RimWorld
Recycle This (Continued)
240 comentarios
jpinard 2 OCT a las 3:29 
AWESOME
Mlie  [autor] 1 OCT a las 9:01 
@Wolmer The description has that info
Wolmer 1 OCT a las 8:22 
Can you add this mid game?
Xardis 14 SEP a las 12:41 
Would it be possible for recycling work optionally to give a bit of crafting experience?
Mlie  [autor] 13 SEP a las 22:56 
@Ghostman513 No
Ghostman513 13 SEP a las 18:10 
is there no task on the bench for this anymore?
Mlie  [autor] 12 SEP a las 11:08 
@Anker Added a mod-setting for that now
Anker 12 SEP a las 1:37 
Also, is there a way to adjust the returned ingredient percentage?
Anker 5 SEP a las 22:11 
Can we extend this to being dragged over mechanoids / Scrappable corpses to mark them for deconstruction?
Luv N Hugz |UwU| 1 SEP a las 15:08 
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 31 AGO a las 11:07 
Thanks and sorry again.
Mlie  [autor] 31 AGO a las 11:03 
@-=GoW=-Dennis Fixed now
-=GoW=-Dennis 30 AGO a las 20:41 
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  [autor] 30 AGO a las 12:45 
@-=GoW=-Dennis Added now
-=GoW=-Dennis 29 AGO a las 23:24 
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  [autor] 15 AGO a las 12:04 
@Majes Added now
Mlie  [autor] 15 AGO a las 6:49 
@Majes Please link to that mod
Majes 15 AGO a las 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 14 AGO a las 14:19 
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  [autor] 13 AGO a las 23:57 
@Dr_Zoidberg_M.D. I dont know what that means
Dr_Zoidberg_M.D. 13 AGO a las 23:20 
Would this provide eltex?
PERKELEMAN 13 AGO a las 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 12 AGO a las 14:38 
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  [autor] 12 AGO a las 14:03 
@Erazil From the description: This mod allows you to recycle and destroy weapons and apparel through order icons, without creating annoying bills.
Erazil 12 AGO a las 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 12 AGO a las 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 10 AGO a las 20:39 
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 7 AGO a las 16:55 
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 3 AGO a las 3:44 
thank you! :)
ALERT 3 AGO a las 3:41 
Mile, you are the nicest person with the nicest hobby. I wish you all the best <3
Mlie  [autor] 3 AGO a las 3:35 
@Greisyn Added loadorder directive to avoid that issue now
Greisyn 3 AGO a las 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  [autor] 2 AGO a las 8:08 
@香香 Please link to that mod
香香 2 AGO a las 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 2 AGO a las 0:59 
@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  [autor] 2 AGO a las 0:01 
@香香 I already adressed this, any movement will remove designations. This is not a mod-issue but a vanilla limitation
香香 1 AGO a las 23:52 
Not compatible with adaptive storage framework, items collected in storage will lose the recycling mark.
Mlie  [autor] 30 JUL a las 23:38 
@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  [autor] 30 JUL a las 13:27 
@Otoya Yes, that is a vanilla limitation. designations gets removed when an item is moved
Otoya 30 JUL a las 13:25 
Recycling goes away when moved to a stockpile or a shelf
Mlie  [autor] 30 JUL a las 11:09 
@tpsco21 Nice catch, should be fixed now!
tpsco21 30 JUL a las 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 30 JUL a las 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 30 JUL a las 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 30 JUL a las 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  [autor] 30 JUL a las 1:37 
@Lorebot All keybindings should be editable in the game options I think
Lorebot 30 JUL a las 0:34 
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...