Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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
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?
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.
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
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