RimWorld

RimWorld

Crafted Locally Filter
6 Comments
Lomzie  [author] 14 Sep @ 8:36pm 
Oh yeah that makes sense now that you mention it. The mod works on a per-map basis. I'll add an option that change it to be global instead.
Seff 14 Sep @ 2:38pm 
@Lomzie I must've only thought i fixed it by uninstalling "Choose your Outfit". I noticed that even with a lot of mods disabled, this mod still causes that issue. It has to do with having "crafted locally" filter on apparel policy. It seems like, when you're on foreign map tile, gear is not counted as "locally crafted"
Lomzie  [author] 14 Sep @ 3:32am 
@Seff I take a quick look to see if a patch is feasible, but its likely that I'll just mark the mods as incompatable. Thanks for the report
Seff 13 Sep @ 8:22pm 
incompatible with "Choose Your Outfit". Causes pawns to unequip all gear when loading into a new map tile (all pawns), or returning to base (only some pawns). Maybe the game loads "Choose Your Outfit" before "Crafted Locally Filter" can exist.

Only fixed by:

Change clothing policy to "Accept All"
Unpause, "STOP"
Change back to preferred polcicy
Unpause, "STOP"
Lomzie  [author] 3 Apr @ 8:08am 
Making these special thing filters are surprisingly straight forward, you simply implement a class that derives from SpecialThingFilterWorker. Assuming that the "U" tag is easily accessible in code, the filter can just check against it. If you want to take a crack at it, I've added a link to the mods source in the description. The source code is also available in the mod files, under the 1.5 folder.

Regarding the large file size, it seems I accidentally included all the assemblies the mod depends on in the upload, including RimWorlds. Whoops, accidental redistribution, no one tell Tynan!

Thanks for letting me know.
VitaKaninen 2 Apr @ 7:22pm 
Cool idea. I use another mod called "Profitable Weapons" that marks used weapons dropped from raiders in the same way as tainted item, but with a "U" instead of "T". It makes it so that brand new and never used weapons that I craft can be sold at full value, but once they have been used, they revert to the normal 20% pricetag.

Would it be easy to make a filter that works the same as the tainted filter but looks for the "U" tag instead of the "T"? This would allow me to always smelt looted weapons, but save the full value ones for selling. I have tried using a Market Value filter, but it does not work in 1.5.

Also, I think you left the source code in there, since the file size is 14mb.