边缘世界 RimWorld

边缘世界 RimWorld

Salvage Rubble
18 条留言
Anker 9 月 17 日 上午 9:57 
I like the idea, but breaking any rubble will skyrocket your wealth into the stratsophere, regardless if you actually take any of it into your colony storage. I broke down a building's worth on my first gravship launch and immediately had my entire colony wiped by a high power Siege.
Monkey Magic 8 月 26 日 上午 5:28 
@Moja - Your issue here is not a mod conflict, but the way your patch is implemented. I see that you've set a very low rate to the resource returns on deconstruction, but you have high figures for the costList values - with just your mod alone, breaking rubble will always have a high yield.

You could change this to (an I will be vague to not spoil your composition):

Common resource 20
Rare Resource 3
Very Rare Resources 1

Set decon returns to 0.3

Still being vague, you should get much better results on both decon, and destroy returns. Mods that give full yield will still get the full costList, but at least it's more reasonable now.
[The] Force 8 月 22 日 下午 5:31 
Yeah came back to say what Hirisse said, basically I always use the 100% return from resources thing for ideology which is what's causing the deconstruction to be so OP, not a mod conflict or anything, just because you CAN get all that, it means you ALWAYS get all that on deconstruct with this xD
rarewhalerw 8 月 1 日 上午 12:25 
somehow after installing worthless junk this mode dont work
rarewhalerw 8 月 1 日 上午 12:09 
i dunno why i cant disscontsruct rubble does this mode conflict with other mods
Prophet 7 月 22 日 上午 6:40 
is ultra rare more rare then extremely rare?
Hirisse 7 月 22 日 上午 5:06 
Hi! I have the same problem here, and actually, it probably comes from the fact that one of my mods makes my ideology allow me to recover 100% of the resources when I dismantle something, and so if I dismantle the debrit, it gives me back 100% of the resources outside of your parameters. So if you create a config it is the maximum resource that you must be able to influence as well otherwise the problem will persist.
Moja  [作者] 7 月 21 日 上午 9:38 
I will work this week on the configuration integration. hope to be ready until weekend
H.k Hunter 7 月 21 日 上午 2:46 
Can we change the resources point by ourselves in menu?:cleankey:
Moja  [作者] 7 月 20 日 上午 2:00 
Must be some other mod who changes directly the resourcesFractionWhenDeconstructed for "all" items or something similar .. I have set this from zero to 0.00025 (by default the rubble-piles have no resources at all) .. if there ist another mod after mine in the mod-order who changes this to say 1 or higher you get really large amounts of sttel. Best move my mod to the end of the list.
[The] Force 7 月 19 日 上午 10:45 
So it appears there's *somethin* wonky happening cause right now I get 1k steel, 30 wood, 10 components, 2 gold and 1 plasteel from *every piece of rubble* xD

That's a lotta steel
The Blind One 7 月 19 日 上午 3:29 
Neat, I'd love to see the Odyssey junk have some use in this game similar to the other mods that allow you to deconstruct junk on the map.
Moja  [作者] 7 月 19 日 上午 3:23 
Since there are many new salvageable scrap items in the game, I plan to expand the mod to cover even more of them in future updates - if there is interest.
Moja  [作者] 7 月 19 日 上午 3:19 
I intentionally kept it balanced to avoid being OP from the beginning. Once configuration is available, everyone will be able to adjust the values as they prefer.
CordialVillain 7 月 19 日 上午 3:01 
I thought it was odd you couldn't get anything out of them.
The Blind One 7 月 19 日 上午 1:59 
I would argue that ultra is more severe than extremely but ... I'm nitpicking 😆
Moja  [作者] 7 月 18 日 下午 4:30 
Planed skill dependency (construction):
0–3: 0.5×
4–6: 1.0×
7–10: 2.0×
11–20: 3.0×
Moja  [作者] 7 月 18 日 下午 4:28 
Current Rates:
Steel:~25%
Wood:~7.5%
Component:~2,5%
Gold:~0.5%
Plasteel: ~0.3%

Will be later skill dependent (construction) and configurable