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Messages - zlj

#1
Releases / Re: [1.1/1.0] Static Quality Plus 1.3
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
#2
Releases / Re: [1.0] Static Quality Plus 1.2
September 16, 2019, 05:24:13 PM
Updated to 1.2, added switch to disable daily XP cap

-zlj
#3
Releases / Re: [1.0] Static Quality Plus 1.1
December 01, 2018, 03:49:29 PM
Updated to 1.1, fixed the WORKER_labelShort bug and added some missing tooltips.

-zlj
#4
Releases / Re: [1.0] Mod Announcements Thread
October 19, 2018, 02:10:05 PM
Static Quality Plus

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

https://ludeon.com/forums/index.php?topic=24718.0

Also available on Steam workshop
https://steamcommunity.com/sharedfiles/filedetails/?id=737358776&tscn=1539931593
#5
Releases / Re: [1.0] Static Quality Plus 1.0
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.
#6
Releases / Re: [B18] Static Quality Plus B18
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
#7
Releases / Re: [B19] Static Quality Plus B19
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
#8
Releases / Re: [A17] Static Quality Plus A17.1
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
#9
Releases / Re: [B18] Static Quality Plus B18
November 21, 2017, 03:57:04 PM
Hi, updated to B18.

Have fun.

-zlj
#10
Quote from: AngleWyrm on June 04, 2017, 08:09:58 PM

Rimworld's generic skill decay system relies on time to rot skills that are over level-10, a sort of progress bar and placeholder for development of more detailed content.

Suggestion: Better forgetfulness
Once a pawn reaches level-10 in a skill, further development draws XP from their own least-used skill. This makes it so the skill being practiced gets the most development, and the skills that aren't being used give up their brain space.

It supports the concepts of pawn specialization rather than the illogical concoction of level-20 everything, and makes upper-tier XP changes into transfers of focus of the pawn's behavior rather than arbitrary time. The player then has some ability to shift colonist development around to make them a better match to need.

The idea isn't half bad, the problem is just that RW doesn't keep track in the code when a skill was last used. That bit would need to be added, making it a rather complex endeavour. In "static quality plus" i just worked around the "all 20" problem by giving you the choice to limit passions to a maximum of 4. Of course that still means you could potentially get all 20 .. but seriously who wastes that much time on a pawn? =p
#11
Releases / Re: [A17] Static Quality Plus A17
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.
#12
Releases / Re: [A17] Static Quality Plus A17
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 ...
#13
Releases / Re: [A17] Static Quality Plus A17
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.

---------------------
#14
Releases / Re: [A17] Static Quality Plus A17
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
#15
Releases / Re: [A16] Static Quality Plus A16.1.2
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