RimWorld

RimWorld

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Everybody Gets One - Continued
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
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561.547 KB
Jul 20 @ 7:00pm
Oct 26 @ 5:56pm
8 Change Notes ( view )

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Everybody Gets One - Continued

In 1 collection by Meme Goddess
Uuugggg's Continued Mods
13 items
Description
Sadly Uuugggg has passed away, I'm going to continue this mod (and some/all of his others) in order to preserve his legacy and impact on RimWorld.

Original Mod
Github[github.com]

Original Description

Set a bill to craft things until there's one for each member of the colony. When someone joins, the bill target count automatically increases.

Features
- "One per colonist + X" : Set it "+2" to keep two *extra* hats around, "-2" for hats for everyone but two people (* See warning below)
- "X per colonist" : Set X to "4" to keep 4 meals per colonist.
- And why not, there's also do bill "With Surplus" : Does the bill only if you have extra ingredients, more than X. Includes all resources that are checked to use for the bill. (Doesn't work on multi-ingredient bills, since, y'know, that's another layer of complication)

Highly-customizable target counts thanks to the TD Find Lib. You can edit who counts as a person: Check out the preview images. e.g. you can not only set a bill to craft tribalwear for slaves only, you can set the bill to craft weapons only for your people with the appropriate skill!

You'll want to Check "Count Equipped" for all this, I imagine.

TD Find Lib
This mod uses the framework mod TD Find Lib to allow very detailed filters to find what you want. For more details on how to use its features, check out that mod page.

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Warning for "One per colonist - X"

You can't set negative values in the bill window, only the bill list, with the " - " button.

Opening the bill config window will reset negative values to "+ 0" since the "-10" "-1" <text field> "+1" "+10" interface is very restrictive and assumes the number can't be negative.

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Suggested other mods for workbenches : Better Workbench Management

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This mod would've gone into my TD Enhancement Pack (if it was more easily toggleable and wasn't so ugly to code). Grab that mod for dozens more little game enhancements.

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Original Source (Not current): https://github.com/alextd/RimWorld-EverybodyGetsOne

125 Comments
Meme Goddess  [author] Oct 16 @ 12:00pm 
@Nal ~ Yeah, the link needs to be updated to support RimSort, it's on my list to do ^.^ But that wouldn't cause it to fail generating a game, what error do you get?

@Spectral_Ace ~ Ah ok, good luck ^.^
Spectral_Ace Oct 15 @ 3:30pm 
@Meme Goddess unfortunately (fortunately for you xD) it seems that for now I have to bother the person continuing Deep Storage. It would seem that something for how it offsets items in storages has had a very bad day and decided to explode. Currently items are floating off shelves sometimes and for me currently, OFF THE EDGE OF THE MAP. I swear, I will get around to hounding you with issues eventually xD. You seemed very interested in the "why has my mod exploded" issues so I figured I'd let you know since this one is more funny broken than detrimental broken.
Spectral_Ace Oct 15 @ 3:25pm 
@Nal Uuugggg past away a few months ago so many of their mods are no longer functional. Many of the mods (like this one) have been continued by other people. However, due to not being able to access Uuugggg's account, the continued mods have been uploaded by other accounts. Rimsort is probably having an issue recognizing all cases of mod continuations so you may need to manually find the continued mods if they are available.
Nal Oct 15 @ 12:39pm 
I came back to Rimworld after taking a break for a bit and noticed that I was getting issues with the world not generating upon starting a game. It looks like it's being caused by this mod for me after going through them one by one. I did notice that all of the mods from the collection of uugg's continued mods don't properly connect to the workshop when using Rimsort even after a resubscribe to the mods. When checking mod in browser it takes me to this: https://steamcommunity.com/id/Uuugggg/myworkshopfiles/?appid=294100
Spectral_Ace Oct 12 @ 10:31am 
*there
I has potato mush brain (aka dysgraphia xD)
Spectral_Ace Oct 12 @ 10:30am 
Ah that makes sense actually. That was one of my guesses actually, but I didn't really know if the game saved data per map or if the gravship counted as its own "map" in some way so it was more of a theoretical guess then a fully fledged one. It makes sense why it was doing that then.

Oh, and I SPECIALIZE in breaking things so if their is a way to break it, I will find it eventually. I don't intentionally break things, I just really like pushing the limits of every system I find so I basically act as an edge-case generator... and I mess around with this mod A LOT so I'll probably find something eventually xD. (Definitely did not spend 4 hours after getting the original version of this mod experimenting with all its features)
Meme Goddess  [author] Oct 11 @ 1:22pm 
@Spectral_Ace Oooo ok, welcome back to my favourite game ever!!! ^.^ So the issue was due to it saving the filters to the Map rather than to World or Game in the save file. So as soon as you changed map, it would destroy the filters and trigger the first time creation for when you got to the new map. I move it to save it to the world instead, so now it's able to find the work bench in the filter dictionary when you get to the new map ^.^

If you have absolutely any issues with the mod, let me know and I'll do my best to fix them
Spectral_Ace Oct 11 @ 1:12pm 
@Meme Goddess I finally decided to come back to Rimworld after a break, that break being due to the whole workbench filters reset on gravship travel and I'm glad to see you fixed the issue. I'm curious though, what was the issue/how did you fix it? I'm not a modder and really only have more of a widespread surface level knowledge of how game code works internally so I'm curious. I'm fairly familiar with Rimworld bugs, but the whole gravships being a weird cross between tiles and entities is new to me. Did you end up having to tie the data to the specific cell in the gravship (assuming that gravships in someway count as a separate entity from the rest of the map)? I have a lot of theories and I'm itching to know if any of them were close
Meme Goddess  [author] Oct 3 @ 6:43am 
@Aera ~ I've added it to my todo list, although it might be a while before I can get to it, as the list is getting rather long.
xuelin Oct 2 @ 8:27am 
I misunderstood. The person was referring to the character's health value, while I was referring to the durability of the item