[A17] QualityBuilder - build like never before! (V 0.17.3 : 25.05.17)

Started by Hatti, August 29, 2016, 08:04:21 PM

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gendalf

add some visual indication which quality I've selected for an item.
Also add the same thing for crafting (like craft bows until you get "selected" quality).

OFWG

Quote from: gendalf on December 25, 2016, 03:51:15 AM
add some visual indication which quality I've selected for an item.

+1, although I could live with a text indication that showed up on right click.

A global default minimum quality setting would be nice to have also.
Quote from: sadpickle on August 01, 2018, 05:03:35 PM
I like how they saw the naked guy with no food and said, "what he needs is an SMG."

FoxXeL

Hi, I keep getting an error when I build something "QualityBuilder: No new BP available"

Thyme

Quote from: OFWG on December 28, 2016, 10:22:02 AM
Quote from: gendalf on December 25, 2016, 03:51:15 AM
add some visual indication which quality I've selected for an item.

+1, although I could live with a text indication that showed up on right click.

A global default minimum quality setting would be nice to have also.
this
I'm from Austria. If I offend you, it's usually inadvertently.
Snowmen army, Chemfuel Generator, Electric Stonecutting, Smelting Tweak

Kyna Tiona

Fun fact: place a grave blueprint and set the target quality to "masterwork". I don't think graves give XP as fast as things that cost resources, but when you have no resources and really need a top-level builder for when you do, this is absurdly effective~

Canute

If you want xp without use of alot resources, harvest both arms of that crafter.
The manipulation ability is very low but when the job give xp by time not job like most tailoring/smithing things he will get alot xp.
Another "cheap" thing is, serveral weapon mods offer weapons that reduce global workspeed (-70% energy sword from Rimarsenal) + parka.

Kyna Tiona


sidfu

cant get it to work with prepare carefully always get this error and prevents the pawns from spawning no matter where in load order i put it

System.NullReferenceException: Object reference not set to an instance of an object
  at QualityBuilder.QualityBuilder.getDesignationOnThing (Verse.Thing thing) [0x00000] in <filename unknown>:0
  at QualityBuilder.QualityBuilder.hasDesignation (Verse.Thing t) [0x00000] in <filename unknown>:0
  at QualityBuilder.CompQualityBuilder.PostSpawnSetup () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.SpawnSetup (Verse.Map map) [0x00000] in <filename unknown>:0
  at Verse.Building.SpawnSetup (Verse.Map map) [0x00000] in <filename unknown>:0
  at AlienRace.GenSpawnAlien.SpawnModded (Verse.Thing newThing, IntVec3 loc, Verse.Map map, Rot4 rot) [0x00000] in <filename unknown>:0
  at Verse.GenStep_ScatterThings.ScatterAt (IntVec3 loc, Verse.Map map, Int32 stackCount) [0x00000] in <filename unknown>:0
  at Verse.GenStep_ScatterThings.Generate (Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.ScenPart_ScatterThings.GenerateIntoMap (Verse.Map map) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.GenStep_ScenParts.Generate (Verse.Map map) [0x00000] in <filename unknown>:0
  at Verse.MapGenerator.GenerateContentsIntoMap (Verse.MapGeneratorDef def, Verse.Map map) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.MapGenerator:GenerateContentsIntoMap(MapGeneratorDef, Map)
Verse.MapGenerator:GenerateMap(IntVec3, Int32, MapParent, Action`1, MapGeneratorDef)
Verse.Game:InitNewGame()
Verse.Root_Play:<Start>m__737()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

notfood

I get that one too but colonists do spawn only if starting method is landing instead of standing. The error still appears but colonists spawn.

sidfu

i got around it by enableing the mod after i started my colony.

JulianSkies

Hello hello, I seem to have found a most astounding bug. In that everthing seems to cost 1 work to make.
I have read in a different thread where "WorkToMake" became "WorkToBuild" and I imagine that since Quality Builder overrides most of the vanilla stuff with their own particular stuff it's a cause. I mean it's the only possible reason double beds are taking 1 work to make.
On the other hand I scoured all the XML files of your mod and saw nothing relating to that, so maybe it's not the cause.

Love

Quote from: JulianSkies on January 10, 2017, 06:15:33 PM
Hello hello, I seem to have found a most astounding bug. In that everthing seems to cost 1 work to make.
I have read in a different thread where "WorkToMake" became "WorkToBuild" and I imagine that since Quality Builder overrides most of the vanilla stuff with their own particular stuff it's a cause. I mean it's the only possible reason double beds are taking 1 work to make.
On the other hand I scoured all the XML files of your mod and saw nothing relating to that, so maybe it's not the cause.
It's not. I use QualityBuilder and beds take the appropriate amount of time.

lllMWNlll

https://gist.github.com/8cd653951b53fe3a5486e5a6dc8dc807

Hey, i'm testing several mods and their compatibility one to another.
I got this little "yellow bug"

And i have active in this sequence:
core; hugslib; colony manager; animals tab; medical tab; blueprints; fluffy breakdowns; area unlocker; better pathfinding; better pawn controls; quality builder

Hope i'm helping somehow. I still have to activate about another 23 mods. If i see a bug related to your mod and another i'll come again and post it here.

Hatti

Quote from: JulianSkies on January 10, 2017, 06:15:33 PM
Hello hello, I seem to have found a most astounding bug. In that everthing seems to cost 1 work to make.
I have read in a different thread where "WorkToMake" became "WorkToBuild" and I imagine that since Quality Builder overrides most of the vanilla stuff with their own particular stuff it's a cause. I mean it's the only possible reason double beds are taking 1 work to make.
On the other hand I scoured all the XML files of your mod and saw nothing relating to that, so maybe it's not the cause.

Qualitybuilder does not mess arround with any xml properties or workamounts

Quote from: lllMWNlll on January 13, 2017, 09:49:53 AM
https://gist.github.com/8cd653951b53fe3a5486e5a6dc8dc807

Hey, i'm testing several mods and their compatibility one to another.
I got this little "yellow bug"

And i have active in this sequence:
core; hugslib; colony manager; animals tab; medical tab; blueprints; fluffy breakdowns; area unlocker; better pathfinding; better pawn controls; quality builder

Hope i'm helping somehow. I still have to activate about another 23 mods. If i see a bug related to your mod and another i'll come again and post it here.


In the qualitybuilder case, this warning is harmless. It just say that asserts needs to be loaded on a different way but i dont load any asserts. Its the hook into the game for the mod.