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[Quality Matters - Start of stack trace]
Verse.PatchOperationAdd(xpath="Defs/StatDef[defName = "HungerRateMultiplier"]/parts"): Failed to find a node with the given xpath
Verse.PatchOperationConditional(xpath=Defs/StatDef[defName = "HungerRateMultiplier"]/parts/li[@Class="StatPart_Quality"]): Error in <nomatch>
Verse.PatchOperationSequence: Error in the operation at position=2
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Which I am assuming is due to a changed xpath
https://steamcommunity.com/sharedfiles/filedetails/?id=2599504692
There are a few mods that are kind of similar.
Everything Has Quality - Makes it so almost everything has quality (including some buildings like turrets and even food). It also makes the quality of materials affect the quality of items. And it adds "inspirations" for a temporary buff to colonists after crafting something of high quality.
Quality Expanded - Quality affects max hit points. Buildings & items can permanently deteriorate in quality if their current hit points falls below the max hit points for the next-lowest quality. Buildings & armor check for quality loss when damaged. Other items check for quality loss once per day. Buildings & items with art have a lower chance to deteriorate and only if HP drops to certain level.
No Random Construction Quality - Overrides the random quality rolls when you build furniture/items and instead uses a static function to determine what quality the resulting item is.
QualityBuilder - All buildings that have quality (beds, tables etc) will only be build by the best builder.
BTW: There's also "Quality Colors" that colors items based on quality and "Quality Of Building" to change the texture of furniture and items to reflect the quality level.