RimWorld

RimWorld

Simple Improve [1.6]
53 Comments
M1A1 1 Sep @ 9:30am 
Hello, i found some issue. Constructoids don't even try to improve buildings, although they have enough skill
Operator 31 Aug @ 8:13am 
Bro you're awesome thanks for the update for this mod
Zei  [author] 22 Aug @ 2:37am 
@Davi sorry I don't have time to do that, but you're welcome to fork the repo and modify the code for your own purposes.
Zei  [author] 22 Aug @ 2:36am 
@IQ250 It should be running fine. I implemented performance optimisation a few weeks ago. It should only do calculations once upon loading, and when a new building is created. I will review the code and see if I can see any other issues, but I'm not seeing any visible performance loss on my computer.
Davi 21 Aug @ 3:32am 
Any chance for a 'simple downgrade'? :D
Hate it when I level my pawns construction level so much he only make master/legend stuff skyrocketing my colony value
IQ250 19 Aug @ 9:20pm 
不知道是不是我的错觉,感觉打了之后变得有点卡,这个模组应该不吃性能吧
Zei  [author] 16 Aug @ 7:44pm 
@Corpse 我添加了一个新设置,可以按百分比调整资源成本。尽情享用吧!

Version 1.0.8 is released, it includes a new setting for adjusting resource costs for improvement on a percentage basis.
Corpse 14 Aug @ 2:57am 
哈哈,其实我是希望能够以原始成本的80%~100%来进行改良的:steamhappy:
Zei  [author] 13 Aug @ 7:03pm 
@Corpse 有一个设置可以完全禁用资源。如果我添加了一个减少资源的选项,您希望它采用什么格式?您考虑的是原始资源成本的百分比,还是可以静态设置的资源成本?
BAKA BAKA! 13 Aug @ 7:18am 
@Zei
That's fair, I didn't think of that I was just thinking in terms of buidling/furniture. But I see your reasoning and it does make sense.
Corpse 13 Aug @ 4:09am 
佬,能加个调整改良成本的选项嘛
Zei  [author] 12 Aug @ 6:36pm 
@I'm bad This is intentional. Statues require the art skill, and since you produce statues at an art bench, there's no reason to put an improve component on those buildings because you can just keep making more of them anyway and storing them. You can then sell them to traders or just place them in other rooms. There's no down side to having more and the art bench fully automates the process.

At any rate, the construction skill is used for improvement. Sculptures require art.
BAKA BAKA! 12 Aug @ 9:22am 
Hey just wanted to report that I can not improve the quality of statues not sure if this is intended or not. Maybe I am the only one and it is a mod conflict. I tried with ideology based statue and then tried a normal wooden small statue.
大番薯之怒 10 Aug @ 6:58pm 
太棒啦bro
oscillix 10 Aug @ 7:21am 
This mod is great, and is actually better than the mod before it. I love how you can choose what quality you want the item to be.
Zei  [author] 7 Aug @ 4:07pm 
@RutraNickers In the XML file for work types, there is a conditional that lets you make certain work types visible only when children are in the colony. That would be the functionality I want but I can't see a way to replicate it for different conditions.

I'll keep this feature in mind and try to think of a way to add it. But for now the functionality is working well so I don't want to go about changing things. Most people without a work tab mod want the ability to set Improve priority separately to Construction, so it has to remain separate for now.

(Part 2)
Zei  [author] 7 Aug @ 4:07pm 
@RutraNickers the problem is actually to do with the XML patching. As per https://rimworldwiki.com/wiki/Modding_Tutorials/Mod_Folder_Structure#LoadFolders.xml_.28Optional.29 the only conditionals you can use for the XML files is which mods are active and which version of the game. The XML file is loaded at the point the mod loads, so I can't have it load based on a setting. Essentially it means that if I want the Improve work type to exist at all (in any state of the mod settings), it has to be loaded at that point or it can't be visible ever.

The proper way to do it would be to use a Harmony patch to dynamically control it but as I said, the Work Tab doesn't seem to be changeable mid-game (which is when Harmony patch takes effect and when I can read from settings).

(Part 1)
Zei  [author] 7 Aug @ 3:51pm 
@Rokuna it can be added or removed at any time. When you uninstall it, there will be a minor error when you load the game the next time, but it won't cause any problems and will go away when you save next.
Rokuna 7 Aug @ 7:13am 
Dumb question: Can this be added mis save or better to make a new run?
RutraNickers 7 Aug @ 3:57am 
Looking at [FSF] Complex Jobs, I would think the simplest way is to default the code to be a subwork type from Construction and then add a xml patch to make it a separate job in the Work Tab, like Complex Jobs do.
RutraNickers 7 Aug @ 3:55am 
From what I have heard, changing the Work Tab midsave bricks the game in some way no matter what you do, so it's not really your code's fault either.
RutraNickers 7 Aug @ 3:52am 
I would love to help, but I can't C# at all. I don't mind if it is a toggle that only works when the game restarts though, that would still be pretty great as is. I've seen lots of mods that have options that require a restart (first that comes to mind is Dubs Bad Hygiene's thirst patch), so I don't think people will think that's a problem from your part, the game just works that way. [FSF] Complex Jobs on itself is just .xml and thus opensource. It has lots of options to add more worktypes to the work menu and all of them requires to restart the game.
Zei  [author] 7 Aug @ 1:36am 
@RutraNickers hey that's a good suggestion. I spent a few hours trying to make this work but it doesn't seem to be possible. I was able to make a setting that merged Improve into the Construction as a sub-type and it worked perfectly. But the problem is I can't hide the main Improve job column. It gets disabled, but the actual column doesn't disappear (just shows all the grid spaces as red and says no colonists can work the type).

I tried a lot of different approaches to solve this but it seems to be a more fundamental problem with the game not allowing job types in the work tab to be changed after being loaded. If you have any examples of other mods that do this and they're open source, I could take a look at the source code and adapt it. Otherwise if you or another developer wants this functionality and knows how, they're very welcome to make a PR on the Github repo (https://github.com/Zei33/rimworld-simple-improve) and I will release it as a new version.
RutraNickers 6 Aug @ 3:48am 
Could you add a toggle to merge the work type with Construction in the work tab? I use [FSF] Complex Jobs , so the work tab is already pretty full.
GUleiduoDaze 4 Aug @ 10:53am 
life saver
恶龙Karo 3 Aug @ 4:42am 
它现在非常棒,感谢你。
Zei  [author] 3 Aug @ 4:00am 
@Smoovie can you try disabling all of your mods except Harmony and this Simple Improve, then start a new game and see if it's working. It sounds like there's some sort of incompatibility (or worse, one of your other mods is failing which is causing this one to fail after it).

You can also open Options and click "Development mode" under the General tab. It will enable a set of buttons in the center-top of your screen. The left-most button is for opening the logs. If you open that when you load the game (with all your mods enabled), it will show you the errors. Copy that to clipboard and post here https://github.com/Zei33/rimworld-simple-improve/issues I will try to fix it for you.
Zei  [author] 3 Aug @ 3:56am 
As an update to everyone else viewing this thread, I've just released the version 1.0.7 update, which also includes an upgraded mod settings menu. Thanks for your patience. This was a large update so it's possible that there are some niche issues I haven't spotted. Let me know if you notice anything and I'll try to fix them ASAP. The source code is always available at https://github.com/Zei33/rimworld-simple-improve/commits/main/
Zei  [author] 3 Aug @ 3:56am 
@laurent.mialon Thanks for the input. Appreciate making the effort to diagnose the bug and you were spot on. The problems you were experiencing were related to the changes I made to ensure this mod is compatible with other mods that add quality to buildings. Turned out that if you saved the game after designating an improvement, then reload the game, it wasn't re-attaching the improvement component to the designated buildings.

Once I fixed that, I realised that the minimum target quality was also not being carried over between reloads. That was a tricky problem to fix while maintaining compatibility and ensuring that the save file doesn't break if you uninstall the mod later.

Anyway while I was fixing that I started to notice a couple other bugs with the minimum skill requirement calculations (especially in niche situations with inspirations or production ideology role). Fixed all of those problems, updated a lot of localisations, etc.
Zei  [author] 3 Aug @ 3:49am 
@恶龙Karo 我已经大幅更新了模组的设置菜单。现在它看起来应该更专业,功能也更好用了。希望你能测试一下。谢谢!
Smoovie 3 Aug @ 2:49am 
Mod seems to be not working for me. I get the improve job in the work tab, but nothing else. I don't see it in mod options nor do i get the option to improve in architect tab. Have dependencies and all expansions. Have tried a reinstall. Any advice? thanks!
laurent.mialon 2 Aug @ 4:20pm 
which is something a reloading scumb*** like myself will obviously notice a lot :D
laurent.mialon 2 Aug @ 3:02pm 
it s even trickier than that : it seems that when you are loading a game with improve tasks already setup they are loading as inactive and you have to pick an improve target again
laurent.mialon 2 Aug @ 2:49pm 
oh wait i think i got it : it s the any improvement option for which nothing is happening.
laurent.mialon 2 Aug @ 2:48pm 
i did (was a improve this user, so used to the setup mechanic) : that s not the issue here : when i right click on a chair i get nothing, when i right click on a bed i do get the option to prioritize improving.
Zei  [author] 2 Aug @ 1:23pm 
@laurent.mialon you need to give your constructor pawn a priority in the 'improve' job in the jobs panel. Otherwise none of your pawns will pursue the task.
laurent.mialon 2 Aug @ 11:01am 
(and by not working i mean you can set whatever improve task you want on these but crafter gets no option to do the job.)
laurent.mialon 2 Aug @ 10:59am 
Hello/salut, it doesn't seem to be working for chairs or doormats (mod for that one)
恶龙Karo 2 Aug @ 6:07am 
很好用,谢谢大佬。不过我发现它需要一个一键恢复默认设置,因为我不知道为什么点了下计算技能要求,最低技能要求就全变成20了。
Sprocket 1 Aug @ 7:11am 
@Zel awesome :)
Lessïlera 1 Aug @ 3:27am 
Looks like it works perfectly.
Lessïlera 1 Aug @ 2:54am 
Impressive reaction time, nice work, I'm going to test that.
Zei  [author] 1 Aug @ 2:47am 
@Lessïlera thanks for that. I've issued a fix that utilises Harmony better to ensure compatibility with those kinds of mods. It works perfectly now. It also helped me spot a major problem with performance so the mod runs waaaaaay better now (it was only clear when the quality on everything mod was active). I've also added a few other bug fixes with multi-building selection.

Thanks for your input, it helps improve the mod significantly.
Zei  [author] 1 Aug @ 1:26am 
@Lessïlera can you point me to the mod you're referring to? I could add compatibility or expose functionality to help the other mod dev integrate with it.
Zei  [author] 1 Aug @ 1:23am 
@Sprocket I've changed my mind on this one. I see that QualityBuilder also hasn't received an update and there's no word from the dev, so it seems there's a need for an alternative.

I've released an update that lets you select a minimum quality to aim for for the building being improved. That will bring it more in line with QualityBuilder's usage. Enjoy.
Lessïlera 1 Aug @ 1:23am 
Interesting mod but it doesn't work on structures/furniture gaining quality from an other mod (like walls, workbenches, generators...)
Zei  [author] 31 Jul @ 10:52pm 
@Sprocket I've not heard of QualityBuilder until now. Looking at it, it's a bit different. First of all, this mod uses the standard task priority system to determine which pawns do the work. Looks like QualityBuilder makes sure that only the best pawn does so. Also this mod does not provide a function to target a specific quality level (it will just continue attempts until the quality increases).

I don't have any intention of implementing those functions, because I want to keep it simple and vanilla-like. But the end result is the same. You can improve the quality of your buildings to whatever your pawns are capable of.
Sprocket 31 Jul @ 10:41pm 
Is this a spiritual successor to QualityBuilder?
Zei  [author] 31 Jul @ 10:39pm 
@Zero Tachikoma no sorry, it's only for construction tasks. The reason for this is because it doesn't make sense for items. In the base game, when you produce an item at a crafting spot, you can set it to continue producing them until you get that item at a specific quality. You actually don't want to lose the lower quality items because they have other uses like smelting or selling.

In terms of buildings like furniture, you probably don't want the lower quality items. Without this mod though, you would have to continuously build and then deconstruct the furniture manually until you get the quality you want. The mod streamlines this process by automating the task on a specific building (pawn will keep retrying until it gets it, keep in mind you will still expend the resources it would've cost you to build it normally).