RimWorld

RimWorld

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More Than Capable (1.6-b)
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Mod, 1.5, 1.6
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219.497 KB
May 1, 2024 @ 12:27pm
Jul 20 @ 7:36am
9 Change Notes ( view )

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More Than Capable (1.6-b)

Description
More than Capable updated for 1.5/1.6

A note about 1.6 update:
Since the mod was heavily rewritten, there may be some issues that I did not catch during my testing.
If you find any, please report them in comments with preconditions and steps to reproduce.
Before reporting, if it is possible, try to reproduce the issue without any other mods enabled (except Harmony).
I cannot promise patching mods incompatibility issues or adding support for other mods (I can try, though).



Original description:

Tired of pawns who refuse to do certain types of work, even when their own lives and the survival of the colony depend on it? This mod changes the way in which the game handles "incapabilities." On the pawns' character tabs, you'll see that the "Incapable of" list has been replaced with a list of "Hated work types." These types of work are marked in amber on the work tab, and aren't assigned by default. But they can be assigned if necessary, as any pawn can be assigned to any type of work. Be aware, though, that if you assign a pawn to do hated work, there's a mood penalty (and eventually movement and even manipulation penalties) that will only grow worse the longer the assignment lasts. This mod is intended to allow you to assign pawns to work they hate in emergency situations. It is *not* intended to allow such assignments to be made on a long-term basis.

Note 1: Since "violent acts" aren't a specific work type, pawns who abhor violence are capable of violent acts -- combat, etc. -- if and only if they're carrying a weapon. But so long as they're armed, they will suffer mood debuffs just as if they were assigned to a work type they hate.

Note 2: As there are easy ways to "get around" restrictions on tasks like hauling, anyway, "incapable of dumb labor" is treated a bit differently than other incapabilities. Pawns who hate dumb labor are simply given an extra trait that reduces their carrying capacity and their unskilled labor work speed. They won't be assigned to hauling or cleaning by default, but can be assigned to those tasks indefinitely with only a minor mood penalty, which doesn't get worse over time. For similar reasons, pawns who hate plant work or skilled labor can still be assigned to plant cutting with only a minor static mood penalty.



Compatibility:

"More Than Capable" can safely be added to a game in progress. If you remove it you will get red errors, you can save and reload to make them disappear.

Compatibility with "Achtung", "Do your F*** Research", and potentially other mods that change forced work:
Disable 'Allow "Force Do Job" Behavior' in More Than Capable settings and restart the game.



Known Issues:
since 1.5 or earlier:
  • work assignments of hated types are lost after reloading saved game
  • drafted non-violent pawns can fight even without a weapon
  • slavery isn't overriding pawns' capable work types, leading to mood debuffs when assigned to "hated" types
  • mechs work types are unlocked but with no downsides (Mech Work Tab mod?)
  • traits related to hated work types can still appear on pawns
  • ?
since 1.6:
  • ?

WIP:
  • fix known issues
  • improve logging
  • special treatment for mechs, slaves, etc.
  • beautify settings page (low priority)
  • add missing localization (in Defs) (low priority)



Credits:
  • RimRue - original idea
  • Rainbeau Flambe (dburgdorf) - first implementation
  • notfood, Meru - second implementation, maintenance and updates up to 1.4
  • Brrainz - Harmony



License:

MIT


116 Comments
Umbra  [author] 7 hours ago 
@Blacksoul large part of the deeper logic code is the same as in 1.5. The note means that some of the bugs were there before I even picked up the mod, and remained there for a long time without being acknowledged, which makes troubleshooting and fixing them a bit more difficult for me. The bugs that are listed in the notes are all applicable to 1.6 at the moment
Blacksoul Aug 19 @ 8:50am 
quick question, just to make sure, but your note about 1.6 update, it doesn't concern its 1.5 code? meaning now 1.5 and 1.6 diverged, and the issues that are surfacing in 1.6 are probably not happening in 1.5?
evilgiraffe666 Aug 12 @ 9:02am 
I can corroborate that Achtung forced work counts as assigning them to everything, even with the "Allow "Force Do Job" Behavior" option in the mod settings set to false (has been set for ages, so I've restarted game and save)
Futstub Aug 11 @ 11:39am 
Well pretty much all of them. For example my production specialist has like 10 worktypes disabled and at some point he will get a -5 mood buff for all of them, even though he did none of the jobs. And when I delete the debuffs with character editor, they instantly come back.
Umbra  [author] Aug 11 @ 8:38am 
@Futstub can you elaborate what worktypes you mean, and what are the pawns traits/backstories? ideally with screenshots (imgur or something). As for tools, whitelist is supposed to solve exactly that
Futstub Aug 11 @ 3:48am 
I really like the idea of this mod, but a lot of my pawns constantly get mood debuffs from worktypes they weren't even assigned to...
Also, pawns that are incabable of violence will still get a mood debuff just from using VE tools...
Umbra  [author] Jul 27 @ 8:41am 
interesting, I will have a look when I can @Chrono-Bonker
Chrono-Bonker Jul 26 @ 7:48pm 
Seems that this mod plays funnily with Achtung! Whenever I assign an Achtung task, *all* of the pawn's hated work types get procc'ed. Like, I may assign an Achtung task for my builder to build multiple buildings, but it triggers his hated work types for cooking, hauling, and cleaning. Not sure what the deal is there.
RelaxItsJustAGame Jul 21 @ 10:20am 
Thank you for updating!
Tobi Jul 21 @ 6:19am 
FYI: Having the "Obey Life Stages" option active leads to very bad performance in the work tab, at least with the Work Tab mod, due to the "WorkTypeIsDisabled" patch.