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Topics - Supes

#1
So I have a pirate faction neighbour which hates me called 'The Pike Squids', with a nice -100 rating, but when getting raided, seiged or any of my pawns and turrets getting attacked by them, the combat music doesn't trigger or start.

it seems to work fine with some other factions though (it plays when getting attacked by mechs)

music triggered properly with this faction in 1.0, seems to be a 1.1 only issue

reproducable with and without mods.

https://www.dropbox.com/s/hvmcs3dg246kcib/spicetest2.rws?dl=0
#2
Releases / [1.0] Selected Reconnector (v1.0) (21.02.2019)
February 21, 2019, 11:05:06 AM
Description
This mod allows you to choose where you want to reconnect a wire.

Additional Info
The mod adds a button to wired devices, you can then click on any highlighted conduit in range of the device and you will reconnect the device to that location.

during selected reconnecting, you can cancel by pressing Escape.

So why should you use this mod, well having wires going off in random tangents just ruins all the feng shui of your rooms, also if you need to connect a devices to a certain side of a switch, this will let you do that without having to flick that switch off.

This mod is safe to add to any game



Nexus Link

How to install
Unzip the contents and place them in your RimWorld/Mods folder.
Activate the mod in the mod menu in the game.
#3
Releases / [1.0] Supes Christmas Weapons v0.1
December 16, 2018, 09:11:55 PM


Just a small mod I made for fun, nothing too serious, and I couldn't see any Christmas themed mods added this year, so I've added two weapons, a Candy Cane and a Christmas Cracker for your festive mayhem.


the cane has a blunt weapon which has slightly less power than a longsword, it can be made at the smithy


then we have the cracker, which acts like a grenade but again with slightly less power, however it is offset by the fact that the explosions leave behind a nice pretty mess behind, giving a slight boost to beauty in the surrounding area. it can be made at the fabricator.

adds custom explosion, filth, injuries and a few other things.

can safely be added to a game.

nexus link

Steam link
#4
This mod adds the ability to Auto Select Personnel and Items when forming a caravan.  As with other extensions, be sure to check the first two videos of AutoSeller for how the filters work

Each time you create a caravan, you select who you want, what food, and what items you want to sell at another colony.  a lot of these selected items repeat each time, don't you wish there was some way you could automate a large part of this selection.

Additional Info

Caravan forming using Auto Caravan Equip is done using a set of Rules, these rules are separated into three groups that run at different times, Global, Per Personnel and Late Global.  Use the conform to type button to help.

Global

If your rule is of type Global (not to be mistaken for Late Global), then it will change the quantities of the caravan before the Caravan Form window even shows.  This is ideal for setting things like Personnel to take.  To make a Global type, leave the Apply to Personnel root blank and make sure Process Last is unchecked.

Per Personnel

if your rule is of type Per Personnel, then it changes quantities after you select your route, then it checks the Personnel Root against who has already been set by a Global Type and multiplies by the number of who you take, this is excellent for setting food to take (be sure to set a waypoint back to base for the return journey) or if a certain person needs to take drugs with them.  Per Personnel is the only type that can use the Days or Route Days options.  To make a Per Personnel type, you just have to set the Apply to Personnel Root to check for who this rule applies to.

Late Global

Similar to Global, but this changes quantities after you set the route, this is more useful for setting items you wish to take to sell, or things you need to take each time.  To make a Late Global type, leave the Apply to Personnel root blank and make sure Process Last is checked

Download Links

https://steamcommunity.com/sharedfiles/filedetails/?id=1487284611

https://github.com/SupesSolutions/RWAutoCaravanEquip

How to install

This mod requires AutoSeller 2.0.3.6 or greater installed, and should be loaded after AutoSeller
Unzip the contents and place them in your RimWorld/Mods folder.
Activate the mod in the mod menu in the game.

Change Log
1.0.0.8
Preset changes
Colonist Inventory filter

1.0.0.7
updated preset/chain code
fixed issue mixing prefix and select presets

1.0.0.6
Added Diet Filter (Grazer)

1.0.0.5
updated for chain compatibility
presets activate/deactivate needed chains

1.0.0.4
Added Wizardry stuff

1.0.0.2
Added Equipped Armour Filter
updated for 1.0

1.0.0.1
Added Equipped Weapon Filter

Future Plans

Currently it Skips once it goes over Max Mass Capacity, but I plan to change it later so it restricts it to stop just below Max Mass capacity (like the trade rules do with the Allow Partial Trades option)

I will create a video to demonstrate the different types at some point.

I have a few other things to touch up, like the label that shows the current type doesn't differentiate between global and late global.
#5
Parallel Power Grid (Parallel Conduits)

Description:
This allows you to use multiple layer of conduits on the same tile.

Additional Info
This mod adds Parallel Conduits in Red, Blue and Green.

these conduits don't allow devices to directly connect to them (consider them underground and out of reach), but link up to a Parallel Conduit Sockets instead.

A Parallel Conduit Socket is your bridge linking all conduit layers together (including normal conduits or power grid).

Power can go both ways, so it can draw from or charge up batteries if there is a lack/surplus of power.

Power will go directly to the sockets on the grid that power is required to go to, and will split between the sockets on the grid there.







Nexus Mods Link

Change Log
1.6
Changed the way Powernets are created
Changed the way sockets work

1.5
Added Green Conduit
Updated Socket Image

1.3
Fixed error when uninstalling an item while the overlay is active
Japanese translation added

1.2
Overlay/placeworker improvements
Chinese translation added

Credit
TheWireLord for Power Conduit Deconstruction Mod
青云 sk  for the Chinese translation
Proxyer for the Japanese translation




Parallel Power Grid (Parallel Conduits) by Supes is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License
#6
Parallel Power Grid (Parallel Conduits) (work in progress)

Description:
This allows you to use multiple layer of conduits on the same tile.

Additional Info
This mod adds Parallel Conduits in Red and Blue.  I had planned a green conduit but I was kind of lacking space on the tile to make it reasonably visible.

these conduits don't allow devices to directly connect to them (consider them underground and out of reach), but link up to a Parallel Conduit Sockets instead.

A Parallel Conduit Socket is your bridge linking all conduit layers together (including normal conduits or power grid).

Power can go both ways, so it can draw from or charge up batteries if there is a lack/surplus of power.

Power will go directly to the sockets on the grid that power is required to go to, and will split between the sockets on the grid there.





Development Information
Since this is a work in progress, I've made it available for testing so I can get feedback.

What feedback I'm looking for:
since this creates my own secondary multi layered power grid, this mod also adds stuff to the existing power grid (the existing power grid being one of the layers).  I'd like to know if you suffer from noticeable performance impact on larger power grid setups.

I'd also like to know if there's any problems with other mods, and if the conduits (visually) link up with other mods items.

Let me know if any errors (especially red errors) pop up at any time

Let me know if it doesn't register changes in the grid from switches, deconstruction or damage



Development List
Grid create/destroy - Done
Xml Defs - Done
Patches - Done
Translations - Created English, updating
Textures - Done
Batteries - Testing

I'm mostly happy with the textures, I'm not sure about the Socket Textures.  I've created both keyed and DefInjected in english to make it easier to translate, I'm mostly testing and refining the mod at the moment.

Credit
TheWireLord for Power Conduit Deconstruction Mod

Uninstalling
it should be safe to remove even though it adds stuff to existing power items.

Known Issues
while the mod is WIP, sockets will show a Debug tab, it will be removed on release
rare issue after grid update that socket still has previous power output/input (trying to replicate)


Parallel Power Grid (Parallel Conduits) by Supes is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License
#7
Outdated / [B18] Research Scrollbars (v1.4) (19/11/2017)
February 13, 2017, 08:31:32 PM
Research Scrollbars

Description:
Simply adds an additional vertical scrollbar to the research window, doubling the viewable height for research that may had become inaccessible due to having loads of mods installed.

this overrides the Research tab, so it will be incompatible with other mods that override the research tab.

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.



Nexus Download Link

Change List
1.0
Initial Version, doubles vertical space

1.1
scrollwheel should work like vanilla again (horizontal scrolling)
view area should expand if more than 2x is needed (might need tweaking)
some minor changes to reflection and error catching

1.2
compatibility update

1.3
Updated for Alpha 17

1.4b
Updated for Beta 18
#8
Releases / [1.2] Power Logic - (v1.16c) (10.05.2021)
December 04, 2016, 10:24:37 PM

Description:
Power Logic is primarily based on Switching logic gates and sensor logic.

Additional Info
Originally I was going to create a bunch of And Gates, Or Gates, Not Gates, but after the And gate I thought to myself hmm, needs some switches to show it off and after creating one sensor, then I decided hmm, what about a remote switch, and so on and so forth.  so now it turned into a mod with an And gate and a bunch of sensor switches with some wifi thrown in for good measure. 

Switches


Stay On Switch (Formally the 'And Gate Switch' in A15)
This switch is intended to be connected to 3 or more power conduits, when power is detected in 2 of the connected conduits, power is allowed through the switch until power is lost completely or flicked on/off.


Pressure Sensor Plate
This is a floor sensor switch that will allow power to transmit through it when a pawn is standing on the sensor. it will also work as a grid of Pressure Sensors in case one was not wide enough, and also contains Friend Foe detection.


Stack Sensor Plate
This is a floor sensor switch that powers on when it has over a certain amount of items on it.


Proximity Sensor
The Proximity sensor will allow power through it when someone is within its range, and disallow power when no one is in range. This type of sensor doesn't consume power, but has poor range.


Capacitor Sensor Switch
Monitors stored power levels, and turns off when power gets to the set 'low' point, and back on again when it reaches another set 'high' point.


Current Sensor Switch
This switches on when it detects positive or negative power.


Light Sensor Switch
This turns on when light level is low, this senses both sunlight and lamp lighting.


Heat Sensor Switch
This turns on when above or below a specific target temperature.


Entangled Switch
This does the opposite of whichever switch it is entangled with. Entanglement between this and another switch is permanent, so be sure you are linking to the correct switch (the Entangle tab shows the distance away from other devices, as well as a visual line to help).


Zone Switch
This switch counts the number of items within a zone.  For stockpiles, the count is restricted to allowed items.

Wireless Devices


Remote Proximity Sensor
Similar to the proximity sensor in the way that it triggers when someone is nearby, except this time without the switch component, and instead it transmits a wireless signal to a nearby receiver device.  This sensor is also powered, which means it has better range that can be adjusted.


Remote Controlled Switch
This switch activates when it detects a wireless signal, and deactivates when there's no signal.


Signal Repeater
The Signal Repeater does exactly what it says, it repeats any signal that it receives on the same channel as the repeater, effectively increasing the wireless range of your Transmitter or Remote Switch


Signal Transmitter
The Signal Transmitter does exactly what it says, it transmits a signal when powered.  Useful for bridging channels or when used in conjunction with another sensor to activate a Remote Controlled Switch.


Remote Controlled Door
This door does what a usual autodoor does, but when it receives a wireless signal, it can perform a series of actions.


Remote Flicker
This device flicks on any adjacent device when it receives a signal.


Remote Gizmo Servo
This device activates a gizmo button on a single adjacent device (that it is pointing at) when it receives a signal.  Unlike the remote flicker, it only works when powered.


Boom Box
A Boombox that plays a sound when powered or when powered and detecting a wireless signal.  If multiple boomboxes are used, then only one will be heard at a time in a "first on first played" basis.

Laser Tech


Laser Emitter
A Laser Emitter, well, it emits a laser.  This can be paired with a laser switch to create a laser tripwire.  The beam can be bent round corners using laser mirrors and splitters.  Using more power will extend the laser length, this has the side effect of making the beam slightly hazardous to cross if high enough.  Warning, the laser emitter generates a lot of heat, consider using vents or coolers to avoid extreme heat or explosive mishaps.  The emitter beam doesn't differentiate between hostile or friendly pawns, take this into consideration if creating a laser based trap.


Laser Mirror
This Mirror can reflect a laser beam at a 90 degree angle.


Laser Splitter
This Laser Splitter, if struck by a beam at any angle, will split the beam into two perpendicular beams.


Laser Merger
This Laser Merger, if struck by one or more beams, will direct all beams towards the same direction (directed beams will exit out the wide flat side where the arrows are pointing) using refraction through a prism.


Laser Window
This wall will allow laser beams through it unimpeded


Laser Power Panel
When a laser is directed into one of the panels, the beam is diverted into a reservoir of water, the water quickly turns to steam and that steam pushes through a central turbine, causing power to be generated.


Laser Switch
This switch will turn on if struck by a laser beam.

Logic Gates

Input Socket
All gates (with the exception of the Not Inverter) require an input socket placed directly between the gate and a power conduit you plan to use as an input.


Logic Gate
Can be configured as AND, OR, XOR. Any conduit that is neither an input socket nor inverter are considered the gates output.
If configured as AND, then when it is attached to two powered inputs, it allows power through it.
If configured as OR, then when attached to at least one powered input, it allows power through it.
If configured as XOR, then when attached to one powered input, it allows power through it.  But turns off if both inputs are powered.


Inverter (Not)
when put directly next to a gate, the Inverter reverses the function of the gate (e.g. AND become NAND). Note, this requires a constant power source to function

AND Gate Example


NAND Gate Example




Misc

Protective Fuse
Made from a very thin copper wire in a glass tube, this fuse halves the chance that batteries will completely discharge.  More effective when used in sequence or to separate groups of batteries.


Radar
Radio Detection And Ranging, or Radar for short, by sending out sensing reflected radio waves, it can determine where an object is over vast distances.  Has a popout minimap.


A common question I get is "why doesn't such and such switch connect to my conduits?", The reason is that all Switches, be them a vanilla switch or one added by a mod, work by flaging as no power grid on the switches square when off, but flagged as a power grid when on.  Therefore when off, a conduit doesn't link until the switch turns on.

All proximity type sensors have friend foe settings that can be changed.

All wireless devices can have their channel changed, and will not communicate with devices on different channels.  Selecting a wireless device will highlight transmitters or receivers the device can see, green for ones on the same channel and red for ones on another channel.

All Proximity Sensors will not detect people that are not in the same room

An example on how to use the And Gate Switch would be combining 2 power input connections, one input has a clear path to a battery/generator, and the second is connected to a pressure plate which is then connected to another or the same power source.  the and gate outputs to a conduit connected to a bunch of turrets located outside the my prison, and the pressure plate is right outside the door to the prison, I've set the sensor to trigger on Enemies only so my wardens don't trigger the sensor.  Now when a prison break is attempted, the prisoner breaks through the door, steps on the pressure plate, the And Gate Switch turns on, the turrets activate and mow down the prisoner.  Those turrets will now remain on until I flick/reset the And Gate off again.

For best use of the Capacitor Sensor Switch, use it to disconnect parts of the grid or high powered devices so it allows your batteries to recharge.  Make sure there's an unbroken route of power between the batteries and the capacitor (any switches inbetween the Capacitor sensor switch and the batteries will sever the grid between them when the switch turns off).

The Stack Sensor Plate can be placed under anything, this allows you to place it under things like a hopper so you can control power going to a nutrient paste dispenser for example.

Fun fact. it is perfectly possible to entangle an entangled switch with another entangled switch.

PowerLogic can be added to an ongoing save


Author/Mod Team
Textures and Code, Supes

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Nexus Download Link



Change List


1.16c
Changed gizmo defname to avoid hash clash

1.16b
Multiplier Compatibility Hotfix
Gizmo Servo Itab Improvements

1.16
Added Gizmo Servo
Added Offset for Current Switch
Added additional information for Capacitor Switch
Improved Textures for multiple Switches
Entanglement Switch should show line to paired switch when selected

1.14
Added Counter Mode to Remote controlled switch

1.13
Added Laser Tech
+Laser Emitter
+Laser Mirror
+Laser Splitter
+Laser Window
+Laser Switch
New craftable materials
+Laser Glass
+Optical Resonator

1.12
Added Radar
Added Zone Switch

1.10
Added Stack Sensor Plate
Improved Translations

1.9
Added Remote Flicker

1.8b
Transmitter changes
+New graphic
+Pulse mode
+Schedule mode (hour of day/day of year)

1.8
Added Protective fuse

1.7
Door Profiles added
Door Profile based actions
Door wait toggle action added
Door Play/Pause Controls
Door Presets
removed Inductors from power buildings

1.6d
Fix for Doors

1.6b
Added Short Range option for Capacitor Switch

1.6
Added Entangled Switch
Fixed Capacitor Sensor Switch throwing errors if right next to another switch
Inductor loopback will equalise
various other inductor fixes

1.5
Fixed an exploit on the Inductor to get free power
Improved compatibility between input sockets and Inductors
Remote Door
+Remote Door Macro ITab now cleaner
+Added Door Macro Copy and Paste
+Added new door actions - Forbid, Allow, Change Channel
+Added buttons for reordering Door Actions

1.4
Logic Gates (AND, OR, XOR) have been combined
Inductors have been overhauled
+positive emitter power only toggle (emitter will avoid drawing power from batteries)
+draw division will behave differently now
Multi Channel Wireless Research added

1.3b
Stay On Switch Changes
+delay after flick before active again
+will work even when no batteries are connected
Heat Sensor switch fully functional
Inductor Changes
+Forced Over Draw Setting
Transceiver Fix for AI flicking after load

1.3a
Small update for French Translation strings

1.3
Added Heat Sensor Switch
Added high/low toggle to Light Sensor
Fixed Loading Issue with Stay On Switch

1.2
Added Remote Controlled Door
Added Logical Gates (Huzzah)
+AND Gate
+OR Gate
+XOR Gate
Added Inverter (NOT)
Added Input Sockets (use these between logical gates and conduits)
Increased range of Inductors from 5 to 7 spaces
Inductors now have settings
Added Light Sensor Switch
Added AI for flicking Wireless channels

1.1a
update for Alpha 16

1.1
Added save/load persistence to wireless transmissions
Added trigger off Cooldown for Proximity sensors
Fixed rare error with wireless switch inspection string
Corrected french translation file errors
Added new research - Inductive Power Transfer
Added new switch type - Capacitor Sensor Switch
Added the Inductive Emitter Coil and Inductive Receiver Coil
Increased the Cooldown for proximity Sensors

1.0
initial version
And Gate Switch
Pressure Plate Sensor
Proximity Sensor
Remote Proximity Sensor
Remote Controlled Switch
Signal Repeater
Signal Transmitter





Power Logic by Supes is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

#9

Description:
This Rimworld mod adds the ability to Auto Sell items from the trade window using a set of editable rules. These rules can be created and edited via the Autosell Tab.

So, You've been hoarding a ton of weapons and apparel you've been hoping to sell, or you're frequently harvesting and selling something, but you're getting sick of adjusting sliders for all your hundreds of items. This is mod will make your life easier. After you setup your rules for selling on the overview tab, selling will be only one button press away.

You can create rules for damage equipment, sell only of a certain quality, or even items made from a certain material. Do you have a surplus of stock but don't want to sell everything, you can do that aswell.

Additional Info

Watch Videos

If you plan to use AutoSeller with caravans, you'll need to build a Trade Reports Printer and create a shopping list, and be sure to take the Shopping List with you. A Shopping List will connect your caravan with the original colony the list was created on (as long as that colony still has a trade printer) use when sending your caravan to trade with other faction bases.

If AI Selling is enabled it will, by default give a job to the best negotiator avaibable, some social skill is also gained during the job.

Buying Rules can be set buy creating a rule as normal, and setting the Reorder Point and Restock Levels. when your stock goes below the Reorder Point, you will buy stock up to the Restock Level. By setting Sell Point and Reorder Points, you can avoid getting too low levels of stock or storing too much of an item.

Specific AutoSeller 2 features

Users of the old AutoSeller might scream AHHH! at the new rule creating interface, however the new modular design allows for more complex rule creation while still allowing you to create a rule in under 20 seconds if you want (yes I've tried it).

Another advantage of the new modular design is that there aren't different Rule Types for trading different things (gone are the days of Items/Livestock/Building rules).

You get to choose which filters to add, if you want to sell all of something regardless of health, you don't have to use the health filter.

AutoSeller is an Extendable Framework, and can use Filters outside of the main mod, aswell as extensions to create rules that can be used outside of Trading.

Creating a rule in AutoSeller 2

Rules now consist of Groups and Filters. Rule options/settings are at the top of the interface, be sure to set the Rule Description, since unlike AutoSeller 1, Rules are not named for you (this is because rules can become very complex)

Groups don't do anything by themselves but they can hold Filters and other Groups. You can completely ignore using Groups if you want and only use the Root Group to store your Filters.

The right side of the screen contains Properties Tabs for viewing the properties of Groups or Filters

With a Group selected, and from the Group Properties tab on the right side of the interface, double click on Add Filter, this will bring up available filters, click on your chosen filter to add it. Each Filter has different Properties you can manipulate, once added you can double click on it to access these properties.

Click accept to save your rule.

Tips
You can test your rule to see what items match it on the Test tab during rule creation, please note that this matches against what is in your colony (note that quantiy is delibrately not shown since this can vary greatly when trading) so if your colony doesn't have an item matching, it wont show.

The most used filter is the Category Filter and I suggest using this filter for your first rule. For the Category Filter, browse through the categories and select which item types or categories to add from the list right of the category list (you can hold shift and ctrl to manipulate this list). Added items/categories will be shown on the list below, to remove items from this list, browse back to it to it from categories and deselect.

You can change how a group processes filters by toggling whether a group uses an OR or an AND operator using right click. These are displayed on the group as a Venn diagram, which is two overlapping circles, OR has both cirles filled where AND has only the intersection between cirles filled. The default group behavoir is AND.

When creating complex rules with multiple branches of Groups, it is highly recommended to name your group (top right of the interface)

You can invert the results of a group by right clicking and selecting Negate, this can be used for creating exceptions which I will get into later as it is an advanced topic.

If you want do prevent a rule from firing but not delete it, you can click the S next to the Rule on the AutoSeller Overview. while on the topic of deactivating rules, you can deactivate part of a rule by editing the rule and right clicking the Group you wish to deactivate.

There are multiple ways to Manipulate Groups, you can cut and paste a Group onto another Group, or you can simply drag the Group over to where you want.

Did you know that you can copy/paste a group from one rule to different rule, you can even do this with different extension Rules.

Thanks
Proxyer for Japanese translation
kaptain_kavern for v1 original French translation
Marnador for Rimworld Font
Lauri7x3 for v1 German translation

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.





Nexus Download

Github

Change List


2.0.4.2
Serum Filter
Sorting System
Clone Button
Minor UI Fixes

2.0.4.1
Import Improvements
+Spaceship Mod Compatiblity Fix
+Current Choice
Alternate Shopping List Behaviour Option
Carrying Capacity Filter
Apparel Filter Fix
Trade UI Icon Fix

2.0.4.0
Merge Controller
Time Until Rot Filter

2.0.3.6
ability to include equipped weapons and apparel
ability to include inventory items
slight improvement to Colour Widget
extra option on low stack filter

2.0.3.5
Some UI fixes
Listbox (and its variations) updated
Filter tweaks

2.0.3.4
Chain Rules
Fix to Apparel Filter
Translation Updates
Update to Low Stack Filter
Undo System
Wiki System
Colour Theme Choice
Fix for Chains interfering with Include Unavailable Setting

2.0.2.0
Support for RimPrime
Quick Create

2.0.1.9
Added some tooltips
Changed some of the Separate Defs code

2.0.1.8
Fixed Drag Reordering
Fixed Filter Select Cancel

2.0.1.7
Added Animal Filter
Added Statistic Filter

2.0.1.6
Added Pawn Skill Filter
Multiple Negotiators

2.0.1.0
Added Importer
Included Repetition setting

2.0.0.2
Updated for RW Build 1974

2.0.0.1
Japanese Translation by Proxyer

2.0.0.0
initial 2.0.0.0 version(around 80% or more of the code is new compared to 1.1.2.5b)



AutoSeller by Supes is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.






AutoNotify Extension

Adds the ability to set notifications for stock levels using editable rules.

Requires AutoSeller 2.0.1.7 or higher to work.  For detailed instructions, see the first two videos of autoseller.

Load after Autoseller

This is an example extension mod, as such it wont be expanded upon much more than it already is, but it can still be useful, such as notifying how many items you have if you are making items for a caravan request quest, or if you simply wish to be notified when you get too low of something.

safe to install on an existing save, also safe to remove without adverse affects.

The example git is available here: https://github.com/SupesSolutions/RWAutoNotify