RimWorld

RimWorld

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Mod, 1.1
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Feb 20, 2020 @ 4:50pm
Jun 5, 2020 @ 1:35am
16 Change Notes ( view )

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Best Mix

In 1 collection by Pelador
Pelador V1-1
32 items
Description
Overview
V1.1

A QoL mod that allows variance in how benches select their ingredients.

Mod details

Vanilla has a default setting to search for ingredients by distance. With this mod you have the capability to use a gizmo on a work bench to change the criterion of that search to relate to alternative factors or elements. There are also optional individual best mix settings that you can set per bill. It will default to the gizmo value where these are not set.

The criterion specified for use are as follows:

Beauty Prettiest - highest beauty,
Beauty Ugliest - least beauty,
Insulate Cold - highest material property of cold insulation,
Insulate Heat - highest material property of heat insulation,
Item Ignition - most flammable,
Item Damaged - least hit points against maximum (as applicable),
Item Expiry - most rapid perishable items,
Item Robust - most hit points vs max (as applicable),
Mass Heaviest - most mass,
Mass Lightest - least mass,
Nearest (Vanilla) - default normal behaviour,
Protect Blunt - highest property of protection against blunt damage,
Protect Sharp - highest material property of protection against sharp damage,
Random - random selection,
Stock Fraction - least apportioned stack number against maximum,
Stock Least - least amount of stock for item (mod options),
Stock Most - most amount of stock for item (mod options),
Temp. Coldest - ingredient in coldest ambient temperature,
Temp. Warmest - ingredient in warmest ambient temperature,
Value Cheapest - Least value,
Value Expensive - Most value,
Weapon Bluntest - material blunt damage factor,
Weapon Sharpest - material sharp damage factor.

And will default to the vanilla or nearest behaviour.

Note if the ingredients used in the bill will have a similar property they will be equally compared. So some of the filters are more capable of general use, whereas others are more designed for specific types of ingredients where the filter has some relevancy to the end product based on the associated qualities.

So if you now want your chef to randomly select ingredients from an organised room fridge you can do so. If you want to use the cheapest materials first, or the most damaged, you can do that also. Want to make clothes based on the best sharp protection or insulates against the cold, does that. Want to use the stacks that are not full first to keep things tidy this way, got that covered as well. And so on.

Otherwise the bills will follow the normal filtering process as specified in the bill and within whatever radius is set for them. And would recommend using bill radius and trying to store objects more locally to their associated bench/bill giver.

Please note there is a specific discussion for additional filter suggestions.

Mod Notes

Can be added and removed mid save.

Has a mod option to turn off the functionality and also an option to limit the use to only benches that are recognised as a meal source (e.g. stoves, campfire), which will include modded benches that are also recognised as these kind of bill givers.

Additional mod options are provided for the stock selection types, where you can modify the behaviour to include the whole map for evaluation as opposed to the bill radius and also whether items are stored in valid storage.

Does not apply to pawn based bills.

The mod will also set the maximum number of bills for a billgiver to 125. (Compatible with Better Workbench Management).

Compatibility
*** Subject to conversion ***

Combat Extended - Adds Protect Electric - highest material property of protection from electric damage.
Multiplayer - Native support

Credits

Madeline - a co-author, for the involved harmony transpiler work that makes this mod possible.

LWM - helping with testing.

KV - "No max bills" allowing more bills for a billgiver. Added functionality (slightly modified).

French translation - Rebecca

Recommendations

Deep Storage (V1.1 when converted) - to further improve the ingredient handling of bills by organising storage more conveniently and locally for their associated benches.

Github

Non-steam copy of the mod: https://github.com/PeladorRW/BestMixMod

Source: https://github.com/PeladorRW/BestMixV1-1

Discord

https://discord.gg/CFNP26C

V1.1 Collection

https://steamcommunity.com/sharedfiles/filedetails/?id=2012817741


(CC BY-NC-SA 4.0)
Popular Discussions View All (1)
2
May 9, 2020 @ 9:03pm
load order?
Jet
144 Comments
Mlie Aug 13, 2020 @ 2:23am 
Since Pelador has announced their retirement from modding I made an update of this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2195986094
Hope it helps anyone!
just jim Aug 10, 2020 @ 9:51pm 
one point two pls
Bardock20687 Aug 10, 2020 @ 9:40am 
Hey there. Will you update to 1.2?
pgames-food Aug 6, 2020 @ 8:00pm 
hi redeye, it basically just gives you more ways to select items for use.

imagine you want to cook something... usually you would click on your piles of different meats (which could be lots of different types due to mods), in order to find what is going to go bad the soonest, and then you would set up a bill to cook say pemmican using those meats, and then search for the fruit and veg items that are about to go off, and then specify them into a bill :)

but with this mod, it saves you from having to figure out what foods are going to go off the quickest. (as 1 example)
Redeye Aug 6, 2020 @ 7:34pm 
I have no idea what your mod does.
Wilron Jul 29, 2020 @ 3:14am 
@Pelador

Unfortunately the mod is affecting pawn based bills. I did some testing on a new vanilla save and found no issues, I then repeated the test using the mods Best Mix and Harmony and found the issue that I described previously occurs. Here's some pictures to show the testing methods used and the results. https://imgur.com/a/JYwVPf3
Pelador  [author] Jul 29, 2020 @ 12:35am 
@Wilron

Best Mix doesn't work on pawn based bills so has to be another mod.
Wilron Jul 25, 2020 @ 3:46pm 
Hi there, I have found a bug. For some strange the reason when performing additive surgeries, e.g. installing a kidney or bionic arm, the mod overrides the vanilla medicine selection. This causes the surgery to use nearest medicine available regardless of medicine potency. This bug does not occur when performing subtractive surgeries, e.g. harvesting a kidney or removing a bionic arm.
Wilron Jul 18, 2020 @ 12:10pm 
What I think that it should be changed to is the beauty material multiplier which is 100% for wood and 135% for marble. As the only reason I can image that anyone is trying use the beauty filter is for the purpose of crafting sculptures and for that purpose only the beauty material multiplier matters (though it is slightly changed by the beauty offset of certain materials, though the difference is negligible compared to the multiplier).
Wilron Jul 18, 2020 @ 6:19am 
I think that the beauty filter is being calculated incorrectly as I have been getting some unintended result.
For example if you set up a small sculpture crafting bill with the beauty prettiest filter and select the materials wood, limestone and marble you would want the sculpture to be made from marble but instead it gets made from wood.
The reason for this difference is because I believe that the filter looks at the beauty value of the material itself rather than the beauty material multiplier. I.E. Wood has a beauty value of -4 whereas marble has a beauty value of -12, hence, wood is chosen for the sculpture crafting.