RimWorld

RimWorld

1,184 ratings
De-generalize Work
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
114.162 KB
Mar 1, 2020 @ 12:07pm
Jun 21 @ 9:57pm
8 Change Notes ( view )

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De-generalize Work

Description
Because tailoring and smithing are totally different skills

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Description:

1.1 lumped SculptingSpeed, SmithingSpeed, and TailorSpeed into one stat (GeneralLaborSpeed), unfortunately this change is a huge blow to trait mods (including my own Additional Traits mod) that used those stats to give the game just a little bit more depth. As such, this mod adds those stats back as dependents of GeneralLaborSpeed, this means that changes to GeneralLaborSpeed will be passed down to SculptingSpeed, SmeltingSpeed, SmithingSpeed and TailorSpeed, thus (hopefully) ensuring compatibility.

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Modders
For a full write up on how to use this mod for your project, see the included readme file, or the the De-generalize Work github page[github.com]
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FAQ
Q: Is it save game compatible?
A: On it's own this mod is saved game compatible it can safely be added and removed on a whim, however other mods that rely on this mod may not be, so exercise caution when removing things (or don't, it's your life).

Q: I found a bug/issue/problem, where should I report that?
A: I have a discussions page just for that, it's pinned, but here's the link anyway:
Bug Reports.
Q: What if I want to leave my bug/issue/problem in the comments section?
A: Bug reports in the comments section will be ignored, deleted, or I might just make fun of you for not reading the FAQ. In any case, until your issue is properly reported in the bug reports discussion, I WILL NOT investigate it.

Q: Is it compatible with XYZ mod?
A: I've done my best to make this mod as compatible as possible, but I have no idea, I'm going to guess probably, maybe, possibly. As I don't have time to test every mod for the game, I would appreciate if you would test that for me, if it works fantastic! If not drop me a bug report and I'll look into it.
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Links:
Github link for non-steam users[github.com]
Popular Discussions View All (1)
11
Apr 6 @ 10:28pm
PINNED: Bug Reports
Alias
47 Comments
Alias  [author] Jul 13 @ 11:26am 
@GolpeBaixo, I'm not sure what you mean by detailed work tree (the screenshot for the mod is just an info box for a random colonist). There aren't any settings/ configurations for this mod. It's mostly a library mod of sorts for traits or items that give role based buffs (chisels that make sculpting faster, forge hammers for smiths, etc.).
Alias  [author] Jul 13 @ 11:26am 
@Soviet Swede, depends on what you mean by separate. This doesn't break the work tab out, so both jobs are still categorized as "crafting", for that you'd probably want something like Fluffy's Work Tab or FrozenSnowFox's Complex Jobs . What this mod does do is beak out the "general labor speed" that the game uses for all things crafting (and artistic) into separate speed stats to sculpting, smithing, and tailoring so that other mods can change one without messing with the others (for example, my Additional Traits mod has the Natural Tailor trait which buffs tailoring speed at the cost of smithing speed).
GolpeBaixo Jul 13 @ 7:39am 
Helo my dudes how to open the more detailed work tree and the mod inst showing on mod config
Soviet Swede Jul 12 @ 1:40pm 
Holy shit, i’ve been looking for something like this for years

It was always a dream of mine to have tailoring be separate from smithing. Is this it? Or will it still just all be ’crafting’?
"Eula-Thighs" Enjoyer Sep 13, 2024 @ 1:27am 
@Alias Sorry, I'm just saying that I have an error. I'm using your mod for almost 6 months and I got no problem, but suddenly 2 weeks ago I have an error which the game itself announced that there's an conflict in my mods and it automatically disabled all of my mods.

I'm trying to find a source of the problem, and when I disabled your mods, it (error) dissapear. That's why I comment here, because the last comment you have is 1 year ago and I'm afraid that this is an abandon mod.

I'm trying to enabled your mod again today, maybe there's an conflict with your mod and my other mods.
Alias  [author] Sep 6, 2024 @ 1:24pm 
@Fancypuggo, It's hard to make a blanket guarantee, but in general, any changes to work speed will also propagate down to the more granular stats, so the mod should be fairly compatible. It only really gets hung up when other mods add their own work speeds to things (namely sculpting, smithing, or tailoring). To my knowledge, VE Skills is the only other mod that does this (and I have a loadafter/ patch to smooth out the rough edges and make the two play nicely together), but if there are others that I don't know about, feel free to drop a comment and I'll take a look.

Thank you and your welcome!
Fancypuggo Sep 5, 2024 @ 5:39pm 
So just to clarify, if I have other trait mods or items/clothes people can wear that affect work speed, would this mod conflict with them? Also, you're amazing for continuing to update this mod and responding to comments through so many updates! Thanks!
Alias  [author] Sep 4, 2024 @ 7:16am 
@"Eula-Thighs" Enjoyer, And? Did you want me to do something about it, or did just feel like announcing to the world that you have an unspecified problem?
"Eula-Thighs" Enjoyer Sep 4, 2024 @ 4:46am 
I got error by using this mods, idk why.
Alias  [author] Apr 5, 2023 @ 11:39am 
@Black★Rock Shooter, which mods are we talking about? (I already had to make a patch for VE skills, so others may not be out of the question)