边缘世界 RimWorld

边缘世界 RimWorld

Recycle This (Continued)
240 条留言
jpinard 10 月 2 日 上午 3:29 
AWESOME
Mlie  [作者] 10 月 1 日 上午 9:01 
@Wolmer The description has that info
Wolmer 10 月 1 日 上午 8:22 
Can you add this mid game?
Xardis 9 月 14 日 下午 12:41 
Would it be possible for recycling work optionally to give a bit of crafting experience?
Mlie  [作者] 9 月 13 日 下午 10:56 
@Ghostman513 No
Ghostman513 9 月 13 日 下午 6:10 
is there no task on the bench for this anymore?
Mlie  [作者] 9 月 12 日 上午 11:08 
@Anker Added a mod-setting for that now
Anker 9 月 12 日 上午 1:37 
Also, is there a way to adjust the returned ingredient percentage?
Anker 9 月 5 日 下午 10:11 
Can we extend this to being dragged over mechanoids / Scrappable corpses to mark them for deconstruction?
Luv N Hugz |UwU| 9 月 1 日 下午 3:08 
I wish this mod let you disable recycling things that can't usually be recycled in Vanilla. I just want a button for smelting stuff man.
-=GoW=-Dennis 8 月 31 日 上午 11:07 
Thanks and sorry again.
Mlie  [作者] 8 月 31 日 上午 11:03 
@-=GoW=-Dennis Fixed now
-=GoW=-Dennis 8 月 30 日 下午 8:41 
Sorry Mlie, I got it the wrong way round - to fix the issue, Void Extractor needs to be loaded before Recycle This!, e.g. Recycle This! needs to be loaded after Void Extractor. So the rule is currently the wrong way round.

Sorry for having been confusing. :(
Mlie  [作者] 8 月 30 日 下午 12:45 
@-=GoW=-Dennis Added now
-=GoW=-Dennis 8 月 29 日 下午 11:24 
The same issue with recipes happens for Void Extractor when Recycle This! is loaded after it, can you also add a load before requirement for it? https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3555744865
Mlie  [作者] 8 月 15 日 下午 12:04 
@Majes Added now
Mlie  [作者] 8 月 15 日 上午 6:49 
@Majes Please link to that mod
Majes 8 月 15 日 上午 6:08 
Hi Mile, is it possible to add rule to rimsort to load this mod after Rimforge? It seems it causes some recipes missing if recycle this is loaded before rimforge, and the author of the other mod doesn't seem to care about doing it
The Bard of Hearts 8 月 14 日 下午 2:19 
I believe he's using a mod that offers some kind of material with which to make Eltex items. So he's wondering if you recycle an eltex item, will it still provide the modded material used in its construction.
Mlie  [作者] 8 月 13 日 下午 11:57 
@Dr_Zoidberg_M.D. I dont know what that means
Dr_Zoidberg_M.D. 8 月 13 日 下午 11:20 
Would this provide eltex?
PERKELEMAN 8 月 13 日 上午 10:51 
Hello, I have a bug: When I mark an object for recycling, a pawn takes it to the corresponding workshop, but then leaves it there and gets another one. This repeats itself endlessly. Anybody knows how to solve it?
Erazil 8 月 12 日 下午 2:38 
Thank you Mlie for clarifying (poor English = incomplete understanding). That's not what I'm looking for, unfortunately. In any case, thank you again for your message and for maintaining all the mods that would have disappeared otherwise.
Mlie  [作者] 8 月 12 日 下午 2:03 
@Erazil From the description: This mod allows you to recycle and destroy weapons and apparel through order icons, without creating annoying bills.
Erazil 8 月 12 日 上午 11:14 
(add info)
I use Medieval Overhaul in my run and i see my pawn use another benchwork for recycling clothes (by gizmo) , this second benchwork not have recipes too.
Erazil 8 月 12 日 上午 10:14 
Hi, I don't see the recycling recipes on the tailor benches, which prevents me from automating recycling linked to the tailor benches. The gizmo on the clothes works fine, and the recycling recipes for metal are there.
Any idea where this might come from (I put this mod at the bottom of my list to check)?
Holo The Wise Wolf 8 月 10 日 下午 8:39 
Yippy, i have been crafting and gathering a ton of gear in the progression modpack and it has a mending option but no recycling, now i'm done with normal and below gear i was about to destroy it all but found this first, very good <3 :wl3creepydoll:
Draconicrose 8 月 7 日 下午 4:55 
Thank you for continuing this! Suggestions: option to remove the destroy gizmo, since recycle does the same thing (as far as I can tell); option to hide the recycle job (perhaps bundle it into crafting)
Greisyn 8 月 3 日 上午 3:44 
thank you! :)
ALERT 8 月 3 日 上午 3:41 
Mile, you are the nicest person with the nicest hobby. I wish you all the best <3
Mlie  [作者] 8 月 3 日 上午 3:35 
@Greisyn Added loadorder directive to avoid that issue now
Greisyn 8 月 3 日 上午 3:26 
Just a heads up encountered an error of recipes not showing with this and tiny workbenches installed (though i do have nice bills and dubs mint menu as well) however if anyone is getting no recipes with Tiny Workbenches make sure Recycle This is loaded at the bottom below Tiny Workbenches. to make the recipes show again
Mlie  [作者] 8 月 2 日 上午 8:08 
@香香 Please link to that mod
香香 8 月 2 日 上午 6:30 
I noticed that [777] Favourites! can maintain designations in storage, is it possible to implement this function like it? I really like to select and recycle a bunch of things instead of using Favourites to mark them one by one. Many thanks for your work!
The Bard of Hearts 8 月 2 日 上午 12:59 
@Mlie
Hey, Mlie. Totally get that its a vanilla limitation. But knowing how awesome you are; I have to wonder... Would it be at all possible to prevent pawns from moving the item once designated except for the purposes of recycling? Just a thought. If not, that's cool. We all really appreciate everything you do for the community already.
Mlie  [作者] 8 月 2 日 上午 12:01 
@香香 I already adressed this, any movement will remove designations. This is not a mod-issue but a vanilla limitation
香香 8 月 1 日 下午 11:52 
Not compatible with adaptive storage framework, items collected in storage will lose the recycling mark.
Mlie  [作者] 7 月 30 日 下午 11:38 
@臭画画的之为什么油漆又出界了 That was fixed in the last update. Verify your mod-versions before reporting issues please.
some mod weapons take too long to recycle, often work all day,And we can't stop yet, or we'll start all over again
Mlie  [作者] 7 月 30 日 下午 1:27 
@Otoya Yes, that is a vanilla limitation. designations gets removed when an item is moved
Otoya 7 月 30 日 下午 1:25 
Recycling goes away when moved to a stockpile or a shelf
Mlie  [作者] 7 月 30 日 上午 11:09 
@tpsco21 Nice catch, should be fixed now!
tpsco21 7 月 30 日 上午 9:39 
Fixed it.
In line 74 of JobDriver_RecycleThing.cs replace "workLeft -= statValue" with "workLeft -= statValue*delta" and in line 61 of JobDriver_DestroyThing.cs replace "workLeft -= 1" with "workLeft -= delta"

This fixes the issue by ensuring the amount of work done is proportionnal to the amount of time that passed since last ticked and not the number of times this method was ticked.
tpsco21 7 月 30 日 上午 9:12 
Most likely comes from this bit of code in JobDriver_DestroyThing.cs :

doWork.tickIntervalAction = delegate(int delta)
{
var actor = doWork.actor;
_ = actor.jobs.curJob;
workLeft -= 1f;
actor.GainComfortFromCellIfPossible(delta, true);
if (workLeft <= 0f)
{
doWork.actor.jobs.curDriver.ReadyForNextToil();
}
};
tpsco21 7 月 30 日 上午 8:47 
Hello, I think there may be an incompatibility of this mod and slower pawn tick rates as having those two mods loaded together causes recycling to be abysmally slow.
Lorebot 7 月 30 日 上午 2:13 
ok, after lookin at the keybindings again I realized that the Y key was bound in the Misc category, when I changed that it affected Recycle. I had been looking for a specific keybind for Recycle like some of the other big mods have. Thanks for making me look again :D
Mlie  [作者] 7 月 30 日 上午 1:37 
@Lorebot All keybindings should be editable in the game options I think
Lorebot 7 月 30 日 上午 12:34 
really enjoying this mod, but is there a way to change the hotkey for Recycle? I keep finding myself pressing X because that's the key for Deconstruct...