Features
Recycle Apparel at the Tailor Benches.
Recycle common weapons (as usual) at the Electric Smelter.
Recycle output is ¼ of original raw materials.
Please ignore this error: "Config error in Weapon_GrenadeEMP: has smeltProducts but has smeltable=false"
Languages++
Chinese Simplified (简体中文)
Chinese Traditional (繁體中文)
Download
This mod (v1.0) will be using ModSync RW (https://ludeon.com/forums/index.php?topic=41634.0) to update & release in the future.
Updates can be downloaded from GitHub (https://github.com/JemEncode/Rimworld.Mod.Recycle/releases) as well.
Installing/Removing Mod
This mod can be installed into and removed from existing games without causing any problems.
Do make sure there's no Recycle recipe at any Tailor Benches before removing this mod.
Cheers!
Update
02 Jul 2018: Added 1.0 changes.
28 Dec 2017: Applied B18 changes.
08 May 2017: Applied A17 changes.
[attachment deleted by admin: too old]
Oh...that sounds nice.
Will give it a try.
"I set it to half" thats a hardcoded figure, you dont have the ability to change it, do you?
neat.
I was just suggesting a mod like this. One tweak though, if you can work the code for it: Instead of flat 100% or 50% rate of return, scale it to match the item's condition.
Meaning a brand new item at 100% condition would return 100% of the materials used to craft it. An item at only 40% condition would only return 40% of the materials, and so on. This would prevent exploitation of reforging the same broken down weapons and torn up clothes into new ones forever via application of the 2nd Law of Thermodynamics. Meaning that there would always have to be some fresh materials being added to keep things in perfect condition.
Quote from: NephilimNexus on April 13, 2016, 08:35:47 PM
I was just suggesting a mod like this. One tweak though, if you can work the code for it: Instead of flat 100% or 50% rate of return, scale it to match the item's condition.
Meaning a brand new item at 100% condition would return 100% of the materials used to craft it. An item at only 40% condition would only return 40% of the materials, and so on. This would prevent exploitation of reforging the same broken down weapons and torn up clothes into new ones forever via application of the 2nd Law of Thermodynamics. Meaning that there would always have to be some fresh materials being added to keep things in perfect condition.
I think this is great. Maybe set the upper cap at 90% or so, but still, having the returns scale with condition would be ideal I think.
I was looking for a new version of this concept. Great mod, thanks.
Quote from: NephilimNexus on April 13, 2016, 08:35:47 PM
I was just suggesting a mod like this. One tweak though, if you can work the code for it: Instead of flat 100% or 50% rate of return, scale it to match the item's condition.
Meaning a brand new item at 100% condition would return 100% of the materials used to craft it. An item at only 40% condition would only return 40% of the materials, and so on. This would prevent exploitation of reforging the same broken down weapons and torn up clothes into new ones forever via application of the 2nd Law of Thermodynamics. Meaning that there would always have to be some fresh materials being added to keep things in perfect condition.
That signature is pretty extreme
Also this seems like a pretty useful mod, will try it
I would not scale it with item condition.
In real life, when item gets broken (0% condition) does it mean that it just disappear?
No, it just lost few percent of its components.
I have created a mod that takes into account the apparels condition and the skill of the crafter to denote how much material you get back, ill release it soon.
Thanks, this is one of the things I forgot I needed as it feels like a base part of the game, I always have some mod adding it without thinking about it.
Quote from: Canute on April 14, 2016, 11:09:43 AM
no 0% don't mean it disappear, it is just beyond useability.
Swordblade is broken, sure you could sharp the remain and use it as knife, but it is no longer useable as Sword.
Gun, triggerfeather or some internal electronic are broken, you still can use it as club but you can't shoot anymore.
But at both cases most of the material is still there.
But when you create something, you need much more material then the remaining product would contain later which went into the waste normaly. Like the trigger case of a gun which get cut out of a larger block of metal/plastic.
Some material are needed for the construction process and you don't find them anymore at the final product.
You can recycle that extra material and use it again in the next thing you build. Just assume the crafting table comes with enough stock material always being recycled to create parts like that. Realistically there would be no loss of materials for anything, stuff doesn't just dissolve into nothing in a human life span. Cloth and leather might tear or get holes in them, but you can just use a bit of thread to patch them, thread you could pull from somewhere else on the same piece of clothing (cut a thin strip from the waist for example). Plastic and metal is only going to dent or get scratches in it, maybe a crack, just melt it down and reforge it, good as new, no material loss. Wood and stone breaks and cracks, but you can glue or fasten it back together as strong as or stronger than before. The only situation where something wears out and loses material needed to keep using it, is radioactive material. Maybe if power armor had a uranium power core, and based on durability you got less of that uranium back, that's the only place it makes sense.
I can understand the 50% loss thing being there for gameplay reasons though, and I'm fine with it.
I think that it is good as it is now. 50% is a good number, I would even decrease it to 20% especially when used with Aparello or any mod that give variety of stuff to wear. One wave of tribes people and all the stockpile is filled with cloth or leather. The condition percentage system is interesting but for simplicity small flat number is OK.
If you want to make it more "realistic" then maybe for recycling guns it should give "weapon parts" and with this plus some steel (or other material) and components you have a great recipe for any other gun. There is possibility to add another recipe for the same item, right?
Hmm maybe I will reinvent mod to repair or even improve quality of guns and put this recipes to smith workbench to make it more usable.
Quote from: Grogfeld on April 15, 2016, 06:41:11 PM
recycling guns it should give "weapon parts" and with this plus some steel (or other material) and components you have a great recipe for any other gun. There is possibility to add another recipe for the same item, right?
I know most will poopoo this but I like the 3 level 1 components = 1 level 2 component 3 level 2 components = gun
Quote from: BMS on April 15, 2016, 06:45:07 PM
Quote from: Grogfeld on April 15, 2016, 06:41:11 PM
recycling guns it should give "weapon parts" and with this plus some steel (or other material) and components you have a great recipe for any other gun. There is possibility to add another recipe for the same item, right?
I know most will poopoo this but I like the 3 level 1 components = 1 level 2 component 3 level 2 components = gun
Add in a third level and you are turning Scrap into Hats... I like it!
This mod is gonna be a big help for training crafters without flooding my inventory with stone blocks, thanks!
For recycling apparel, i can't find a option to filter what to recycle, like condition, quality, material. if it is not implemented - can it b implemented?
a normal recipe will only give you hitpoints, quality and the type. Material isnt there.
recipe?
then you select thing for crafting you can make items only from cloth or devilstrand in example.
and i like to recycle items say from all materials but not from hyperveawe and all quality lower then good.
1st bill- All weapons below 60 percent
2nd bill- All weapons below excellent, 80 percent
3rd bill- All weapons below normal.
Gives a nice priority to it I think... although twice I had to make bills just for that one gold/silver item (Haven't had a vancidium spear thrown at me yet) and the output is insane. I am not sure if that's base game or this though... Gold spear gave me about 700 gold, so I get to laugh at all the complaints about gold in the forum. ;D
Quite a pretty awesome mod.
Good mod, it should be part of the game.
Smelt feature deserves a second look as well, for example charge rifle recycles into 20 steel.
the mod crashes the game if activated along with one of the mods i'm about to list. I don't know which one it doesn't like yet, but here is a catch all if anyone wants to help finger the bad apple.
Combat Realism Core
CCL
CCL vanilla tweaks
Crash Landing
Extended Medicine
Extended Surgery
I activated all these at the same time. recycle doesn't work with one of them. I'm still messing with CR to find issues while it's in the update process. I'm posting this here snice recycle is the smaller of the mods.
were do i download it?
Quote from: vexen88 on April 29, 2016, 03:27:09 AM
were do i download it?
Below the post there's an attached zip file, you have to be logged in to download it.
thanks for the help
This Mod can be Usefull if you have useless item but great job
Rate
10/10
Great job keep a good work
That feeling when you have 1000 uranium from shivs. Best mod ever
Anyone know how to remove plastic/titanium? Can't pick it up after recycling items o-o;;
Quote from: reiia on May 03, 2016, 04:51:57 PM
Anyone know how to remove plastic/titanium? Can't pick it up after recycling items o-o;;
delete it using dev mode?
Is it possible to only recycle items of a certain quality? like poor and below?
Edit -nvm, i found it sorry to bother you with my foolishness. Very nicely done btw
Would it be possible to have this allow us to recycle certain materials? for example atm I want to recycle everything but hyperweave and devilstrand.
Quote from: SteelRev on April 28, 2016, 07:18:54 PM
the mod crashes the game if activated along with one of the mods i'm about to list. I don't know which one it doesn't like yet, but here is a catch all if anyone wants to help finger the bad apple.
Combat Realism Core
CCL
CCL vanilla tweaks
Crash Landing
Extended Medicine
Extended Surgery
I activated all these at the same time. recycle doesn't work with one of them. I'm still messing with CR to find issues while it's in the update process. I'm posting this here snice recycle is the smaller of the mods.
Recycle is incompatible with Combat Realism.
Thanks for update!
nice mod idea! seems a bit more balanced than mending, since we have to re-craft the items we want.
What is the difference between this and Skullywag's "reclaim fabric" ?
https://ludeon.com/forums/index.php?topic=14177.0
I don't want to discourage or disrespect your work, but as a user, unless I know a reason why this does something better/differently I'm sort of inclined to use Skullywag's stuff instead purely based on him apparently being such a long-standing core part of the community and having a lot of modding experience. There isn't a ton of info about the details in both of the mod descriptions though - so it is a little hard to compare. If there is little/no difference then it is probably best to either differentiate your own work or cooperate/consolidate with the other mod.
-Stigma
if Skull hasnt changed anything. The difference is what Apparel they work on. Skull's one doesn't work on armor vest/personal shields/power armor if I'm not mistaken
Quote from: Chibisuke on July 28, 2016, 11:25:54 PM
if Skull hasnt changed anything. The difference is what Apparel they work on. Skull's one doesn't work on armor vest/personal shields/power armor if I'm not mistaken
That's a reason to use this I guess.
Also from the other mods thread it seems like it is currently bugged in A14 and not actually returning any materials so... until that gets fixed thats an even better reason to give Recycle a shot :)
-Stigma
One thing I feel is missing though is that low durability items should give significantly less materials when recycled. It doesn't make to much sense recycling a pair of 4% trousers into a relatively large amount of perfectly good materials. Maybe high skill should modify this somewhat, but a flat 50% seems a little OP - especially considering how many "junk" clothes you are likely to recycle from raiders and the like.
-Stigma
Quote from: stigma on July 29, 2016, 01:04:50 PM
One thing I feel is missing though is that low durability items should give significantly less materials when recycled. It doesn't make to much sense recycling a pair of 4% trousers into a relatively large amount of perfectly good materials. Maybe high skill should modify this somewhat, but a flat 50% seems a little OP - especially considering how many "junk" clothes you are likely to recycle from raiders and the like.
-Stigma
If i remember correctly most ppl who have a mod for this kinda thing just use the special command "smelt" in the recipe which doesn't allow for much wiggle room in what is refunded..
To return anything bar 50% of the stuff cost you would need to do exactly what i did and detour the smeltproducts method to make it do what you want, my version takes the hp of the clothing and using some math involving the crafting skill of the person doing the work returns a proportional amount of fabric, better tailors will get more fabric back.
Quote from: Encode on July 30, 2016, 04:55:43 AM
Hello Stigma, your request on returning resources proportional to recycled item's integrity (%) is implemented in skullywag's mod. :) That's what he said in one of the earlier post in this thread.
If you read the intro in the 1st page, "Recycle output is half of the cost to make the items.". I try to keep it the same as the original core function which returns 50% of the material when 'smelting' items (regardless of item integrity).
I suppose that is a fair point - 50% isn't any more unbalanced than smelting in general.
I guess it is the core mechanic that really needs an update more than anything.
-Stigma
Isn't a detour overkill?
You can get whatever you want if you write the JobDriver.
I just did a few tests before including the mod in my setup - and I am gettign some weird-ass results ...
For example:
t-shirt, cost 50 units, recycle: 12 or 13 (25%)
duster, cost 80, recycle: 20 (25%)
armor-vest, cost 120 steel 2 comp, recycle 1 comp (50%) 90 steel (75%)
kevlar helmet, cost 70 steel 2 comp, recycle: 17 steel (25%), 35 plasteel (?!?), 1 comp (50%)
I'm confused ..
This is only running the latest community core (with vanille tweaks) + recycle (on A14e)
-Stigma
Hello, thanks for making this - been looking for a better way to deal with low quality crafts besides burning...
Anyway, I have an issue.
I set the Bill at the tailoring table to Recycle anything that is Normal and below. At first it seemed to work, things were being recycled, but all of a sudden it stopped working and they refuse to recycle anything for lack of materials.
So, I changed the target version, and put it in a fresh A15 game. Running a quick test in dev mode with spawning a tailors bench and then having a pawn recycle a starting shirt seemed to go off without a hitch. Gave back I believe 13 pieces of synthread.
Any reason to not give this a try on a full colony? I only ask because I'd rather not get too attached to a colony that is doomed from the outset by the ineptness of my understanding of modding!
Thanks for this mod, I use it in all my games now
It would be nice if the recycle output was related to the cloth's HP, like tattered apparel wouldn't return the same amount a brand new one does, feels a bit overpowered
Thanks for the update!.
Quote from: Encode on September 10, 2016, 03:38:53 AM
Updated to A15
Thanks Encode!
Quote from: aper on September 10, 2016, 04:13:18 AM
It would be nice if the recycle output was related to the cloth's HP, like tattered apparel wouldn't return the same amount a brand new one does, feels a bit overpowered
I think you'll want to take a look at skullywag's mod, believe it is linked earlier in this thread - Reclaim Fabric ( https://ludeon.com/forums/index.php?topic=14177.0 ), although I believe that is suspended until work on CCL for A15 is completed. That mod does take things into account - % of HP, level of crafter, maybe some other stuff. It's pretty cool, but I usually just stick with this one.
Encode, could you please leave the files from previous versions of Recycle on the first post? I'm using Community Core Library and it stills in A14 version.
\o/ hurray thanks!
Encode it seems that Recycle has an issue with Storage Search 15.1.2 by Killface. I have already let him know of this issue but want to let you know of it as well. I am also posting this here so the two of you can figure it out, and hopefully make the mods more compatible. Anyways what happens is that the Electric Tailoring Bench won't allow bills to be added. Using Debug log it was showing this error when clicking add bill:
(http://i.imgur.com/6G3gyVB.png)
This error happens no matter the load order of the two mods and I have found that it only started to happen after Killface added apparel search to Storage Search. Both Storage Search 15.1.1 and 15.1.2 has this error. However version 15.0 of Storage Search has no error do to it being before apparel search was added.
anyone else having problems with this mod ? when I activate it, the "Bills" button of my tailoring bench doesn't pop up the menu as usual.
Not me, and i can even use the recycle from veg. garden too (but different table then this one).
Maybe more the mod at the list more on top, or more down.
I had it on first position, and I had it on last position. The problem remained the same.
Seems I'll have to invest some time here ...
Look for other mods adding recipes to the tailor, Ive seen reports of another mods having this issue so its probably that.
Hey Skully,
Do you think this can be related to the old errors some had with recycling/mending mods, which was comming from other's mods items not having cost/stuffCost defined IIRC?
I think the error is simply a dodgy recipe in a mod.
as I was busy with a concert today, I wasn't able to do the testing. but I can say that I'm not using any mod that changes the tailoring bench/recipes. the only one that does something with recipes that may affect the tailoring bench is JTCopyBills.
What Skully was talking about (and what I was afraid just above too) is a wonky recipe (not coded well or not well updated to A15) in any mods that add items and/or recipes to the game, could cause this. So nearly all mods that add content to the game. That's the problem in term of scope
Providing an output_log.txt files from a game with the error could permit us to have a look at what's really going on also
I just found out that "my" error occures as soon as I load "Recycle" in combination with "Storage Search"
Do you still need a output_log.txt ? If so, I'll get one asap.
[attachment deleted by admin due to age]
meanwhile, killface posted something after I informed him that StorageSearch and Recycle cause an error in combination:
Quote from: Killface on October 24, 2016, 01:59:51 PM
[...]I removed the bill tab detour a few weeks ago but forgot to update the release. 0.15.1.3 has the detour disabled till I find a solution.
seems the problem is solved for now
Note: the download links seem to be available to registered users only.
As this is not the standard procedure in this forum (thankfully) you might want to double check this.
Thanks (registered user knortar)
could you put this on steam?
Thank you.
Hi there, since no one else has reported this yet there was probably something wrong on my end, but there was an error using the A16 mod release where the Molotov grenade had a "nullbase", i changed "<ThingDef ParentName="BaseWeapon">" in Weapons_Grenades.xml in the mod to "<ThingDef ParentName="BaseEquipment">" and the error stopped occurring. Not sure if this helps figure out the problem, but if anyone else has this error there's at least a temporary solution.
Edit: Reverted back to get the error log:
Quote
XML error: Could not find parent node named "BaseWeapon" for node "ThingDef". Full node: <ThingDef ParentName="BaseWeapon"><defName>Weapon_GrenadeMolotov</defName><label>molotov cocktails</label><description>Glass bottles filled with flammable liquid, with a burning cloth in the neck. A favorite weapon of hooligans and desperate warriors from rim to rim.</description><graphicData><texPath>Things/Item/Equipment/WeaponRanged/Molotov</texPath><graphicClass>Graphic_Single</graphicClass></graphicData><soundInteract>InteractMolotovCocktail</soundInteract><techLevel>Industrial</techLevel><statBases><MarketValue>200</MarketValue><Mass>1</Mass><RangedWeapon_Cooldown>2.66</RangedWeapon_Cooldown></statBases><weaponTags><li>GrenadeDestructive</li></weaponTags><thingCategories><li>Grenades</li></thingCategories><verbs><li><label>throw molotov</label><verbClass>Verb_LaunchProjectile</verbClass><hasStandardCommand>true</hasStandardCommand><range>12.9</range><forcedMissRadius>2.9</forcedMissRadius><warmupTime>1.5</warmupTime><noiseRadius>4</noiseRadius><ai_IsBuildingDestroyer>true</ai_IsBuildingDestroyer><ai_IsIncendiary>true</ai_IsIncendiary><soundCast>ThrowMolotovCocktail</soundCast><targetParams><canTargetLocations>true</canTargetLocations></targetParams><projectileDef>Proj_GrenadeMolotov</projectileDef></li></verbs><smeltProducts><Steel>10</Steel></smeltProducts></ThingDef>
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\XmlHandling\XmlInheritance.cs:280)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\XmlHandling\XmlInheritance.cs:155)
Verse.XmlInheritance:Resolve() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\XmlHandling\XmlInheritance.cs:105)
Verse.ModContentPack:LoadDefs() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModContentPack.cs:139)
Verse.ModContentPack:ReloadAllContent() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModContentPack.cs:122)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:44)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:93)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__732() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:48)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:307)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__730() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:231)
Hi. I'm having some errors every time I activate the Recycle mod.
I've attached the modconfig.xml too :)
Thanks!
[attachment deleted by admin due to age]
Quote from: Primal Lord on December 22, 2016, 07:23:04 PM
Hi there, since no one else has reported this yet there was probably something wrong on my end, but there was an error using the A16 mod release where the Molotov grenade had a "nullbase", i changed "<ThingDef ParentName="BaseWeapon">" in Weapons_Grenades.xml in the mod to "<ThingDef ParentName="BaseEquipment">" and the error stopped occurring. Not sure if this helps figure out the problem, but if anyone else has this error there's at least a temporary solution.
Edit: Reverted back to get the error log:
Hi my mod doesn't mess with weapons :)
What do the files in the folder ThingDefs_Misc do? It seems like they're for crafting various objects, but I guess it's probably a workaround for some mod added items so they can be recycled appropriately? I'm just trying to understand/learn how some of these mods work.
I guess your mod does it like this (hard coding moded items to recycle) because it's easier than trying to get your mod to reference another 3rd party mod to check it's values? Is it because it's safer to do it like this than to try to rely on another mod not changing it's stuff/reference so you don't have to worry about issues caused from missing pointers or something? x.x?
Do some items from vanilla just lack recipes for them as they were never intended to be crafted, just purchased? Did you just personally want to change the balance of return on those items? ;.;
Quick question, does it work with Glitter Tech? As in like Titanium, Alpha Poly and Beta Poly items can be recycled back into materials??
Hello Lethe & ZenonX,
To answer your questions, what this little mod does is to
1) add Recipe to TailorBenches for apparel
2) add <smeltProducts> for items that have unstated Stuff(materials) they're made of, or have 2 or more materials in the costlist, where the game's Smelt function gives nothing as it doesn't know what to output.
I noticed there's a pre-release of Alpha17, so I got it and playing it now to see what's new and also to test if the Smelt function is still the same. Will update this mod when I had enough fun. :) cheers!
Ahoi!
Great mod, thanks for it.
Is there a way in which a noob like me can reduce the materiel to 20% instead of the 50%?
Does anyone still have a link for this mod? admin removed it due to age
Quote from: Primal Lord on September 25, 2017, 12:39:47 PM
Does anyone still have a link for this mod? admin removed it due to age
I believe both skully's extended fabrics and the mending mod provide the same features as this mod
Encode,
you should add a new termin at your calendar, the forum delete attachments after 2 months now, so you can reupload it.
Or maybe think about an external hoster.
Hello
Do you plan to update for the existing A18 unstable?
Thanks
Added changes to v1.0.
This mod is now ModSync RW (https://ludeon.com/forums/index.php?topic=41634.0) compatible and you can get future updates using it.
Or download directly from GitHub (https://github.com/JemEncode/Rimworld.Mod.Recycle/releases).
Is it worth just selling the item, rather than breaking it down? Anybody calculated that ? :>
For me, the main purpose of this mod is to breakdown useless things to raw materials instead of letting apparel occupy great amount of space, as RW logic has it we can't stack clothes ... when in real life we CAN ...
Also, we can setup a cycle to "recycle-make apparel" to train the colonists' crafting skill up.
Hi there! Is there any link for the B18 version?
Hello Viki, regrettably I recently removed ALL my of RW installs(+mods) since pre-alpha... and only keep the latest dev-build. Hopefully someone can help you with B18 of this mod. It is such a shame that there's a forum auto-delete of attachments when they're 'too old'. If it isn't too painful for you, maybe try the 1.0 ... uhh B19 dev-build. Take care!
Quote from: Encode on August 17, 2018, 11:11:58 AM
Hello Viki, regrettably I recently removed ALL my of RW installs(+mods) since pre-alpha... and only keep the latest dev-build. Hopefully someone can help you with B18 of this mod. It is such a shame that there's a forum auto-delete of attachments when they're 'too old'. If it isn't too painful for you, maybe try the 1.0 ... uhh B19 dev-build. Take care!
I archive all the mods I use, so I have attached a copy. (the date included in the filename is my addendum for archiving purposes)
[attachment deleted due to age]
Quote from: Encode on August 17, 2018, 11:11:58 AM
Hello Viki, regrettably I recently removed ALL my of RW installs(+mods) since pre-alpha... and only keep the latest dev-build. Hopefully someone can help you with B18 of this mod. It is such a shame that there's a forum auto-delete of attachments when they're 'too old'. If it isn't too painful for you, maybe try the 1.0 ... uhh B19 dev-build. Take care!
Sorry for the late reply, computer meltdown a few days after I posted that, thank you for the reply and thank you BlackSmokeDMax for the link! ;D