RimWorld

RimWorld

Recycle Skill Based
31 Comments
Askesis 19 Sep @ 4:30am 
You angel <3 Thank you so much.
LikewiseHH  [author] 19 Sep @ 2:37am 
@Askesis, the filters could be added via XML patch. Updated version now live with support for both mods
Askesis 19 Sep @ 1:23am 
I don't know how filtering works, do you have to append all filter types yourself? Or can you just inherit them from the base game? If it's the latter, then you don't need to worry about 'niche' cases (which this isn't, really), you can just let other mod authors write the filters. :-D Then we can be as niche as we like with our filters! (One I really want to get updated is the materials filter, so I only recycle things that I want the materials from, for example.)
Askesis 19 Sep @ 1:19am 
Also cerebrex node from Odyssey doesn't have a quality. There's quite a few things that I have to manually filter out, otherwise my pawns just get in a loop of building and recycling them. Which is great for training, but I have other ways of doing that hahaha
Askesis 19 Sep @ 1:17am 
Gunlinks don't have a quality. And here are other things from mods that don't either. :-)
LikewiseHH  [author] 17 Sep @ 4:06am 
Hmm very niche. But I will have a look
VitaKaninen 17 Sep @ 4:06am 
It is for things like Doomsdays, grenades, low shield packs, foam packs, etc. It is useful for recycling/smelting bills so you don't have to make separate bills for items with a quality, and for those without one. You can add them all into the same bill and restrict the quality, but also include items without a quality.
It is also very useful for apparel policies, since if you restrict them to excellent or better items, they will take off their low shields or shock lances, etc, since they don't have a quality.
LikewiseHH  [author] 17 Sep @ 3:35am 
How would that even work? All weapons and apparel do have a quality level
Askesis 17 Sep @ 3:25am 
Locally crafted works fine it seems, just no quality filter. :-)
Askesis 17 Sep @ 12:56am 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3456812600
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3528263608

I have other mods adding filters for things but they don't apply to weapons/apparel
LikewiseHH  [author] 15 Sep @ 10:13am 
What mod are those filters coming from?
Askesis 15 Sep @ 1:01am 
Could you allow all filters for this? I've added the 'locally crafted' and 'no quality' filter mods, but they don't show up :-(
-=GoW=-Dennis 31 Aug @ 10:58am 
Thanks for fixing despite not having an effect, clean logs are just great :)
LikewiseHH  [author] 31 Aug @ 10:51am 
Should be fixed now @-=GoW=-Dennis
LikewiseHH  [author] 29 Aug @ 1:22am 
Yeah gonna fix that but it doesn't affect the functionality at all
-=GoW=-Dennis 28 Aug @ 12:39pm 
This mod causes a warning in the log:
Mod Recycle Skill Based dependency (brrainz.harmony) needs to have <downloadUrl> and/or <steamWorkshopUrl> specified.
VitaKaninen 24 Aug @ 10:34am 
I have not tried it by itself, no.
LikewiseHH  [author] 24 Aug @ 10:29am 
Oh my. That looks not at all like it looks in my game. I see that your game is heavily modded. Have you tried this with a more stripped down mod list? Looking at your game this must be bugged and/or a mod conflict
VitaKaninen 24 Aug @ 6:32am 
I am getting 60 xp at level 0 crafting, and 258 xp at level 20.
I am not getting any materials back even at the maximum settings.
I am not seeing any workspeed difference between a level 0 crafter and a level 20 crafter.
https://youtu.be/BW5l_9laIiA

Also, would you allow us to go faster than 400% workspeed? It takes about 5 times as long to recycle something as it does to just make a new item.
LikewiseHH  [author] 23 Aug @ 8:08am 
@VitaKaninen I have added a flag to the settings whether you want to take into account the HP of the item as another multiplier

Re your other questions: The skill level scales the work amount of the recipe. The lower the crafting skill, the higher the work amount and vice versa. This also means that high level crafting pawns cannot as easily grind XP with this. Because XP are assigned per tick, so the lower the work amount, the lower the time needed and thus the lower the XP gained.

Did you maybe run into the daily XP capping already when testing? Because I can see all the effects immediately and clearly
VitaKaninen 23 Aug @ 4:08am 
Also, I am getting a flat 60 xp per item recycled when the setting is set to 1. It took about 45 secs to recycle the item and my game is running at around 30 tps. I would have expected to get around 1,350 xp, unless I don't understand how the math works on this.
VitaKaninen 23 Aug @ 3:55am 
Also, I had another idea about recycling returns. Would it be possible to have the return amount to be based on the hit point% of the item being recycled? For example, if I have a shirt that only has 1% durability, it only makes sense that I would only get 1% or less of the materials back from it, etc. If it is a new shirt with 100% durability, then I would expect to get 90% or more materials back.
VitaKaninen 23 Aug @ 3:55am 
I can't tell a difference in the recycling speed when I have a level 1 crafter recycling, and when I have a level 20 crafter recycling. I can set the speed at 1% on the level 1, and 400% on the level 20, and it takes the same amount of time. Also, do I need to restart the game for this setting to take effect?

Also, I have some questions about how the speed is calculated.
What is the base speed to recycle an item? Is it a set amount regardless of the item being recycled, or is it based on the amount of work that was needed to craft the item, or is it based on the condition of the item?

Also, is the speed multiplier in the settings a flat amount, or does it also take into account the level of the crafter. In other words, if I set all the speed sliders to 100% for level 1,10, 20, will it take the same amount of time for a level 1 as it will for a level 20, or is this a multiplier on top of the natural speed that comes from being a level 20 crafter?
VitaKaninen 23 Aug @ 2:02am 
Thanks!
LikewiseHH  [author] 23 Aug @ 1:42am 
Should be live now @VitaKaninen
VitaKaninen 23 Aug @ 1:36am 
Thanks!
LikewiseHH  [author] 22 Aug @ 11:39pm 
Yes. Good idea. Will add that @VitaKaninen
VitaKaninen 22 Aug @ 4:50pm 
Would you consider adding an option to reduce the resource return from tainted clothing?
LikewiseHH  [author] 22 Aug @ 11:58am 
@RojoMuerte seems to be working fine. The issue only occurs when an item is directly taken from the Outfit Stand to recycling
LikewiseHH  [author] 22 Aug @ 10:14am 
Good question. I haven't tried that case actually. I assume the issue is only there if an item is directly taken from the outfit stand and then recycled.
RojoMuerte 22 Aug @ 6:28am 
Do the items return material if they were placed on an Outfit Stand but then placed in different storage before being recycled or do they never give resources if they were EVER placed on an Outfit Stand?