance of +2, 75% for +1 at wondrous.
- Other code cleanup

--

Original mod notes (1.4):

Give a righteously grand production room to your beloved artisans!

Have you ever wanted to make truly “practical” and “functional” workshops with excellent benefits and eye-candy aesthetics? If yes, BOO-YAH! This is exactly what you’re after!

What Atelier does:

1. If there is only a single workbench in a room, the room will be named (for example) “Machining Workshop”, according to the type of workbench you put down.

2. If you make something in this workshop, you can get an additional +1 quality (up to +2) on your weapons, apparels, etc. based on how luxurious and beautiful your workshop is!

3. As a result, you can now receive outstanding benefits from building various workshops around the colony, placing different workbenches individually, and by doing so can not only beautify your colony further and be exceptionally well-organized, but also lend some realism to your crafting experience! Doesn’t make much sense to have a tailoring bench in the same space as the huge, industrial fabrication bench, does it?

In my own experience, I would always place all the workbenches in one large room to maximize efficiency and reduce travel time for my crafty colonists - but with Atelier, making a spaced-out collection of workshops (especially around a central stockpile) is now more than worth a little extra walking! Better quality products, better aesthetics, better survivability for your pawns when they stride out to meet waves of raiders with their glorious power-armor!

Make bank selling the best items on the Rim and keep your settlement looking sweet!

FAQ

1.
Q : Where can I check the percentage chances for better quality? How do I edit XML?
A : In the Defs folder, see Config.xml

2.
Q : Is it CE-compatible? / Does it harm performance? / Does the load order matter?
A : Should be smooth as butter right out of the box! No need to worry about these.

In the case that you do encounter any issues, feel free to comment below on this page’s handy comment section.

Issues
Possible incompatibility with:
“Switch Worker” - quality bonuses from Atelier failing to apply when crafting items.

Good to use along with:
Vanilla Furniture Expanded - Production : https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1880253632

Credit: Page rewrite by Wisp, Hers#9310
13 Comments
The Cheese Zit 28 Aug @ 5:31am 
Very sexy
ggfirst 27 Aug @ 9:15am 
@Macnnoais I have no idea. if the linkable is other-mod-related stuff, like kitchen stuff from [LTS] furnitures, I believe it would count as a workbench and end up erasing the Quality buff.
Nighthawk 26 Aug @ 7:30pm 
OH finally, lol I tried to look at the code and update, but never worked on rimworld mods before, so I couldn't make it work. Thanks.
DocHolliday 25 Aug @ 2:07pm 
Sorry for the unrelated post, I don't know where else to ask, but would you consider making an update for the "Gulden Biome" mod?
Ishchyaboi 25 Aug @ 1:50pm 
How does this handle linkables? You'd expect them to count as furniture.
Maconnais 24 Aug @ 5:12am 
@bradson Oh okay, thanks! I do see it now so it's working well. I never actually noticed there was a panel there since I check room names through the room stats display hover toggle.
ggfirst 24 Aug @ 1:59am 
@Kerbside93 Yes. you can change in the config
bradson 24 Aug @ 1:28am 
It should change the name on the panel that shows up when having furniture selected. That patch is still in. One production building, no beds are the requirements, with stuff like nutrient paste dispensers counting too, the same way they do in royalty's room requirements
Maconnais 24 Aug @ 12:31am 
This would be great for nicer base design! Does it still change the name from "Workshop" to something else? It doesn't seem to be changing the name for me even without any other mods loaded in
KerbSide93 23 Aug @ 3:14pm 
Would it be possible to make it so multiple of the same workshop counts as being that specific workshop still?