边缘世界 RimWorld

边缘世界 RimWorld

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Everybody Gets One - Continued
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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561.539 KB
7 月 20 日 下午 7:00
9 月 15 日 上午 3:46
7 项改动说明 ( 查看 )

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Everybody Gets One - Continued

在 Meme Goddess 的 1 个合集中
Uuugggg's Continued Mods
13 件物品
描述
Sadly Uuugggg has passed away, I'm going to continue this mod (and some/all of his others) in order to preserve his legacy and impact on RimWorld.

Original Mod
Github[github.com]

Original Description

Set a bill to craft things until there's one for each member of the colony. When someone joins, the bill target count automatically increases.

Features
- "One per colonist + X" : Set it "+2" to keep two *extra* hats around, "-2" for hats for everyone but two people (* See warning below)
- "X per colonist" : Set X to "4" to keep 4 meals per colonist.
- And why not, there's also do bill "With Surplus" : Does the bill only if you have extra ingredients, more than X. Includes all resources that are checked to use for the bill. (Doesn't work on multi-ingredient bills, since, y'know, that's another layer of complication)

Highly-customizable target counts thanks to the TD Find Lib. You can edit who counts as a person: Check out the preview images. e.g. you can not only set a bill to craft tribalwear for slaves only, you can set the bill to craft weapons only for your people with the appropriate skill!

You'll want to Check "Count Equipped" for all this, I imagine.

TD Find Lib
This mod uses the framework mod TD Find Lib to allow very detailed filters to find what you want. For more details on how to use its features, check out that mod page.

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Warning for "One per colonist - X"

You can't set negative values in the bill window, only the bill list, with the " - " button.

Opening the bill config window will reset negative values to "+ 0" since the "-10" "-1" <text field> "+1" "+10" interface is very restrictive and assumes the number can't be negative.

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Suggested other mods for workbenches : Better Workbench Management

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This mod would've gone into my TD Enhancement Pack (if it was more easily toggleable and wasn't so ugly to code). Grab that mod for dozens more little game enhancements.

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Original Source (Not current): https://github.com/alextd/RimWorld-EverybodyGetsOne

117 条留言
Meme Goddess  [作者] 10 月 3 日 上午 6:43 
@Aera ~ I've added it to my todo list, although it might be a while before I can get to it, as the list is getting rather long.
xuelin 10 月 2 日 上午 8:27 
I misunderstood. The person was referring to the character's health value, while I was referring to the durability of the item
xuelin 10 月 2 日 上午 8:25 
@Meme Goddess ,The mod I am currently using (which can control the durability of various items) generates items that are always slightly larger than its maximum durability due to its encoding. From the comments below, it seems that this situation may cause your mod to not function properly
Genaeve 9 月 30 日 下午 3:09 
Hi, I'm having the same issue as @Vitakanienen and @SalazarWindriver reported on August 16. Anyone figure out what might be causing this issue? Thanks
Mostima 9 月 30 日 上午 12:58 
Update to below. It seems to have fixed itself. I think it's because I saved my WCAAP preset.
Mostima 9 月 29 日 上午 5:42 
Just wanted to say I seem to have it so whenever I reload a save my "who counts as a person" resets to default.
Aera 9 月 20 日 上午 10:16 
To clarify, referring to vanilla fishing spots from Odyssey, not modded (like Vanilla Fishing Expanded).
Aera 9 月 20 日 上午 10:15 
Any chance this could also be applied to fishing spots? They seem to have the basic options for "Do until you have X" or "Do X times", but trying to keep X fish in stock per person would also be helpful.
Meme Goddess  [作者] 9 月 6 日 下午 9:14 
@T ~ That's a really interesting problem, how can an item even have higher hp than max? I don't think I've ever seen that happen.
T 9 月 6 日 下午 2:17 
Silly observation, but when items, for whatever reason (I think it's Character Editor's fault), have more than their max hp (like 138/100), the "One per colonist + X" limit won't count them, since it's looking for an item that is between 0% and 100% hp (and e.g. 138% is obv above that).

So if you're /really/ bored, that's something to potentially add logic for (like, "if slider is set to = 100%, treat it as >= 100%" kinda thing).

TY for picking up this mod!