边缘世界 RimWorld

边缘世界 RimWorld

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Everything Has Quality [1.4+ Fork]
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Mod, 1.4, 1.5, 1.6
文件大小
发表于
更新日期
5.758 MB
2022 年 11 月 6 日 下午 8:55
6 月 14 日 下午 8:51
9 项改动说明 ( 查看 )

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Everything Has Quality [1.4+ Fork]

描述
Original mod description
(Almost) everything has quality. A fully configurable mod for affecting what items have quality and how quality is determined.

***If you experience issues with the newest version of the mod, try unsubcribing and resubscribing and/or deleting the folder for this mod at steamapps\workshop\content\2885573321***

Configurable Options for Adding Quality to:
Work Tables
Security Buildings and Turrets
Other Construction
Ore, Leather, and other Stuff
Manufactured Goods (e.g. Components)
Meals
Meat, crops and other ingredients (separate min/max limits for raw tasty)
Drugs
Medicine
Shells and Grenades
Weapons (supplements vanilla)
Apparel (supplements vanilla)

Note: Restart is required when removing quality from items.

New Options for Calculating Quality
Quality of ingredients and materials above or below a set "standard quality"
Quality of work tables
Pawn skill affects quality of crops and other resources
Recipes/construction with minimum skills are more difficult to create in high quality

New (Optional) Inspirations:
Inspirations for animal gathering, butchering, construction, cooking, harvesting, mining and stonecutting
These inspirations are less common and only last 4 days.
When making items with excellent or lower maximum quality, the inspiration lasts the entire 4 days instead of for only one item.

Other Configurable Features
Select minimum and maximum quality ranges from awful to legendary.
Qualities of silver can be traded at a set exchange rate without buy/sell penalties.

FAQ
What mods do you recommend?
Quality Expanded - Now that more items have quality, put the quality to use by expanding what it affects.

Crop and Meat Quality - Adds quality requirements to meal recipes. Better meals will require better ingredients.
Can I add this to an existing game?
Yes. After saving and reloading, existing items will have normal quality.

Can I remove this from an existing save?
Probably.

Does this work with mod-added items?
Yes, this mod adds quality with C# instead of xml, which enables the mod to affect mod-added items without the need for a patch and increases configuration options. A restart is required to add/remove quality.

Does this work with:
Quality Doors - Yes. This mod will allow you to apply min/max quality limits to doors and to decide whether door quality is based solely on skill or skill + materials.

Crafting Quality Rebalanced - Yes. Keep in mind if using materials to affect quality, the skill limits of CQR will be based on standard quality materials.

*Insert Mod Name* - I don't know

pudy248's Additions
- Recompiled for 1.4
- Removed lvl20 skill cap in some calculations so this is compatible with Duck's Insane Skills
- Added (experimental )option for supply quality to affect crafting/construction level mutiplicatively. This may or may not work properly, please report any bugs you find.
- Added support for Improve This to make getting masterwork/legendary buildings a bit more doable
- Added support for Easy Upgrades, for the same reason as Improve This.
- Added biotech support. Previously, mechs would throw errors upon trying to make something with quality. Now they behave properly.

Report bugs here: https://github.com/pudy248/EverythingHasQualityFork

Please go send some love to the original creator ( https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2627433311 ), this mod is very complex and well outside my skill range, I don't take any credit for it's creation.
热门讨论 查看全部(3)
1
7 月 16 日 下午 10:52
Maybe related error?
moo
1
2024 年 2 月 29 日 下午 10:08
Bug: Building Quality limited to Excellent
DeepWater
0
5 月 31 日 下午 9:40
Dynamic Trade Interface Silver Quality Oddness
Scarlet
81 条留言
vexxn0va 10 月 19 日 上午 6:01 
is there a way to remove the quality label for walls?
Pierre 8 月 28 日 上午 11:50 
One note: after starting a new colony. The mod setup-values worked. I deavtivated Quality on resources and have no more problems with traders. Maybe you should turn it off by default.
Anker 8 月 28 日 上午 9:33 
I think there should be a mod option that sets a minimum quality level for things spawned by the game, and leave things under that quality for things constructed by the player.

There are a number of custom starts that set you up with a certain power budget- Only for power produces and consumers to roll as Low Quality and them not being viable with quality mods like this enabled. Things that exist during world generation should probably be Normal, at the least.
Pierre 8 月 28 日 上午 4:35 
Hi. I encountered the same bug. The Caravan-Trader and Trader-Airships won't buy or sell everything. If I sell to a settlement it counts in "silver (excelent)" don't using the "silver-value" of the tradingmenue. But if I conclude the trade I don't get the silver at all (at least I get my goods). I tried to turn off the quality of resources in the mod-menue but allready generated resources keep their quality and when I'm selling at the settlement it won't change too.
pudy248  [作者] 8 月 18 日 下午 3:01 
Most likely. Only normal silver can be used with traders, but you can buy and sell lower and higher quality silver to get more normal silver.
Anker 8 月 16 日 下午 11:41 
On reflection, I suspect that's more to do with classics.
Anker 8 月 16 日 下午 9:54 
Even when I have money, and the trader has money, I can't buy or sell. Either one tells me "the colony cannot afford this deal". Though perhaps that's just with Classics, since they're recruited to player faction?
Anker 8 月 16 日 下午 9:50 
Seems to have issues with silver. Trade tells me I don't have any money, probably because none of mine is normal quality.
Nighthawk 7 月 20 日 下午 6:02 
Not sure if this is an error or not, but when I changed the configs on "ingredients/worktable quality %" it always go back to the standard 60/40.
moo 7 月 18 日 上午 12:15 
It might be relevant that I think if the recipe contains a resource that does not have quality, that this happens to