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I'll post the error in a discussion and try to get a full log(Keeps failing for some reason currently).
I also drop to 5 FPS if I have the upgrade frame selected.
like could you please give it a stat that makes it faster
@DEATHMARK I have added compatibility for RIMMSqol. This mod caches the base cost of buildings/items since searching for them is expensive. It now clears its cache if you change settings of RIMMSqol
@KatieDante: Thank you for the issue you brought up. For some reason if i use the same graphic path as another building, but with different cutout the graphic for the other building gets overwritten too ... Wll i fixed that now but good luck distinguishing between the upgrade bench and the hand tailot bench visually ;)
I am thinking of implementing something in the form of category or thingdef blacklist. But i need time and motivation to implement that. Good chance it will be done once 1.6 is out and i will binge rimworld again
The cost to upgrade the item is determined by its recipe and the multipliers in the mod settings
Without fully custom UI on the Workbench it is unfortunately not possible to give a intuitive ui for it
Mod seems to be working for everyone else so maybe a combination of my mods lead to this behavior, so thanks for making the mod since it's an interesting concept.
(Only possible thing left to add is unique graphics for bench, but I made myself .xml patch to steal it from other mod I don't use :P)
In my test the improvements reduces time taken by a factor of 20
You probably did not further restrict the bill on the workbench. Which in turn makes the workgiver take a lot of items into account. You can notice similar lag with a normal bill where it has a lot of ingredients currently on the map to be considered. But i will look into getting more performance here