RimWorld

RimWorld

72 ratings
Quality Expanded
   
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Mod, 1.3
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239.671 KB
Oct 22, 2021 @ 6:29pm
Dec 22, 2021 @ 9:36pm
8 Change Notes ( view )

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Quality Expanded

Description
Provides various configurable options for increasing the impact of quality. Quality Framework and XML Extensions are recommended to unlock the full features of this mod.

Hit Points & Deterioration
Quality affects max hit points.

Buildings and items can permanently deteriorate in quality if their current hit points falls below the max hit points for the next-lowest quality. Buildings and armor check for quality loss when damaged. Other items check for quality loss once per day. Buildings and items with art have a lower chance to deteriorate and will only deteriorate if they fall below good level hit points.

You can see the deterioration at work on map spawn, as some of the spawned buildings might deteriorate to poor or awful quality.

Additional Quality Effects:
Quality can be configured to affect:
  • Research Speed
  • Work Table Speed
  • Door Open Speed
  • Power Output, Power Usage, and Battery Efficiency
  • Ranged Weapon & Turret Cooldown
  • Melee Weapon Cooldown
  • Medicine Potency

Changes to Vanilla
The following vanilla quality effects can now be disabled:
  • Beauty
  • Bed Rest Effectiveness
  • Comfort
  • Deterioration Rate (disabled by default) - It is recommended to disable this when using Quality Hit Points. Otherwise high-quality items will have higher HP in addition to losing HP slower, extending their lifespan well beyond that of vanilla.

Recommended Mods
Quality Framework - Adds quality to buildings, stuff, weapons, apparel, and other items (configurable) to make full use of this mod.

XML Extensions - Allows configuration of the quality factors for various stats. Also increases compatiblity with other mods.

Compatibility & Other Mods
Should be compatible with just about anything, including mods with similar features. In order to ensure the configuration options of this mod take precedence, this mod should be loaded after mods with similar features.

For example, when using Quality Doors, this mod will control the hit points and door speed effects of quality, while Quality Doors will continue to make doors minifiable.

FAQ
How does quality deterioration work?
Assume a normal building with 300 hit points and a .75 poor factor, so a poor building would have 225 hit points. The building takes 10 damage, falling to 290 hit points. Since 290 is still above 225, nothing happens. If the building gets damaged to 220 hit points, there is a one time check with a 13.3% of deterioration. If it is damaged again to 210 hit points, there will be another check with a 15% chance. The actual formula is (1 - current hp / current max hp) / 2.

How does this affect performance?
The performance impact should be minimal. A test with a full colony mining didn't get higher than .038ms with performance analyzer. A full-scale combat with lots of damage to buildings might get a bit higher, but this mod should still qualify as performance light. This mod also uses conditional harmony and def database patches to ensure disabled features have zero performance impact. As a result, a restart is required for many settings changes.

Can I add this to an existing game?
Yes.

Can I remove this from an existing save?
Probably, but you will get an error on the first load.

How do the cooldown features of this differ from Quality Cooldown?
    Quality Cooldown only:
  • Factors are not adjustable
  • Cooldown is also affected by remaining HP
  • Only applies to ranged weapons, not turrets.

    Quality Expanded only:
  • Factors are adjustable, uses same factors as Quality Cooldown by default.
  • No adjustment based on HP (but quality can be configured to degrade when HP is lost).
  • Applies to both ranged weapons and turrets.

    Both
  • Factors are adjustable
  • HP affects cooldown (and configurable deterioration).
  • Quality affects ranged weapons and turret, HP cooldown factor only affects ranged weapons.

Does this work with <ModName>:

I don't know. This mod should be compatible with the bulk of other mods, but if you run into any problems please let me know.

Github link[github.com]

[ko-fi.com]


Popular Discussions View All (2)
0
Nov 12, 2022 @ 3:39pm
Any chance to fold in the tool Quality mod in this mod?
lost
0
Sep 16, 2022 @ 7:24am
Quality effect cool down breaks all other mods effecting cool down
goddling
39 Comments
Nito Dec 11, 2022 @ 2:58am 
yeah so this mod seems to make the whole map unexplored/undiscovered after constructing the hi tech research bench
pudy248 Nov 6, 2022 @ 9:05pm 
I've made an unofficial port of this mod at https://steamcommunity.com/sharedfiles/filedetails/?id=2885572675 , it appears to work properly with 1.4 and solves the buggy mod configuration issue.
Proxy ニャ Oct 25, 2022 @ 2:55pm 
1.4?
Hyomoto Sep 18, 2022 @ 11:33am 
I think I found an interesting and unexpected interaction. The item quality deteriorates function interacts weirdly with everything has quality by causing silver to degrade in worth. I'm reporting this in case someone wants to do something with this information, but I'm fairly sure this is where it's coming from.
shilum_nehum Apr 10, 2022 @ 5:28pm 
sorry for an ignorant question but how do i tell if this mod is working?
reallyhairydave Feb 26, 2022 @ 5:09am 
Curious if there's anything that can be done on this end with a slight issue between this and Winston Waves, basically any reward given will always have awful quality for any item that didn't have a quality originally (examples include stone blocks, minified turrets and prosthetics)
Aito Feb 24, 2022 @ 3:15am 
quality expanded has a compatibility issue with the Infusion 2 mod which causes items that have a higher max HP (because of their quality which is adjustable in the mod settings) to revert to the their original max HP on a save reload

there is an issue for it on the mod's github repo as well

https://github.com/Cozarkian/QualityExpanded/issues/2
MadLight Jan 10, 2022 @ 9:38am 
Upon loading a save with "Quality adds HP" enabled, all items, armors and weapons hitpoints reset to their default material HP.
Erythion Jan 3, 2022 @ 2:20am 
Also, it seems like if I enable the "Stuff, food, and other item quality deteriorates" option, stuff that doesn't use HP loses quality overtime, making silver a really, really bad currency
Erythion Jan 1, 2022 @ 9:14am 
Hi, can you make food & meal quality affect their nutrition?