RimWorld

RimWorld

QualityBuilder Unofficial 1.6
70 Comments
Cranberry 17 hours ago 
Also of note is that the Current Map setting reset whenever you jump with a gravship, so you need to set the default settings instead
Cranberry 17 hours ago 
No.. it doesnt? For one, the feature of the mod where it deconstructs and replaces a blueprint if its under the same quality, still works. and for two, it still restricts people under 10 or whatever skill you set, and 10 is plenty enough skill for the vast majority of construciton projects. It should be at 10 by default, because otherwise it disables constructoid robots.
The Dutchman Oct 30 @ 8:37pm 
Which completely defeats the point of adding the mod..
Cranberry Oct 13 @ 4:13pm 
If like you me you noticed most of your constructors werent helping with construction, lower the setting that is called "ignore qualitybuilder at skill" to something lower like 10. Any higher than 10 and your constructoid robots cant help, for example.
Philledus Hunter Oct 4 @ 2:03pm 
Odd question, is there a mod or can this one be used to set the maximum quality you want?
Smithling Sep 17 @ 6:21am 
I can't seem to get this mod to work. People just don't build things anymore.
hazelsteacup Sep 1 @ 10:23pm 
It seems like it only chooses best builder based on skill level, not considering production specialist. Can you make it look through prod specialists and prioritize them?

I tried overriding best builder but it keeps getting reset on load.
Marvash Magalli Aug 31 @ 3:51am 
Same problem as Mr.Missalot. Even when setting the quality requirements as awful, pawns refuse to build unless forced or unless I disable the quality build.
Eternal Chocobo Aug 30 @ 2:09am 
thank you for taking up the mantle, i promise the community is grateful.
Mr.Missalot Aug 22 @ 5:07am 
Hey, I'm not sure what causes this bug, but sometimes when placing furniture, the constructors refuse to work on it.
A pawn with no construct hauls material to the furniture, but the actual constructors wont build it.

This can be manually fixed by force working, or by disabling quality build on that furniture.
-_- Aug 20 @ 2:59am 
@alexander You can toggle it on or off if you want to. Or set the minimium quality to awful or poor. Very useful mod.
Alexander Aug 20 @ 12:45am 
Does this disable quality builder when working on monuments and quest structures? It's so annoying to fail quests because someone made a poor table and someone else breaks it.
Jood122 Aug 17 @ 5:19am 
I have the same, Bannes.
Schadenfreude Aug 16 @ 1:45am 
It's not that big of a deal, but if you are relocating your gravship, while an active blueprint with the QB is toggled on, it won't roll over on the new map and you'll have to manually reenable it.

I also noticed that when I auto-sort QB it gets loaded pretty low on the load order, which stops it from working properly for me. I believe, among other things, that the mod "Build From Inventory" is one culprit. If QB is loaded beneath it when your pawns deconstruct a furniture item the QB toggle doesn't automatically get reenabled.

If someone has the same issue; I fixed this by loading QB pretty much just beneath all your essentials. Personally I put it beneath "XML Extensions" (in case anyone is using that).
Bannes Aug 8 @ 8:48pm 
im getting no errors but the quality icon or option to turn it on isnt there
AllHackNoSkill Aug 7 @ 9:14am 
Update - It was due to having both versions of Quality builder installed. Deleted the non-1.6 version and everything is fine now, for the moment.
AllHackNoSkill Aug 7 @ 6:15am 
v Do the errors cause flickering back and forth from a loading screen to the game for you? That's what happens to me.

Also getting this error. "Tried loading mod with the same packageId multiple times: hatti.qualitybuilder. Ignoring the duplicates." Not sure if this is causing the flickering between a loading screen and the game map, but this didn't start happening till yesterday night. As of posting this, its the next morning in my area.
HinanawiTenko Aug 7 @ 12:42am 
Watch for snowman build orders left over from winter, you will get spammed with errors
Pos 4/5 Aug 6 @ 7:24am 
@Teemo I personally prefer to using a different package id. If the player's mod pack is not working because of a version issue, they will go to the workshop to find a replacement and add the continued mod to the mod pack.
There's no way for them not going to the workshop in this case. Keep the old package id won't help in any way. No tool will automatically download the updated mod using the same package id, the best a mod manager can do is to reply on steamworkshop id, which is different anyway.

The disadvantage of keeping the same package id is: 1. There will be annoying errors when subscribing both the original and your continue version; 2. mod manager will be confused to see two mods with the same package id, yes it's possible they also checked the supported versions, but in certain cases the original mod suddenly added support which will cause issues (Range Finder for example, although mlie used a different id to avoid any issues, but old mod revived suddenly).
Teemo  [author] Aug 5 @ 7:11pm 
@Sammie From what I understand is that it helps keep modpacks from going weird if the original is discontinued. I had thought about changing it, but didn't since people seemed to say it'd be better for compatibility. I can always push out an update to change the packagid later.
Teemo  [author] Aug 5 @ 7:10pm 
@elxxx it's got multiple bugs I've fixed. I went through and fixed every bug I saw that had been reported or that I had noticed
Sammie Aug 5 @ 9:46am 
Is there any reason you didn't change the PackageID? Some "continued" mods do, and some don't. It seems like it causes problems when you don't, but maybe there is some technical reason I'm missing.
Kyle Aug 3 @ 5:56pm 
@roberto_nemntino
There is a mod option that changes (or turns off) the required construction level to build stuff. It is intended so the pawn with the highest level does the crafting of stuff that has a quality modifier by default.
Nanukk Aug 3 @ 1:36am 
After exploring 100s of mods to figure out why mid to late game builders don't want to build anything other than walls and doors in my colony. I found that eventually nobody builds furniture because of this mod.
elxxx Jul 31 @ 6:31am 
I may be wrong, but the original qualitybuilder mod seems to be working fine for me. Just need to add it to the no version warning list.
Y.O.S.O. Jul 29 @ 9:17am 
Ciao Roberto, Quality Builder has been restricting to the top quality constructor for a long while.
roberto_nemntino Jul 28 @ 2:51pm 
Thanks, just wanting to confirm if would restrict to only one builder. Picked up the game again after maybe 1-2 years, and thought this mod would still let all construct, and demolish if quality was below the level. Didnt think it used to restrict to only the colonist with top constructor skill. Thank-you
wingknutt Jul 28 @ 10:30am 
@roberto_nemntino um, that's the whole purpose of the mod. So that the best constructor does the constructing and has the best chance of making the best quality item, and wasting the least amount of materials...
Tommy高富帅 Jul 28 @ 10:03am 
@Roberto_nemntino Well... what is your point? :girlhand:
roberto_nemntino Jul 28 @ 2:51am 
Have a colony of 20+, but when I turn on Quality Builder, only one person does all the furniture or buildings with a quality level. Everyone else does the floor and walls etc, but only the best builder does the Quality Builder jobs.
Cannot see anything in the options that effects this.
Schadenfreude Jul 26 @ 3:23am 
I believe this was an issue back then as well, but when I set the default quality for buildings in the mod settings, which is "awful", to something like "excellent", it eventually gets reverted back to "awful". Any fix for that, or know what causes this?
Guineatown20806 Jul 25 @ 2:53am 
Wait, what? Official Quality Builder is not updated? How did I never realize I didn't have it in my modlist??? Thank you for the Unoffical 1.6 Update though!
Teemo  [author] Jul 23 @ 4:47pm 
I can see if I can add that
Atfaster Jul 23 @ 2:13pm 
@Teemo, add integration with mod MiscRobots++ please. Robots do not build if minimum item quality is set, pawns build only.
Teemo  [author] Jul 19 @ 7:40pm 
true true
Tommy高富帅 Jul 19 @ 7:47am 
Or just make a toggle in the mod menu. ^^
Teemo  [author] Jul 19 @ 7:32am 
Yeah, with odyssey I'm thinking I may just remove the map option altogether as it's very likely you're going to be zooming around to a new map many many many times in a playthrough
Defi Dieter Jul 17 @ 11:35pm 
@LittleSister are you setting "This Map" or "Global"? Because i would not be surprised if "This Map" is reset to "Global" when you move the grav ship, because (duh) you change maps...
LittleSister Jul 17 @ 5:08pm 
when you set a custom default quality in the options menu and play with a grav ship the default setting always resets upon landing with the grav ship
VelxraTV Jul 16 @ 6:22am 
just sharing my trauma from past experiences tbh lol
Teemo  [author] Jul 15 @ 10:57am 
aaah, Alright very good to know. Thank you @VelxraTV!
VelxraTV Jul 15 @ 10:52am 
yes

and removing it can bork someone's game.
Teemo  [author] Jul 15 @ 10:49am 
@VelxraTV would delisting allow people to keep using it and deleting it removes it from even being able to be used?
VelxraTV Jul 15 @ 8:02am 
if you ever decide to remove this mod. please only delist it.
Willow Jul 13 @ 8:57am 
Agreed Teemo, They really need to look over the mod community and implement the popular mods as vanilla. And thank you for the update, you are much appreciated.
Jixxor Jul 13 @ 2:02am 
Very hot, thanks for updating
布丁蛋糕 Jul 13 @ 12:05am 
thx
Teemo  [author] Jul 12 @ 7:50pm 
I created a discord server for bug reporting and beta testing. https://discord.gg/2UUaxC54bs
Teemo  [author] Jul 12 @ 5:09am 
Ty everyone and yeah @Futstub brainz fixed achtung up for 1.6, I also learned that I should've read more carefully I love achtung, so many of its features should be vanilla
z0nk♪ Jul 12 @ 2:45am 
Thank you good sir. Now we can go to SPAAACE with quality! :cozybethesda: