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RimWorld => Mods => Releases => Topic started by: zlj on August 20, 2016, 02:40:41 PM

Title: [1.1/1.0] Static Quality Plus 1.3
Post by: zlj on August 20, 2016, 02:40:41 PM
Be aware that 1.3 currently has quite a few bugs, please use 1.2.2 instead

Version 1.3

This mod allows you to tweak certain skill, passion and item quality settings (and now also completely unrelated stuff =p) :

- modify item quality rolls
- modify skill degradation severity
- modify whether or not you can lose skill levels due to degradation
- change xp modifier values from passions
- modify daily xp cap
- turn off daily xp cap
- allows pawns to gain passions
- caps the amount of passions a pawn can have
- enables 24h plant growth
- turn off crafting notifications for masterwork/legendary
- can enable legendaries only when Pawns are inspired
- allows you to adjust the XP bonus for the Great Memory trait



Static Quality+ (should probably be called something else by now =p) now combines all features from Static Quality, Static Quality SR and Mad Skills (all variants), as well as the features mentioned above and can be configured "on the fly" via the Mod Options panel.

IMPORTANT NOTE: Due to the questionable use of private variables in the original game code settings are saved to the root of whatever your RimWorld config folder is, not the actual /Conf folder.


Contributors: Killface (CCL stripping on A15), mazacik (some code fiddling on A16), noobinall (bugfix in A16 release), Jaxxa (for the 24h plant growth idea), HawnHan and Huang Junhao (ChineseSimplified translation), Ratys (inspiration for the GMT slider)

---------------------
Changelog for 1.3:

Added ChineseSimplified translation thanks to HawnHan and Huang Junhao
Added slider to adjust Great Memory trait bonus XP
Added slider to adjust the chance of gaining a passion on levelup (if the slider is at 100, it uses the old passion gain routine)
Added slider to adjust legendary crafting chance

---------------------
Changelog for 1.2.2:

Added support for translations (currently supported languages, English and German)
Fixed crafting notifications

---------------------
Changelog for 1.2.1:

Updated for Rimworld 1.1, but is still backward compatible to 1.0

---------------------
Changelog for 1.2:

Added switch to disable daily XP cap

---------------------
Changelog for 1.1:

Fixed issue with the labelling error that has appeared with 1.0.2096
Added tooltips for the options that had none

---------------------
Changelog for 1.0:

Updated for 1.0, congratulations to the RimWorld Team on the release! (and also for not messing too much with the code from B19 => 1.0 ;D)

---------------------
Changelog for B19.1:

fixed the age old bug in the daily xp cap modifications
fixed the perma sun lamp (it overwrote the original in B19)
added a switch to turn off crafting notifications
added a switch to enable legendary items only when pawns are inspired

---------------------
Changelog for B19:

Updated for B19
Modified code to reflect the new (reduced) number of quality levels in the game

---------------------
Changelog for B18:

Updated for B18

---------------------
Changelog for A17.1:

Implemented RimWorld Mod and ModSettings classes (essentially moved the configuration tab that was on the main menu into the new built in mod configuration menu). Added Perma Sun Lamp, that works around the problem with the Sun Lamps that turn off at night, without breaking any other Sun Lamp mods (just be sure you select the proper one when you build em!).


---------------------
Changelog for A17:

Updated for A17, added bugfix for map component

---------------------
Changelog for A16.1.2:

Mod configuration tab moved back to ingame Tab due to clash with hugslib mod option menu. Retained save feature.

---------------------
Changelog for A16.1.1:

Mod configuration tab moved to general game option settings. Settings are now saved on exiting the option menu and loaded from file once the game is started.

---------------------
Changelog for A16.1:

Upped to A16

---------------------

Changelog for A15.1.1:

Added an option to enable 24h plant growth similar to ED-24HPlants mod which is currently broken due to CCL dependency.

---------------------
Changelog for A15.1:

Changed version naming to be more coherent with Rimworld version. Implemented Killface's modifications to remove CCL depencency.

---------------------
Changelog for 1.3.2:

Added, new switch that can turn off level loss due to skill degradation

Cleanup, some code lines that didn't make sense in the original

Known issues: daily xp cap switch doesn't really work as expected

---------------------
   
Changelog for 1.3.1:
Customization madness!

Added, radio buttons (finally figured those out! =p) for skill and item quality options.

Added, additional skill degradation options. You can now choose between vanilla skill degradation, halved skill degradation, "mild" degradation (the amout of xp lost is no longer level dependent) and no degradation.

Added, a quality setting to revert to vanilla values (in case someone wants the other features of this mod but not the static quality part)

---------------------

Changelog for 1.3:
Added a passion for passion ;) And also some cosmetic/configuration tweaks

Modified, Passion Tweak/Learning Saturation: Modified values now also show up properly when mousing over the skills in the charater sheet.

Added, Passion gain: Pawns can now gain passion when they level up a skill. The chance increases with level, e.g. Level 0 => Level 1 == 10%, Level 1 => Level 2 => 20% and so on. At 10 and above the chance is 100%.

Added, Passion cap: To balance out the Passion gain feature, you can now turn on passion caps, so each time a Pawn gets a passion point and has more than 4 passions, a random skills passion will be lowered by one.

Modified, Mod Options Panel: Grouped related items and made sure the settings are also saved properly.

---------------------

Changelog for 1.2:

Modified, Static Quality: Added an additional checkbox that allows you to set the quality spread to +/- 2, WARNING: Since i haven't figured out how to do radio buttons in CCL yet, you need to check BOTH +/- 1 and +/- 2 to actually get the proper spread.

Added, Passion Tweak: Enabling this changes the passion XP modifier to 1, 1.25, 1.50 (from 0.33, 1, 1.5), but retains the original joy gained from working.

Added, Level dependent Learning Saturation: Enabling this, changes the 4k daily XP cap to a level dependent value (level * 500 + 1000. E.g. Level 0 => 1000 xp cap, Level 1 => 1500 xp cap and so on).

---------------------

Default Settings are:

- skill_switch is set to NO DEGRADING
- quality_switch is set to STATIC QUALITY
- no level loss is OFF
- Level dependent Learning Saturation is OFF
- Passion Tweak is OFF
- Passion gain is OFF
- Passion cap is OFF

Item creation quality Table:

Skill Level Range:Resulting Item Quality
0-2 Awful
3-5 Shoddy
6-8 Poor
9-10 Normal
11-12 Good
13-14 Superior
15-16 Excellent
17-19 Masterwork
20-20 Legendary

Items can be +/- 1 or +/- 2 of above table (if the appropriate option is selected) e.g. 0-2 skill has a 2/3 chance of being awful, and 1/3 of being shoddy, 17-19 => 1/3 excellent, 1/3 masterwork, 1/3 legendary, 20 => 1/3 masterwork 2/3 legendary.


WARNING: Be aware that running the MadSkills Mod in parallel will actually cause characters to gain experience, rather that lose it, when not using the skill =p (Since RT used a different approach than i did with circumventing the skill degradation).


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Title: Re: [A14] Static Quality + V1.2
Post by: kaptain_kavern on August 20, 2016, 02:57:10 PM
woah that's look quite interesting (and customizable ! i like that)

thx for sharing
Title: Re: [A14] Static Quality + V1.2
Post by: zlj on August 21, 2016, 01:36:27 PM
Quote from: kaptain_kavern on August 20, 2016, 02:57:10 PM
woah that's look quite interesting (and customizable ! i like that)

thx for sharing

You're welcome .. and since i was on a roll, i've made some more additions & customization options. ;)
Title: Re: [A14] Static Quality + V1.3.1
Post by: Exende on August 21, 2016, 07:06:24 PM
does this mod have that feature of MadSkills where skill level will degrade, but never go down levels?
Title: Re: [A14] Static Quality + V1.3.1
Post by: damnfan on August 21, 2016, 07:14:36 PM
Quote from: Exende on August 21, 2016, 07:06:24 PM
does this mod have that feature of MadSkills where skill level will degrade, but never go down levels?

In the mod options menu you can disable skill degradation
Title: Re: [A14] Static Quality + V1.3.1
Post by: zlj on August 21, 2016, 09:50:18 PM
Quote from: Exende on August 21, 2016, 07:06:24 PM
does this mod have that feature of MadSkills where skill level will degrade, but never go down levels?

No, but sounds like a useful addition. I think i'll make all non vanilla settings not make you lose levels due to degradation.
Title: Re: [A14] Static Quality + V1.3.1
Post by: zlj on August 22, 2016, 02:29:43 PM
Quote from: Exende on August 21, 2016, 07:06:24 PM
does this mod have that feature of MadSkills where skill level will degrade, but never go down levels?

It does now! =p
Title: Re: [A14] Static Quality + V1.3.2
Post by: Elysium on August 22, 2016, 06:12:06 PM
This mod looks pretty interesting, I think I'll try it out the next time I play. I like the customisation.
Title: Re: [A14] Static Quality + V1.3.2
Post by: Vesstair on September 03, 2016, 07:28:43 PM
I'd love for this to be updated to a15 :)
Title: Re: [A14] Static Quality + V1.3.2
Post by: Nanao-kun on September 11, 2016, 04:52:34 PM
Would also love to see this mod updated.

EDIT: Oh, it requires CCL.
Title: Re: [A15] Static Quality Plus A15.1
Post by: zlj on October 05, 2016, 05:17:56 PM
Upped to A15, please extend your thanks to Killface for the CCL stripping ;)

regards

zlj
Title: Re: [A15] Static Quality Plus A15.1
Post by: Dingo on October 05, 2016, 06:00:13 PM
Just when I thought you couldn't possibly be any more AFK, you go and do something like this... and TOTALLY REDEEM YOURSELF.
Title: Re: [A15] Static Quality Plus A15.1
Post by: mabor0shi on October 05, 2016, 10:32:04 PM
@zlj thought it wud be inappropriate to thank u in the MadSkills thread, so i will do so here: thank you. You have completed the xp system. I didn't even realize Tynan left it unfinshed til i read about this. [I don't mean that literally. I understand Tynan has a vision for RW. But so do we all ;) ]
Title: Re: [A15] Static Quality Plus A15.1
Post by: zlj on October 06, 2016, 01:20:46 PM
Quote from: mabor0shi on October 05, 2016, 10:32:04 PM
@zlj thought it wud be inappropriate to thank u in the MadSkills thread, so i will do so here: thank you. You have completed the xp system. I didn't even realize Tynan left it unfinshed til i read about this. [I don't mean that literally. I understand Tynan has a vision for RW. But so do we all ;) ]

You're welcome ;)

Completed, nah .. i'm pretty sure there are a few nice tweaks left ;) I've collected a few ideas that i personally would like to see it make it into Rimworld (not saying i actually got the skill to implement all these though, already tried the combat realism "light" thing and failed rather spectacularly =p)

1. I'm thinking of making the XP cap per day optional.

2. Add some side effects on character traits, e.g. making do stuff they're locked out of, albeit with a MAJOR penalty (i mean, with enough persuasion/force you can make anyone do anything ... it doesn't necessarily mean they have to like i though =p) and at some point make the penalty flip into a bonus ..

3. degrading passions (if you don't use skills, passions will degrade)

4. multiple stack carrying (with backpacks or the like)

5. multiple item carrying (up to max capacity) (eg. Assault Rifle got size 20, default pawn capacity is 75, so 3 assault rifles can be carried at one time, except just being able to haul one).

6. combat realism "light", remove the weight and ammo crap (sorry, not a fan of micro management ;) )

7. stat display, carrying capacity, accuracy, etc.

8. firing/attack speed increases with skill level

9. pawns can actually get stronger and carry more stuff if they haul enough things around (right now its much too static for my tastes)

10. fat pawns actually slim down/become stronger if they work all the time (on the other hand, lazy ones can get fat =D).

Of course i'm also open for suggestions about tweaks you guys can think of. If it makes sense, i'll be happy to implement it (given time), i mean, half the functionality in SQP was built because someone asked for it ;)
Title: Re: [A15] Static Quality Plus A15.1
Post by: mabor0shi on October 06, 2016, 10:02:50 PM
Quote from: zlj on October 06, 2016, 01:20:46 PM
Completed, nah .. i'm pretty sure there are a few nice tweaks left ;) I've collected a few ideas that i personally would like to see it make it into Rimworld (not saying i actually got the skill to implement all these though, already tried the combat realism "light" thing and failed rather spectacularly =p)
well, this mod helps the player to put whatever cherry he wants on top of the vanilla XP system. Sound more accurate? 8) Nice tweak ideas. Dingo says KillFace is workin on the backpack thing (https://ludeon.com/forums/index.php?topic=26617.0) already. but, maybe u can outdo him.
Title: Re: [A15] Static Quality Plus A15.1
Post by: zlj on October 08, 2016, 10:37:31 AM
Quote from: mabor0shi on October 06, 2016, 10:02:50 PM
well, this mod helps the player to put whatever cherry he wants on top of the vanilla XP system. Sound more accurate? 8) Nice tweak ideas. Dingo says KillFace is workin on the backpack thing (https://ludeon.com/forums/index.php?topic=26617.0) already. but, maybe u can outdo him.

Outdo him? Naw, but maybe he can use some help. ;)

Also, upped to A15.1.1 added the functionality from ED-24HPlants into the mod, since its original is currently broken. Also for tutorial purposes ;)
Title: Re: [A15] Static Quality Plus A15.1.1
Post by: EldVarg on October 08, 2016, 01:32:46 PM
Cool, liked that 24h mod. Does the aging on the plants go faster too? The 24h mod had a bug, making some outdoor plants age too fast so they died before you could harvest them.
Title: Re: [A15] Static Quality Plus A15.1.1
Post by: zlj on October 08, 2016, 09:44:04 PM
Quote from: EldVarg on October 08, 2016, 01:32:46 PM
Cool, liked that 24h mod. Does the aging on the plants go faster too? The 24h mod had a bug, making some outdoor plants age too fast so they died before you could harvest them.

Considering the code for 24h mod only returned true or false on a certain amount of ticks passed on any given day if find that hard to believe. Allthough if you can find proof, i'd be happy to investigate.

@KF, damn your Flash is fat! =D Lemme know what you need to speed him up ;)
Title: Re: [A15] Static Quality Plus A15.1.1
Post by: DestroyX on October 19, 2016, 11:50:39 AM
small question, does the 24h plant growth thing also work with vegetable garden? or is it limited to vanilla plants?
Title: Re: [A15] Static Quality Plus A15.1.1
Post by: zlj on October 19, 2016, 12:52:06 PM
Quote from: DestroyX on October 19, 2016, 11:50:39 AM
small question, does the 24h plant growth thing also work with vegetable garden? or is it limited to vanilla plants?

To be honest i don't know how the VG mod works, but if its referencing the vanilla "is resting" function, then it should work. Easiest way to know, just try it out ;)
Title: Re: [A15] Static Quality Plus A15.1
Post by: laokangz2 on October 31, 2016, 01:48:12 AM
Quote from: Killface on October 08, 2016, 03:00:00 PM
Quote from: zlj on October 08, 2016, 10:37:31 AM
Quote from: mabor0shi on October 06, 2016, 10:02:50 PM
well, this mod helps the player to put whatever cherry he wants on top of the vanilla XP system. Sound more accurate? 8) Nice tweak ideas. Dingo says KillFace is workin on the backpack thing (https://ludeon.com/forums/index.php?topic=26617.0) already. but, maybe u can outdo him.


so amazing,  can U tell me what is this mod: your people can driver a car, how amazing

Outdo him? Naw, but maybe he can use some help. ;)

Also, upped to A15.1.1 added the functionality from ED-24HPlants into the mod, since its original is currently broken. Also for tutorial purposes ;)

yes, any help welcome:) thanks for the 24 h plants, will use them as soon as Mr. Wayne starts growing potatoes.

(http://i.imgur.com/NdeCV5p.jpg)
Title: Re: [A15] Static Quality Plus A15.1.1
Post by: tonsrd on November 30, 2016, 07:21:19 AM
could uput the 24h plant grow as a stand alone mod. ?
Title: Re: [A15] Static Quality Plus A15.1.1
Post by: faltonico on November 30, 2016, 10:06:01 AM
I seriously don't know where did Tynan get the idea of plants "resting". What is the point of hydroponics and sun lamps then? just indoors growing? what a waste.
Thanks a lot for the mods!
Title: Re: [A15] Static Quality Plus A15.1.1
Post by: zlj on November 30, 2016, 02:05:00 PM
Quote from: tonsrd on November 30, 2016, 07:21:19 AM
could uput the 24h plant grow as a stand alone mod. ?

If you keep all the other settings @vanilla configuration, it behaves just like a standalone mod.
Title: Re: [A15] Static Quality Plus A15.1.1
Post by: rdz1122 on December 20, 2016, 02:13:08 PM
A16 +bump
Title: Re: [A15] Static Quality Plus A15.1.1
Post by: Nanao-kun on December 20, 2016, 02:24:39 PM
Would also love to see an a16 version.
Title: Re: [A15] Static Quality Plus A15.1.1
Post by: MisterVertigo on December 20, 2016, 09:19:51 PM
Love this mod. Looking forward to the A16 version!
Title: Re: [A15] Static Quality Plus A15.1.1
Post by: zlj on December 22, 2016, 11:54:24 AM
Quote from: MisterVertigo on December 20, 2016, 09:19:51 PM
Love this mod. Looking forward to the A16 version!

Looking into it. Something seriously farked with the mod though, just exchanging required  version numbers doesn't do the trick =|
Title: Re: [A15] Static Quality Plus A15.1.1
Post by: Nanao-kun on December 22, 2016, 02:41:27 PM
Quote from: zlj on December 22, 2016, 11:54:24 AM
Quote from: MisterVertigo on December 20, 2016, 09:19:51 PM
Love this mod. Looking forward to the A16 version!

Looking into it. Something seriously farked with the mod though, just exchanging required  version numbers doesn't do the trick =|

Maybe it's because construction and repair were merged?
Title: Re: [A15] Static Quality Plus A15.1.1
Post by: mazacik on December 23, 2016, 06:56:57 PM
I updated the mod to A16, here (https://www.dropbox.com/s/tw9ru2je4k5ig9p/Static%20Quality%20A16%20Unofficial.rar?dl=0) you go. Note that this is an unofficial update, problems might occur; If they do, that sucks, wait for the official update.
Title: Re: [A16] Static Quality Plus A16.1
Post by: zlj on December 28, 2016, 10:40:35 AM
Upped to A16, enjoy! ;)
Title: Re: [A16] Static Quality Plus A16.1
Post by: faltonico on December 28, 2016, 12:22:09 PM
Thank you!
I feared i had to subdue myself to Tynan's game development tyranny!
Title: Re: [A16] Static Quality Plus A16.1
Post by: Expresso on December 29, 2016, 06:53:31 AM
Quote from: zlj on December 28, 2016, 10:40:35 AM
Upped to A16, enjoy! ;)

Unfortunately the furniture is not built
Title: Re: [A16] Static Quality Plus A16.1
Post by: asquirrel on December 29, 2016, 12:53:41 PM
I keep getting an error like "static quality plus - no new BP available?"  Doesn't crash the game though, whew! :)
Title: Re: [A16] Static Quality Plus A16.1
Post by: zlj on December 30, 2016, 11:13:11 AM
Quote from: Expresso on December 29, 2016, 06:53:31 AM
Unfortunately the furniture is not built

Would you mind to elaborate?

@asquirrel, when/where/after doing what, do you get that message?
Title: Re: [A16] Static Quality Plus A16.1
Post by: asquirrel on December 30, 2016, 11:54:15 AM
Hi ZJL.  I was getting that message after a project was finished.  I haven't gotten it yet since I changed my mod load order and updated some mods.  I'll keep you posted if it comes back! :)
Title: Re: [A16] Static Quality Plus A16.1
Post by: gorre9090 on December 30, 2016, 06:48:19 PM
I thought I posted earlier but I was wondering if anyone could explain the static quality options to me? Im not sure I understand the different quality options.
Title: Re: [A16] Static Quality Plus A16.1
Post by: Primal Lord on December 30, 2016, 07:12:01 PM
Quote from: gorre9090 on December 30, 2016, 06:48:19 PM
I thought I posted earlier but I was wondering if anyone could explain the static quality options to me? Im not sure I understand the different quality options.

I don't quite remember the numbers themselves, but basically static will always create the quality that is appropriate for their level, ie lvl 20 will always produce legendary, +-1 allows them to build one level above and below, ie the same lvl 20 could build as low as masterful, +-2 allows 2 levels, ie that builder will build no lower then excellent quality up to legendary tier
Title: Re: [A16] Static Quality Plus A16.1
Post by: Expresso on December 31, 2016, 03:05:56 AM
Quote from: zlj on December 30, 2016, 11:13:11 AM
Quote from: Expresso on December 29, 2016, 06:53:31 AM
Unfortunately the furniture is not built

Would you mind to elaborate?
@asquirrel, when/where/after doing what, do you get that message?

He ordered the construction of a minimum quality beds 2+. They brought life and do not build. even mandatory in the menu there is no command to "build a bed". Abolishing the minimum quality - starting to build
Title: Re: [A16] Static Quality Plus A16.1
Post by: zlj on December 31, 2016, 07:36:59 AM
Upped to A16.1.1, moved config options to general game options and mod now remembers option settings after level load (read the important note!).


@Expresso, i'm afraid i have no idea what you're talking about.

@gorre9090, its hardly rocket science ... the original game code has about 4 quality levels spread per skill level, this mod changes this spread to 1 (static quality), 3 (+/- 1) or 5 (+/- 2), depending on what you configure in the options.
Title: Re: [A16] Static Quality Plus A16.1.1
Post by: HYBB on December 31, 2016, 03:36:22 PM
for some reason after update it, i cant see the "Mod Settings" button from HugsLib in Options
Title: Re: [A16] Static Quality Plus A16.1.2
Post by: zlj on January 01, 2017, 07:18:20 AM
Upped to A16.1.2, moved the config options back to the main tab due to clashes with hugslib config tabs, but retained the save feature.

I did not implemented the hugslib config tabs in SQP, as after the fiasco with CCL i really don't feel like creating a dependency with any other mod at this point.
Title: Re: [A16] Static Quality Plus A16.1.2
Post by: BlackGyver on January 02, 2017, 03:20:31 PM
Hello! Cannot yet speak as to the quality of the mod but given what I've read, it looks like a must-have.

I have a request; could you put a link towards a dropbox so people won't have to register on these forums to download the file?

Thanks in advance!
Title: Re: [A16] Static Quality Plus A16.1.2
Post by: DonationBox on January 30, 2017, 03:29:58 AM
Hi zlj.

Just want you to know that there's a bug in your MapComponentInjectorSQ.cs code, at least for the dropbox version.

At line 25:
map.components.Add((MapComponent)Activator.CreateInstance(static_quality));

Should instead be:

map.components.Add((MapComponent)Activator.CreateInstance(static_quality, map));

Otherwise it won't actually add the component and will instead keep clogging up the output log until it's like 500 megabytes.
Title: Re: [A16] Static Quality Plus A16.1.2
Post by: zlj on February 05, 2017, 10:48:49 AM
Quote from: noobinall on January 30, 2017, 03:29:58 AM
Hi zlj.

Just want you to know that there's a bug in your MapComponentInjectorSQ.cs code, at least for the dropbox version.

At line 25:
map.components.Add((MapComponent)Activator.CreateInstance(static_quality));

Should instead be:

map.components.Add((MapComponent)Activator.CreateInstance(static_quality, map));

Otherwise it won't actually add the component and will instead keep clogging up the output log until it's like 500 megabytes.

Hi,

you'll have to elaborate on that ..

If the mapcompontent function didn't work i'd expect the mod not to work at all.

Which output log are you referring to? If it was a "permanent logging" bug, i'd be expecting it to show up in the ingame debug log as well (just had a look, with your modification and without, saw nothing in a pretty far advanced game state).

Any specific actions you performed? You sure its not another mod?

Also, the dropbox version isn't the "official" mod release, use steam workshop version or the archive file attached to this thread.

regards

zlj
Title: Re: [A16] Static Quality Plus A16.1.2
Post by: biship on February 08, 2017, 10:17:38 AM
After a minute of playing, I have hundreds/thousands of this error in my log:

MissingMethodException: Method not found: 'Default constructor not found...ctor() of static_quality.MapComponent_SQ'.
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at static_quality.MapComponentInjectorSQ.FixedUpdate () [0x00000] in <filename unknown>:0
(Filename:  Line: -1)


I've changed every setting incase one of them wasn't saved correct yet the error continues.

I applied the fix above from noobinall, compiled the dll, and the error is gone.
Title: Re: [A16] Static Quality Plus A16.1.2
Post by: branch? on February 12, 2017, 03:03:15 AM
If I already have mad skills in my save game, does that mean i will have to remove it and add this mod? or can i just add this mod and will it work fine?
Title: Re: [A16] Static Quality Plus A16.1.2
Post by: zlj on February 12, 2017, 07:28:12 AM
Quote from: Glitterworld Plant-Boy on February 12, 2017, 03:03:15 AM
If I already have mad skills in my save game, does that mean i will have to remove it and add this mod? or can i just add this mod and will it work fine?

Neither SQP nor MS has any "static" components that are added to the save file, so you can add/remove either at any point with no side effects.

@Biship, i'd like to replicate the issue, but so far have not been able to. You started a new game, or a saved one? Which mod did you have applied? Steam version, dropbox or the attached?

regards

zlj
Title: Re: [A16] Static Quality Plus A16.1.2
Post by: 123mind123 on February 16, 2017, 08:26:41 PM
Is it possible and if so how do you get this into a game save without making a new game?
Thanks in advance.
Title: Re: [A16] Static Quality Plus A16.1.2
Post by: Tyolan on March 19, 2017, 08:37:18 AM
New bug with Neurotrainer. Same bug with or without daily xp cap activated.
See Before http://imgur.com/tptfSDg (http://imgur.com/tptfSDg) and After http://imgur.com/qJ9gASw (http://imgur.com/qJ9gASw).

With the mode deactivated, everything works fine: http://imgur.com/l0ZySYx (http://imgur.com/l0ZySYx).

For information, the Rimworld wiki said (http://rimworldwiki.com/wiki/Neurotrainer (http://rimworldwiki.com/wiki/Neurotrainer)): "The daily max learning and "too smart" traits do not affect experience gain and the neutrotrainer will not count against daily XP gain".
Title: Re: [A16] Static Quality Plus A16.1.2
Post by: SpaceDorf on March 19, 2017, 01:37:31 PM
Absorbed into the collection .. resistance is swamptile

============EDIT============

Since I promoted myself to Captain Obvious today ..

I would like, and think they are even more important, the tooltips for the Static Quality settings and the Skill degrading as well.
Title: Re: [A16] Static Quality Plus A16.1.2
Post by: ZLF on March 28, 2017, 04:16:44 AM
Will the daily xp cap function be fixed in the future?
Title: Re: [A16] Static Quality Plus A16.1.2
Post by: creeper857 on April 03, 2017, 02:34:28 PM
do you still have alpha 15 version, Im still playing on alpha 15 and there isnt an old version download unlike with most other mods
Title: Re: [A16] Static Quality Plus A16.1.2
Post by: Izum on April 14, 2017, 09:03:28 AM
Pls download link on non steam version.
fck this capcha!!!!!!!!!!!

Title: Re: [A16] Static Quality Plus A16.1.2
Post by: Canute on April 14, 2017, 09:24:24 AM
The download is the attachment at the 1. posting, no capcha at last not for forum members.

Title: Re: [A16] Static Quality Plus A16.1.2
Post by: dwlatrel on May 27, 2017, 03:21:14 PM
 update pls =x
Title: Re: [A16] Static Quality Plus A16.1.2
Post by: ultra4 on May 28, 2017, 02:03:19 PM
A17 soon?
Title: Re: [A16] Static Quality Plus A16.1.2
Post by: dwlatrel on May 29, 2017, 01:36:55 AM
pls someone update it T_T
Title: Re: [A16] Static Quality Plus A16.1.2
Post by: dwlatrel on May 30, 2017, 06:39:41 AM
someone help us !!! ... i cant live like that, update it :(
Title: Re: [A17] Static Quality Plus A17
Post by: zlj on May 30, 2017, 07:17:33 PM
Upped to A17, enjoy.

Haven't really been paying attention to this forum much ...

@Tyolan, i'm assuming its all fine after a day has passed, giving you the proper daily xp cap again? Or does it fawk up the rest of the game for that char? If its the former, i'd call that a purely cosmetic bug.

@SpaceDorf, i read that as, you want hover tooltips over the individual settings buttons, right? Shouldn't be too hard, i'll consider adding it.

@ZLF, i never really had the time to figure out what the problem with overriding the daily xp cap is to begin with. Would require more time to investigate, which i sadly don't have atm. It is on my long term todo list though =p

@creeper, added last A15 release for download as well.

regards

zlj
Title: Re: [A17] Static Quality Plus A17
Post by: faltonico on May 30, 2017, 07:29:42 PM
Would you consider moving the mod's settings to the menu included in the base game, rather than a new tab?
Thanks for the update!
Title: Re: [A17] Static Quality Plus A17
Post by: dwlatrel on May 31, 2017, 12:38:24 AM
 love u !!!!!!!!!!
Title: Re: [A17] Static Quality Plus A17
Post by: zlj on May 31, 2017, 01:23:29 PM
Quote from: faltonico on May 30, 2017, 07:29:42 PM
Would you consider moving the mod's settings to the menu included in the base game, rather than a new tab?
Thanks for the update!

Yes, read patch notes why its not there =p Then go blame Tynan for not adding a generic mod configuration menu to the base game.

---------------------
Changelog for A16.1.2:

Mod configuration tab moved back to ingame Tab due to clash with hugslib mod option menu. Retained save feature.

---------------------
Changelog for A16.1.1:

Mod configuration tab moved to general game option settings. Settings are now saved on exiting the option menu and loaded from file once the game is started.

---------------------
Title: Re: [A17] Static Quality Plus A17
Post by: indeed on May 31, 2017, 01:32:26 PM
A17 now has mod settings support.
Please read https://ludeon.com/forums/index.php?topic=32735.0
For my mod, I just stick with that provided by HugsLib instead. You can give it a try if you like.
Title: Re: [A17] Static Quality Plus A17
Post by: faltonico on May 31, 2017, 03:57:03 PM
Quote from: zlj on May 31, 2017, 01:23:29 PM
Quote from: faltonico on May 30, 2017, 07:29:42 PM
Would you consider moving the mod's settings to the menu included in the base game, rather than a new tab?
Thanks for the update!

Yes, read patch notes why its not there =p Then go blame Tynan for not adding a generic mod configuration menu to the base game.

---------------------
Changelog for A16.1.2:

Mod configuration tab moved back to ingame Tab due to clash with hugslib mod option menu. Retained save feature.

---------------------
Changelog for A16.1.1:

Mod configuration tab moved to general game option settings. Settings are now saved on exiting the option menu and loaded from file once the game is started.

---------------------
I'll blame you for not reading patch notes xD
Quote from: indeed on May 31, 2017, 01:32:26 PM
A17 now has mod settings support.
Please read https://ludeon.com/forums/index.php?topic=32735.0
For my mod, I just stick with that provided by HugsLib instead. You can give it a try if you like.
Title: Re: [A17] Static Quality Plus A17
Post by: JohnLG on May 31, 2017, 10:58:49 PM
I read that sunlamps now automatically turn off at night.  Is it possible for the 24h plant growth option to override this behavior, or is there already a solution in place for that problem?  I haven't actually gone and tested things much yet.
Title: Re: [A17] Static Quality Plus A17
Post by: zlj on June 01, 2017, 01:17:11 PM
@indeed, nice find, thanks, worth looking into. Definitely not using hugslib, i still have nightmares from the CCL dependency ...

@falto, touché!

@john, not sure how the sunlamps work in code atm ...
Title: Re: [A17] Static Quality Plus A17
Post by: Arira on June 02, 2017, 02:07:53 PM
Is it possible to do compatibility patch for Star Wars - The Force?
Some1 of SW Modders said it could be if SQ+ would use Harmony
Title: Re: [A17] Static Quality Plus A17
Post by: zlj on June 04, 2017, 03:16:13 PM
Updated to A17.1, rewrote the mod to support the now built in mod configuration menu (yay!), added temporary workaround for the sun lamps.

If anyone happens to know how to access xml values from C# .. let me know, been banging my head against that problem for the last 2 hrs ... GRRR, not to mention the fawking internal modifier on the Building_SunLamp item ...

@Aria, harmony support seems worthwhile, i'll look into that.
Title: Re: [A17] Static Quality Plus A17.1
Post by: dismoc on June 15, 2017, 08:13:59 PM
No download button?
Title: Re: [A17] Static Quality Plus A17.1
Post by: MisterVertigo on June 15, 2017, 09:33:43 PM
Quote from: dismoc on June 15, 2017, 08:13:59 PM
No download button?
Links are at the end of the first post.
Title: Re: [A17] Static Quality Plus A17.1
Post by: ErrorUnknown on June 18, 2017, 01:01:09 AM
I would also like to ask for mod support of Star Wars mod, something in how it handles xp for the force gets broke when enabling this
Title: Re: [A17] Static Quality Plus A17.1
Post by: Arira on June 18, 2017, 04:34:26 PM
Exactly why i m asking for making SQ+ on harmony. :D
Can't play SQ+ and SW - Force at the same time.
Title: Re: [A17] Static Quality Plus A17.1
Post by: Great on July 05, 2017, 08:17:35 PM
So,how the item quality modifier work exactly,i mean it's no exactly well explained lolz,what do i do to have my high level craftmans  craft more high quality item?
Title: Re: [A17] Static Quality Plus A17.1
Post by: Mufflamingo on July 09, 2017, 02:32:26 AM
Does this work on weapons and clothing too? Or strictly furniture only?
Title: Re: [A17] Static Quality Plus A17.1
Post by: faltonico on July 09, 2017, 04:05:14 AM
Quote from: Mufflamingo on July 09, 2017, 02:32:26 AM
Does this work on weapons and clothing too? Or strictly furniture only?
Anything that has quality.
Title: Re: [A17] Static Quality Plus A17.1
Post by: PreDiabetic on July 22, 2017, 12:55:39 PM
Is it possible to add compability patch with Star WARS mod?

Edit; Nevermind I got my answer.
Title: Re: [A17] Static Quality Plus A17.1
Post by: FoxXeL on July 22, 2017, 01:01:34 PM
Can we get a mod only with the Static Quality feature for A17? It is already on Steam Workshop but not here -.-
Title: Re: [A17] Static Quality Plus A17.1
Post by: PreDiabetic on July 22, 2017, 07:25:42 PM
Quote from: FoxXeL on July 22, 2017, 01:01:34 PM
Can we get a mod only with the Static Quality feature for A17? It is already on Steam Workshop but not here -.-
https://gitlab.com/tropico/NoRandomConstructionQuality/raw/master/No%20Random%20Construction%20Quality%20A17.zip (https://gitlab.com/tropico/NoRandomConstructionQuality/raw/master/No%20Random%20Construction%20Quality%20A17.zip)
Title: Re: [A17] Static Quality Plus A17.1
Post by: FoxXeL on July 23, 2017, 01:15:00 AM
Thank you so so so much! :)
Title: Re: [A17] Static Quality Plus A17.1
Post by: tonsrd on July 23, 2017, 05:51:14 AM
Quote from: zlj on August 20, 2016, 02:40:41 PM
Version A17.1
-
- enables 24h plant growth
- adds permanently lit sun lamp (temporary workaround)


can u add the plant 24h as a stand alone mod please ?
Title: Re: [A17] Static Quality Plus A17.1
Post by: Canute on July 23, 2017, 07:40:45 AM
Just curious, why do you want the 24h plant growth but not the sunlamps ?
Do you got another 24h sunlamp mod, or do you use adv. hydroponics ?
Title: Re: [A17] Static Quality Plus A17.1
Post by: 东家李三少 on July 28, 2017, 01:36:44 PM
有中国的玩家吗?
Title: Re: [A17] Static Quality Plus A17.1
Post by: Canute on July 28, 2017, 02:07:26 PM
Do you want the answer at chinese or engl. ? :-)
Yes there are serveral chinese speaking player here.
duduluu at example, very active with translating mods.
Title: Re: [A17] Static Quality Plus A17.1
Post by: Smellfungus on August 30, 2017, 03:47:16 PM
I've noticed this since back in A15 or so, and it's still not fixed, so I'm guessing nobody else has bothered to say or hasn't noticed. :p But... When skill gain cap is set to be level based as opposed to 4k all it changes is the stated limit, not the actual limit. This is most easy to spot with a Too Smart doctor lvl <20. Get some prisoners with infections then set them to be amputated by said doctor. The first attempt will grant around 4k exp and the mouseover will read that the cap (of whatever: 4k, 5k, 8k) has been reached, and that exp gain is at 20%. At the next amputation you should note the dramatic reduction in exp. :/ Everything else works great though, brilliant stuff. :D
Title: Re: [A17] Static Quality Plus A17.1
Post by: faltonico on August 30, 2017, 05:26:23 PM
Quote from: Smellfungus on August 30, 2017, 03:47:16 PM
I've noticed this since back in A15 or so, and it's still not fixed, so I'm guessing nobody else has bothered to say or hasn't noticed. :p But... When skill gain cap is set to be level based as opposed to 4k all it changes is the stated limit, not the actual limit. This is most easy to spot with a Too Smart doctor lvl <20. Get some prisoners with infections then set them to be amputated by said doctor. The first attempt will grant around 4k exp and the mouseover will read that the cap (of whatever: 4k, 5k, 8k) has been reached, and that exp gain is at 20%. At the next amputation you should note the dramatic reduction in exp. :/ Everything else works great though, brilliant stuff. :D
??
What I am understanding of your statement is that you don't know that you are supposed to get ONLY 20% of all the exp you would normally get if you surpassed the daily cap. That is a base game mechanics, not something this mod added.
Yo made me doubt about my English prowess here.
Title: Re: [A17] Static Quality Plus A17.1
Post by: Smellfungus on August 30, 2017, 08:19:07 PM
Um, no, it is supposed to be a feature. :p remove skill gain cap. Check the mod settinga and the OP. I just noticed it says (currently bugged) which I must admit I missed before. But it has been about for yonks. :)
Title: Re: [A17] Static Quality Plus A17.1
Post by: morgredblack on August 30, 2017, 08:47:11 PM
Hey you should add special pawn traits that further spice up pawns skill evolution and evolution cap. Make polymaths happen :D
Title: Re: [A17] Static Quality Plus A17.1
Post by: faltonico on August 30, 2017, 09:04:54 PM
Quote from: Smellfungus on August 30, 2017, 08:19:07 PM
Um, no, it is supposed to be a feature. :p remove skill gain cap. Check the mod settinga and the OP. I just noticed it says (currently bugged) which I must admit I missed before. But it has been about for yonks. :)
Yep, i didn't read well.
You mentioned that you had the skill cap level based selected as opposed to the 4k, my bad... Back to school i guess xD (though most of it is self taught).
Title: Re: [A17] Static Quality Plus A17.1
Post by: Dani75esp on October 06, 2017, 06:32:03 PM
Well, does someone have the files? I'm not able to download them (Admins deleted them) D:
Title: Re: [A17] Static Quality Plus A17.1
Post by: paulvin on October 07, 2017, 01:58:38 AM
i am also interested in a new download link
Title: Re: [A17] Static Quality Plus A17.1
Post by: Canute on October 07, 2017, 02:04:38 AM
Since the author isn't active lately.


[attachment deleted by admin: too old]
Title: Re: [A17] Static Quality Plus A17.1
Post by: Vane on October 14, 2017, 01:57:20 PM
Quote from: Canute on October 07, 2017, 02:04:38 AM
Since the author isn't active lately.

Thank you!
Title: Re: [A17] Static Quality Plus A17.1
Post by: asquirrel on November 15, 2017, 09:57:49 PM
Can someone explain what the item quality options do?  I'm reading them (vanilla quality, static quality, static quality + - 1 & static quality + -2 ) and they don't make sense to me.

Do plants have to rest in real life?

Thanks! :)
Title: Re: [A17] Static Quality Plus A17.1
Post by: Nightinggale on November 15, 2017, 10:47:30 PM
Quote from: asquirrel on November 15, 2017, 09:57:49 PM
Can someone explain what the item quality options do?  I'm reading them (vanilla quality, static quality, static quality + - 1 & static quality + -2 ) and they don't make sense to me.
When you build something with quality, say a bed, this option will be used to determine the quality (poor, good, etc) of the bed. Vanilla is has a large range of possible outputs. This mod however adds a table for which quality to get based on the colonist's construction skill. +-1 and +-2 will then add randomness to that, meaning it will pick a random quality out of 3 or 5 options where the table lookup is in the middle of the range. Selecting static quality means no randomness.

Quote from: asquirrel on November 15, 2017, 09:57:49 PMDo plants have to rest in real life?
No and in fact in real life greenhouses are often equipped with artificial lights to make the plants grow 24 hours a day. They can also be heated. When the oil crisis kicked in during the 70s, it was revealed that flowers were grown using both lights and heating and half a liter of oil was used for each flower. People became upset about it because they let the car stay home to save oil and then tons of oil was apparently wasted on flowers, which were meant to be sold and then thrown out after max 2 weeks.

Iceland has large scale heated and lit greenhouses. They learned that they have (by Icelandic standards) very fertile soil and steam coming out of the ground right next door. Seems too strait forward to not put those two together.
Title: Re: [A17] Static Quality Plus A17.1
Post by: asquirrel on November 15, 2017, 11:06:30 PM
Trying to follow along here so pardon my denseness.  Possible quality settings:

Awful
Shoddy
Poor
Normal
Good
Superior
Excellent
Masterwork
Legendary

Correct me if I misunderstand but, vanilla will randomly choose one of the above qualities.  Static will choose quality solely based on your construction skill level (higher skill level equals higher quality - construction skill 20 will craft legendary items consistently).

Here's where I'm not sure.   Quality + -1 and Quality + -2.  So a random quality number (from awful to legendary) would be picked from the game engine and then lowered by -1 or -2?

Thanks for that info on plant resting.  Now that I know they don't need to rest I'm going to turn my 24 hour growing option on this mod to on. :)

By the way, I downloaded your modcheck mod.  Will it help check for mod conflicts (and the reason for the conflict) if the mod developer didn't incorporate your mod to check his mod?

Title: Re: [A17] Static Quality Plus A17.1
Post by: Nightinggale on November 15, 2017, 11:36:49 PM
Quote from: asquirrel on November 15, 2017, 11:06:30 PM
Trying to follow along here so pardon my denseness.  Possible quality settings:

Awful
Shoddy
Poor
Normal
Good
Superior
Excellent
Masterwork
Legendary

Correct me if I misunderstand but, vanilla will randomly choose one of the above qualities.  Static will choose quality solely based on your construction skill level (higher skill level equals higher quality - construction skill 20 will craft legendary items consistently).

Here's where I'm not sure.   Quality + -1 and Quality + -2.  So a random quality number (from awful to legendary) would be picked from the game engine and then lowered by -1 or -2?
Vanilla will calculate based on some complex formula, which relies on construction skill, manipulation and possibly other stuff. This means even with really high construction skill, you can still make Shoddy furniture, which can be really annoying, particularly if you decide of making it out of jade or similar hard to get stuff.

If you use static quality it will calculate a quality based on construction skill. Say it's Normal. If it's +-1 it will randomly be from Poor to Good and if it's +-2 it will randomly be Shoddy to Superior. At least that's how I understand what's going on.

Quote from: asquirrel on November 15, 2017, 11:06:30 PMBy the way, I downloaded your modcheck mod.  Will it help check for mod conflicts (and the reason for the conflict) if the mod developer didn't incorporate your mod to check his mod?
Sadly it's way too simple for that. It's not that I haven't thought about it, but it would take weeks to code at best and what I have made was made in a few days. Also what I made is so simple that it's easy to test and avoid bugs. Autodetection is so complex that it's quite hard to get working reliably. This means it's useless until mods starts to support it, but such mods have started to appear and I suspect it will have a snowball effect. The more mods using it, the more subscribers, the more subscribers, the more likely it is that more mods will add support. The number of subscribers have reached 3 digits already for A18 alone.

This is kind of off topic for this thread though and there is a thread for such questions. It's not like the link is hidden  ;)
Title: Re: [A17] Static Quality Plus A17.1
Post by: MisterVertigo on November 19, 2017, 11:15:37 AM
Anyone know if the author is updating this for B18?
Title: Re: [A17] Static Quality Plus A17.1
Post by: Goranchero on November 19, 2017, 01:28:44 PM
I just fixed the ThingDefs to Defs, and it works with B18.

[attachment deleted by admin: too old]
Title: Re: [A17] Static Quality Plus A17.1
Post by: MisterVertigo on November 20, 2017, 04:19:27 PM
Thank you!
Title: Re: [B18] Static Quality Plus B18
Post by: zlj on November 21, 2017, 03:57:04 PM
Hi, updated to B18.

Have fun.

-zlj
Title: Re: [A17] Static Quality Plus A17.1
Post by: zlj on November 21, 2017, 04:09:28 PM
Since i was sloppy keeping up with the thead questions, here are some answers. (Also thanks to the people that helped out in my stead ;) ).

Quote from: Smellfungus on August 30, 2017, 03:47:16 PM
I've noticed this since back in A15 or so, and it's still not fixed, so I'm guessing nobody else has bothered to say or hasn't noticed. :p But... When skill gain cap is set to be level based as opposed to 4k all it changes is the stated limit, not the actual limit. This is most easy to spot with a Too Smart doctor lvl <20. Get some prisoners with infections then set them to be amputated by said doctor. The first attempt will grant around 4k exp and the mouseover will read that the cap (of whatever: 4k, 5k, 8k) has been reached, and that exp gain is at 20%. At the next amputation you should note the dramatic reduction in exp. :/ Everything else works great though, brilliant stuff. :D

Yep, thats a known issue of the mod, it does display the "extended daily xp cap" properly, but doesn't actually apply it.

Quote from: morgredblack on August 30, 2017, 08:47:11 PM
Hey you should add special pawn traits that further spice up pawns skill evolution and evolution cap. Make polymaths happen :D

Interesting idea, but alas, i'm quite busy with other stuff ;)

Quote

can u add the plant 24h as a stand alone mod please ?

I'm assuming you want that because of known mod compatibility issues. I was actually going to work on these .. then a dozen other coding projects came along =|

Quote from: Nightinggale on November 15, 2017, 11:36:49 PM

Sadly it's way too simple for that. It's not that I haven't thought about it, but it would take weeks to code at best and what I have made was made in a few days. Also what I made is so simple that it's easy to test and avoid bugs. Autodetection is so complex that it's quite hard to get working reliably. This means it's useless until mods starts to support it, but such mods have started to appear and I suspect it will have a snowball effect. The more mods using it, the more subscribers, the more subscribers, the more likely it is that more mods will add support. The number of subscribers have reached 3 digits already for A18 alone.

This is kind of off topic for this thread though and there is a thread for such questions. It's not like the link is hidden  ;)

Interesting ... i'll have a look when time allows ... does that save me from implementing Harmony? =p

-zlj
Title: Re: [B18] Static Quality Plus B18
Post by: kaptain_kavern on November 21, 2017, 04:18:13 PM
Thank you for the uodate , mate.
Title: Re: [B18] Static Quality Plus B18
Post by: Kori on February 04, 2018, 03:41:32 AM
Very good mod, thank you! I'm playing with it for a while now and don't want to miss it anymore! :)

Isn't the XP cap option working at all or only partially?
When it only changes the displayed XP cap but not the actual one, maybe it would be better to temporarily remove it from the options?
Title: Re: [B18] Static Quality Plus B18
Post by: Harry_Dicks on February 04, 2018, 09:51:28 AM
Oh wow, how have I not seen this before now?! This is awesome!
Title: Re: [B18] Static Quality Plus B18
Post by: Mufflamingo on February 05, 2018, 05:06:43 AM
Quote from: Harry_Dicks on February 04, 2018, 09:51:28 AM
Oh wow, how have I not seen this before now?! This is awesome!

You are not looking DEEP enough. Hehehehe.
Title: Re: [B18] Static Quality Plus B18
Post by: Lethe on March 15, 2018, 02:59:01 PM
First, I love this mod! But I wish the passion gain had more options to it! (A halved version please!!! Just like you did with skill degradation!) This adds a whole new angle to my gameplay as I'm much more willing to start without someone passionate in something (like cooking, social, etc) and assign them to it knowing that one day they should eventually like it. One day.

Outside of being desperate for a halved skill option, if there was another option to only allow one passion gain that'd be nice. So, if someone has no passion in something they could only gain one max, whereas if someone was small passion they could one day become very passionate in it.
Title: Re: [B18] Static Quality Plus B18
Post by: Kori on March 16, 2018, 05:38:44 PM
Quote from: Lethe on March 15, 2018, 02:59:01 PM
But I wish the passion gain had more options to it! (A halved version please!!! Just like you did with skill degradation!)

That would be great!
Title: Re: [B18] Static Quality Plus B18
Post by: Fenocide on April 28, 2018, 02:55:43 AM
(SOLVED)
I've looked all over the first page and can't find a clickable link to take me to downloads. Any help?

Fun Fact: I made an account just for this!

Edit: It was there this time, maybe I just needed an account?
Title: Re: [B18] Static Quality Plus B18
Post by: Canute on April 28, 2018, 03:22:23 AM
In this case yes.
Attachments are only visible for members.
External download link's/pic's are for all.
Title: Re: [B18] Static Quality Plus B18
Post by: Never on July 09, 2018, 05:21:25 PM
Hey, could you update the mod for unstable 1.0? I really enjoy playing with it, and would greatly appreciate that.
Title: Re: [B18] Static Quality Plus B18
Post by: Syrchalis on July 09, 2018, 06:38:53 PM
I am excited to see how you balance this. Since legendary items are now truly much better and you don't get them (at least I have never) by making them. Best you seem to get are masterwork, those aren't too rare though.

With shoddy and superior removed the quality actually feels pretty static now. I have to admit I always played with +-2 mode, so I never actually had "static" quality, but a much smaller range than was normal.

Now that's pretty much vanilla. My lvl 20 artist basically never makes normal sculptures. Mostly good and excellent, sometimes masterwork. Well, maybe that's still too much random for people.
Title: Re: [B18] Static Quality Plus B18
Post by: marvin__ on August 11, 2018, 09:54:14 PM
Download link?
Title: Re: [B18] Static Quality Plus B18
Post by: Monzer on August 26, 2018, 11:42:32 PM
WHERE THE FUCK IS DOWNLOAD LINKS ??
Title: Re: [B19] Static Quality Plus B19
Post by: zlj on August 29, 2018, 05:10:12 PM
Updated to B19, enjoy.

Quote from: Syrchalis on July 09, 2018, 06:38:53 PM
I am excited to see how you balance this. Since legendary items are now truly much better and you don't get them (at least I have never) by making them. Best you seem to get are masterwork, those aren't too rare though.

For the moment, i haven't =p The mod still works as before so a lvl20 will always create legendary items. I haven't had a closer look at the "inspiration" parameter that was added so yet.

Quote from: Never on July 09, 2018, 05:21:25 PM
Hey, could you update the mod for unstable 1.0? I really enjoy playing with it, and would greatly appreciate that.

If unstable has the same codebase as B19, modifying the about.xml to the right version should do the trick.

Quote from: Lethe on March 15, 2018, 02:59:01 PM
First, I love this mod! But I wish the passion gain had more options to it! (A halved version please!!! Just like you did with skill degradation!) This adds a whole new angle to my gameplay as I'm much more willing to start without someone passionate in something (like cooking, social, etc) and assign them to it knowing that one day they should eventually like it. One day.

Halved version ... how exactly? That you can only gain minor passion in a skill? Or that the chance of actually getting a passion is lower than currently?

-zlj
Title: Re: [B19] Static Quality Plus B19
Post by: Tsunamy on August 29, 2018, 06:20:44 PM
Could you add an option to turn off the Great memory trait? It slows down skill degredation. Pretty useless if I want to turn off skill degredation altogether.
Title: Re: [B18] Static Quality Plus B18
Post by: zlj on September 01, 2018, 08:31:28 AM
Updated to B19.1, fixed two issues, adde two new features.

Also re-uploaded B18 version due to a request.

Quote from: Syrchalis on July 09, 2018, 06:38:53 PM
I am excited to see how you balance this. Since legendary items are now truly much better and you don't get them (at least I have never) by making them. Best you seem to get are masterwork, those aren't too rare though.

The inspiration parameter seemed to be the obvious balance fix ;) Still optional of course.

Quote from: Tsunamy on August 29, 2018, 06:20:44 PM
Could you add an option to turn off the Great memory trait? It slows down skill degredation. Pretty useless if I want to turn off skill degredation altogether.

I'd rather avoid messing with parts of the game that are not integral to the functionality of the mod. It typically provokes clashes with other people's mods =p
Title: Re: [B19] Static Quality Plus B19.1
Post by: SilentCrim on October 01, 2018, 04:27:17 PM
Quote from: Lethe on March 15, 2018, 02:59:01 PM
First, I love this mod! But I wish the passion gain had more options to it! (A halved version please!!! Just like you did with skill degradation!) This adds a whole new angle to my gameplay as I'm much more willing to start without someone passionate in something (like cooking, social, etc) and assign them to it knowing that one day they should eventually like it. One day.

I second this. I love this mod and the idea of passion gain, but for me it was a bit op.

In my current playthrough, I edited the mod code to have a set chance to increase passion based on the skill level, and it feels much more balanced. I went from 5% starting at level 3 and increasing to 20% at level 18. Level 19 and 20 each have a 50% chance.

I also added a secondary roll for legendaries at about 10% chance and it makes getting a legendary feel much more rewarding.
Title: Re: [B19] Static Quality Plus B19.1
Post by: SarcFa on October 16, 2018, 11:46:43 PM
Anyone have the B18 version of the mod? Attachments got deleted.
Title: Re: [1.0] Static Quality Plus 1.0
Post by: zlj on October 19, 2018, 02:01:42 PM
Updated to 1.0, enjoy.

Quote from: SarcFa on October 16, 2018, 11:46:43 PM
Anyone have the B18 version of the mod? Attachments got deleted.

Its still part of the initial post.
Title: Re: [1.0] Static Quality Plus 1.0
Post by: manelmp66 on October 27, 2018, 01:25:15 PM
The link seems has been deleted.
Can you reupload?
Title: Re: [1.0] Static Quality Plus 1.0
Post by: Canute on October 27, 2018, 04:36:32 PM
Link at the end of the original posting is working fine for me.
Title: Re: [1.0] Static Quality Plus 1.0
Post by: manelmp66 on October 27, 2018, 04:49:02 PM
My apologies.
I´m stuck in the message "deleted due a old age" and not seeing the 3rd link.  :-[ :-[ :-[
Is working perfectly.
Thanks Canute!!!
Title: Re: [1.0] Static Quality Plus 1.0
Post by: coldcell on October 28, 2018, 12:29:45 AM
Thanks for the mod!

Just curious if you'll upload to Steam so the mod will be automatically updated (if you do future updates)
Title: Re: [1.0] Static Quality Plus 1.0
Post by: crusader2010 on November 29, 2018, 02:09:45 PM
Hello. Getting the following error whenever a certain pawn tries to craft anything (he's also a Druid class, from "A Rimworld of Magic" mod, but not sure it has anything to do with this).

Instead of getting a message like "Rennie has created a prosthetic hand" i get something along the lines of "{WORKER_labelShort} has created a {CRAFTED_labelShort}.", plus the error below.

Any ideas on how to fix it?


Exception translating '{WORKER_labelShort} has created a {CRAFTED_labelShort}.': System.FormatException: Input string was not in a correct format.
  at System.String.ParseFormatSpecifier (System.String str, System.Int32& ptr, System.Int32& n, System.Int32& width, System.Boolean& left_align, System.String& format) [0x00000] in <filename unknown>:0
  at System.String.FormatHelper (System.Text.StringBuilder result, IFormatProvider provider, System.String format, System.Object[] args) [0x00000] in <filename unknown>:0
  at System.String.Format (IFormatProvider provider, System.String format, System.Object[] args) [0x00000] in <filename unknown>:0
  at System.String.Format (System.String format, System.Object[] args) [0x00000] in <filename unknown>:0
  at Verse.Translator.Translate (System.String key, System.Object[] args) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Verse.Translator:Translate(String, Object[])
static_quality_plus._QualityUtility:_SendCraftNotification(Thing, Pawn)
RimWorld.Frame:CompleteConstruction(Pawn)
RimWorld.<MakeNewToils>c__AnonStorey1:<>m__1()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [1.0] Static Quality Plus 1.0
Post by: Tyolan on November 30, 2018, 07:18:09 PM
Quote from: crusader2010 on November 29, 2018, 02:09:45 PM
Hello. Getting the following error whenever a certain pawn tries to craft anything (he's also a Druid class, from "A Rimworld of Magic" mod, but not sure it has anything to do with this).

Instead of getting a message like "Rennie has created a prosthetic hand" i get something along the lines of "{WORKER_labelShort} has created a {CRAFTED_labelShort}.", plus the error below.

Any ideas on how to fix it?


Exception translating '{WORKER_labelShort} has created a {CRAFTED_labelShort}.': System.FormatException: Input string was not in a correct format.
  at System.String.ParseFormatSpecifier (System.String str, System.Int32& ptr, System.Int32& n, System.Int32& width, System.Boolean& left_align, System.String& format) [0x00000] in <filename unknown>:0
  at System.String.FormatHelper (System.Text.StringBuilder result, IFormatProvider provider, System.String format, System.Object[] args) [0x00000] in <filename unknown>:0
  at System.String.Format (IFormatProvider provider, System.String format, System.Object[] args) [0x00000] in <filename unknown>:0
  at System.String.Format (System.String format, System.Object[] args) [0x00000] in <filename unknown>:0
  at Verse.Translator.Translate (System.String key, System.Object[] args) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Verse.Translator:Translate(String, Object[])
static_quality_plus._QualityUtility:_SendCraftNotification(Thing, Pawn)
RimWorld.Frame:CompleteConstruction(Pawn)
RimWorld.<MakeNewToils>c__AnonStorey1:<>m__1()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I have the exact same problem but with Masterwork/Legendary quality items only. And I don't have Rim of Magic mod.
Title: Re: [1.0] Static Quality Plus 1.1
Post by: zlj on December 01, 2018, 03:49:29 PM
Updated to 1.1, fixed the WORKER_labelShort bug and added some missing tooltips.

-zlj
Title: Re: [1.0] Static Quality Plus 1.1
Post by: Dino on April 08, 2019, 08:13:47 AM
Where is the third link? Cant seem to find it
Title: Re: [1.0] Static Quality Plus 1.1
Post by: Canute on April 08, 2019, 01:18:36 PM
The author attach the file's at his first posting, but you only can see file attachment's when you are logged into the forum.
Title: Re: [1.0] Static Quality Plus 1.2
Post by: zlj on September 16, 2019, 05:24:13 PM
Updated to 1.2, added switch to disable daily XP cap

-zlj
Title: Re: [1.0] Static Quality Plus 1.2
Post by: Kori on September 17, 2019, 04:18:22 PM
Two suggestions for this mod:

-option for changing the passion cap (to 5, 6, ..)
-a message whenever a passion is gained or lost (minor/ major passion and affected pawn)
Title: Re: [1.0] Static Quality Plus 1.2
Post by: Asteyr on September 18, 2019, 08:00:07 AM
Thank you, zlj!

Loving this mod to bits :D

Title: Re: [1.1/1.0] Static Quality Plus 1.3
Post by: zlj on March 07, 2020, 12:54:54 PM
Hi, updated to 1.3, enjoy.

@Kori, adjustable passion caps can go into the next version =p Also had a look at the message sending, still need to figure out how to send them properly.

-zlj
Title: Re: [1.1/1.0] Static Quality Plus 1.3
Post by: CSTGBangZhanG on March 07, 2020, 11:22:27 PM
Thanks for the mod.Very useful and interesting.Thanks for the ChineseSimplified translation especially.