RimWorld

RimWorld

1,193 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)
15
Jul 31 @ 12:56am
PINNED: Bug Reports
Alias
53 Comments
2 hours ago 
oh and forgot to mention it's advanced bionics expanded verison, not vanilla one
2 hours ago 
idek to where report it, but i'll just do it here: so, FSF bionics expansion has mayrequire's that involve VSE, and for some reason, they don't get patched by your mod, even when its below. so i receive could not resolve reference: VSE_TailoringSpeed and VSE_ArtSpeed, technically changing them manually in mod files to TailoringSpeed and SculptingSpeed works, but kinda sucks doing that locally... is there anything you could do? (gonna ask FSF the same :D)
Jet 15 hours ago 
great to hear!
Alias  [author] 15 hours ago 
@Jet, I can't speak to compatability between Grab Your Tool and Simple Sidearms, but the auto equip thing it probably on my end (I have a lingering feature request [github.com] from the original author of grab your tool for compatibility). Let me take a look.
Jet 16 hours ago 
is it bad to have both this and grab your tool mod together? im using that, the actual tool mod, simple sidearms and this but notice pawns dont always auto equip so maybe its because im using both this and grab your tool?
GolpeBaixo Jul 19 @ 3:36pm 
oh my bad i thought was your mod that separated the categories. thank anyway
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’?