RimWorld

RimWorld

Battleseed Dec 1, 2016 @ 5:44pm
Help me solve this
How do you get a crafting bill (do until you have X) to keep making stuff till it has made the specified number and meets the min/max quality you require. Want 5 pants from normal to exec quality. Keep making till it reaches 5 and ignores the rest. As it is right now, if 5 poor quality are made, the bill will stop with 5/5 when I want it to be at 0/5 and keep going.

Know there is a mod (quality builder) that handles this for contructing items with quality, like furniture. There something like that for A15 smithing and tailoring ? There a way to manipulate stockpiles so the bill won't count the things made that are out of desired parameters? Tried deleting the stockpile but the bill still sees the items.

As of now, have to sell or burn things so the bill won't count them. :/
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Showing 1-15 of 37 comments
bigsengineer Dec 1, 2016 @ 7:17pm 
Originally posted by Battleseed:
How do you get a crafting bill (do until you have X) to keep making stuff till it has made the specified number and meets the min/max quality you require. Want 5 pants from normal to exec quality. Keep making till it reaches 5 and ignores the rest. As it is right now, if 5 poor quality are made, the bill will stop with 5/5 when I want it to be at 0/5 and keep going.

Know there is a mod (quality builder) that handles this for contructing items with quality, like furniture. There something like that for A15 smithing and tailoring ? There a way to manipulate stockpiles so the bill won't count the things made that are out of desired parameters? Tried deleting the stockpile but the bill still sees the items.

As of now, have to sell or burn things so the bill won't count them. :/
to my knowlage the quality builder doesnt always make the quality u want instead it makes the thing then if its not good enuf deconstructs and rebuilds. so the idea quality builder uses wont work with clothes or items. honestly just everynow and then making 5-10 and just looking in stckpile to see what u got might be the easiest way
Battleseed Dec 1, 2016 @ 7:40pm 
Originally posted by bigsengineer:
Originally posted by Battleseed:
How do you get a crafting bill (do until you have X) to keep making stuff till it has made the specified number and meets the min/max quality you require. Want 5 pants from normal to exec quality. Keep making till it reaches 5 and ignores the rest. As it is right now, if 5 poor quality are made, the bill will stop with 5/5 when I want it to be at 0/5 and keep going.

Know there is a mod (quality builder) that handles this for contructing items with quality, like furniture. There something like that for A15 smithing and tailoring ? There a way to manipulate stockpiles so the bill won't count the things made that are out of desired parameters? Tried deleting the stockpile but the bill still sees the items.

As of now, have to sell or burn things so the bill won't count them. :/
to my knowlage the quality builder doesnt always make the quality u want instead it makes the thing then if its not good enuf deconstructs and rebuilds. so the idea quality builder uses wont work with clothes or items. honestly just everynow and then making 5-10 and just looking in stckpile to see what u got might be the easiest way
I'm aware how Q builder works, I use it and it's great. The point was it cuts down an the amount of micro you have in regards to building.

Suggesting to just craft more items and look through them is the exact problem I am looking to avoid, not the solution. When you setup a crafting bill you can choose the quality of the input items used to craft, but you can't choose the output quality. That is what i'm after and was hoping someone knew a method or a mod that would solve that.
Last edited by Battleseed; Dec 1, 2016 @ 7:41pm
bigsengineer Dec 1, 2016 @ 9:24pm 
there is no method and a mod to fix this would have to be made to the stockpiles if u made it to the benches u could just pump out nothing but legendary items and would break the game. u know how quality builder works and even on that all u get to do is chose the lowest quality that u wont deconstruct seeing as u dont deconstruct clothes or weapons only a mod for stockpiles that recognises quality would be able to achieve the same as quality builder
Battleseed Dec 1, 2016 @ 10:12pm 
Originally posted by bigsengineer:
there is no method and a mod to fix this would have to be made to the stockpiles if u made it to the benches u could just pump out nothing but legendary items and would break the game. u know how quality builder works and even on that all u get to do is chose the lowest quality that u wont deconstruct seeing as u dont deconstruct clothes or weapons only a mod for stockpiles that recognises quality would be able to achieve the same as quality builder
It wouldn't break the game any more than telling it to build forerver would, and I didn't ask for it to work the same as Q builder accept that it would save some micro mgmt. You obviously don't understand what I am requesting. Please just move along.
bigsengineer Dec 1, 2016 @ 10:24pm 
then confirm u want to make only the quality u want correct and have 5 of that quality in stock?
if no then sry i missunderstood. if yes then having a colony full of legendary equiped ppl with power armor and guns without making a ♥♥♥♥♥♥♥♥ of failures would break the game IMO
Battleseed Dec 1, 2016 @ 10:43pm 
FFS stfu already and stop interjecting things I never mentioned or requested.

All I wanted was the bill to be able to recognise what the pawn has made and only count the items that fall in to the paramaters selected. If it takes 20 things being made to get 5 of what I want that is fine. The point is, the pawn will keep crafting till the bill is completed without me having to check the stockpile and counting things, hence less micro. The bill has no bearing on the output quality, only the tracking of whats been made. Right now it only tracks the numbers and completly ignores the quality. Actualy, what makes the bill even worse is it doesn't just count what has been made but the total number on the map.

Example: Have 2 pants in stockpile, Que up tailor to make a total of 5. Inc Raid, now have 20 pants on the map so the tailor does no work on that bill, as the bill now reads 20/5. Only 1 pair from the raiders was +51% and better than normal quality (what my worker pawns are allowed to wear). Until all the junk pants are dealt with (sold/burned) that bill will sit idle. If the bill worked like Q builder does, it would recognise that there were only 3/5 , not 20/5 and the pawn would keep working. That is all. Nothing to do with deconstructing clothes, legendary only things being made or even close to being OP. This is straight up a QoL improvement and does not imbalance anything.

The only reason Q builder was mentioned was it allows you to set the quality output you want ONE TIME and forget about it. They keep constructing till its done right. Not having to manually go check the work, deconstruct, and set the task again. Over and over.

You get it now?
Last edited by Battleseed; Dec 2, 2016 @ 12:04am
bigsengineer Dec 1, 2016 @ 10:49pm 
so ur saying i missunderstood and apologized and ur pissed about that thats cool man
zambasshik Dec 1, 2016 @ 10:58pm 
No. lets say he wants 5 pants. So he sets a bill "make pants until you have 5". But he also wants pants for at least normal quality. He makes one pair @ good quality -> 1/5. He makes a second pair at normal quality -> 2/5. He makes a third pair at poor -> 2/5. He wants the "make until you have" part also include "make until you have 5 pants of normal or better quality." The poor quality pants would still exsist just not be counted in the creation logic of the bill. For this I would also like.
Last edited by zambasshik; Dec 1, 2016 @ 10:59pm
Battleseed Dec 1, 2016 @ 11:08pm 
Originally posted by zambasshik:
No. lets say he wants 5 pants. So he sets a bill "make pants until you have 5". But he also wants pants for at least normal quality. He makes one pair @ good quality -> 1/5. He makes a second pair at normal quality -> 2/5. He makes a third pair at poor -> 2/5. He wants the "make until you have" part also include "make until you have 5 pants of normal or better quality." The poor quality pants would still exsist just not be counted in the creation logic of the bill. For this I would also like.
Hooray, someone gets it. So it's not such a hard a concept to grasp after all.
bigsengineer Dec 1, 2016 @ 11:16pm 
as i said this would require a change of the stockpiles tho as said would also need more options on the benches. stockpile as it recognises whats in stock not whats u have made feel free to disagree but this is how the make untill mechanic works
zambasshik Dec 1, 2016 @ 11:44pm 
All it would require is the single slider in the bill options page identical to that already seen else where (such as controlling what your pawn wear to prevent tatered clothes) that would provide a redundancy check for counting an item towards a particular count. If you are not very familiar with coding... itd actually be super easy. Like 10 lines of code. Max.
Battleseed Dec 1, 2016 @ 11:54pm 
Originally posted by zambasshik:
All it would require is the single slider in the bill options page identical to that already seen else where (such as controlling what your pawn wear to prevent tatered clothes) that would provide a redundancy check for counting an item towards a particular count. If you are not very familiar with coding... itd actually be super easy. Like 10 lines of code. Max.
Appreciate that you understand what I was asking for, but it has to be more complicated than that. There is no way I am the first person to think of this (it's way too obvious of an oversight) and if it were that easy, one of the many talented moders would have done it already.

Google had nothing, why I posted this thread. Going to look in the official modding forums and maybe request there if nothing found. Steam usualy only leads to headaches.
Last edited by Battleseed; Dec 1, 2016 @ 11:59pm
zambasshik Dec 1, 2016 @ 11:58pm 
I've been thinking about it recently and its actually a problem in my current game because I am out of clothing due it considering old apperal below my usable threshold as a part of the count. Now I haven't actaully looked at the source code for the game, but I can't see it being any more complicated that I layed out. Though you do raise a good point. It is a serious oversight. I'm going to make a post tomorrow in the offical forums that Tyan actaully read and see if they understand something I dont. If I get an answer, I'll come back here and let you know.
Swat__Raptor Dec 2, 2016 @ 6:55am 
I've run into a similar issue before

the quality of a item is randomly determined with every crafting.

this wiki explains the mechanics of quality. http://rimworldwiki.com/wiki/Quality

don't know if this has been pointed out yet but the slider in the crafting window does not Determine the quality of the item made, its controls the quality of items used in the process (if items are required) a example of this is the smelt weapons for metal recipe, you would use the slider to set the quality of item you were recycling to only the lesser quality levels.

crafting very much involves a game of chance, if you tell your pawns that you only want them to wear certain quality clothing, well you had better increase production to provide this for them.

there is are mods which modifies how the quality rolls work if you want to see more consistent crafting results you may want to take a look at some, one example is Static Quality Plus
Swat__Raptor Dec 2, 2016 @ 7:10am 
also one use of the campfire BURN apparel crafting option is to get rid of unwanted items.

there is also the Auto sell mod, which is handy because you can set it to sell low quality and damaged items. that way you at least get some money
Last edited by Swat__Raptor; Dec 2, 2016 @ 7:43am
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Date Posted: Dec 1, 2016 @ 5:44pm
Posts: 37