RimWorld

RimWorld

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VFE Pirates - Hardworking Warcaskets
   
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Mod, 1.6
File Size
Posted
Updated
656.582 KB
Jul 26 @ 9:44am
Aug 2 @ 8:42am
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VFE Pirates - Hardworking Warcaskets

Description
Allows warcaskets to work again, but with reduced work speed. This mod can be configured through VEF Toggable Patches and the work speed reduction can be disabled.



Do you think you are the high stellarch or something? Just because you are inside that tin can does not excuse you from your chores!
But I singlehandedly fought off those wasters yesterday that were trying to steal the muffalos! And this suit is so heavy and tiresome to move around in..
Everyone does their part for the colony Brutus. Old Arthur over there only has peglegs and one arm and is still working the fields. Now grab that broom and start cleaning the shed or you can forget about dinner!
...yes ma'am.



Mod features
All disabled worktypes for warcaskets are enabled again. The following can be toggled:

Option
Default
Effect
Comment
Reduce workspeed
Enabled
Global workspeed decreased by -50%.
It's difficult doing work with such a bulky suit after all. They are trying their best..
Increase carry capacity
Enabled
Increases carry and carvan capacity by 15kg.
Heavy powered suits should help you lift more.
Improve physical labor at the cost of precision
Disabled
  • +120% mining speed
  • +50% deep drilling speed
  • -30% mining yield
  • +90% construction speed
  • -25% construction and repair success chance
  • +80% planting speed
  • -30% harvest yield
  • -50% hunting stealth
Heavy physical labor should be easy in a powered suit. But doing the work is clunky. This will increase some labor speeds, but with drawbacks.
Note that by default the workspeed reduction is still applied, so the final values won't make them as fast as these numbers imply.
Now you can use your warcaskets to quickly grind down some rocks, if you're willing to accept the lower yield.



FAQ
What's the difference between this mod and the existing ones?
Like Warcaskets can work! it removes all disabled worktypes, but I find simply enabling all worktypes again without downsides too far from the original intent. I also wanted to add thematic changes like increased physical labor and carry capacity for which these suits should be able to use their increased power. They are able to equip extra heavy weapons after all. Workercaskets reduces the global workspeed but adds additional warcaskets that I didn't want. This mod aims to be a simpler version that offers a few options to modify it to your liking.

Why is the mod called hardworking when they work so slow? Can't they work faster?
Be patient. They are trying their best and giving it their everything. You just got back half a pawn over what you normally would have had. That's a pretty good deal!
Instead of letting them do essential tasks give them low priority work like hauling, cleaning and beating up persuading prisoners. If you don't like the workspeed reduction you can disable it through the toggable patches in the Vanilla Expanded Framework settings.

Compatibility?
The base warcasket definitions are patched so it should work with any mod that inherits from them.
19 Comments
japrice Nov 22 @ 3:37am 
Hello just i was having trouble with your warcasket mod. I am using yayo's combat and i need to carry things around in my warcasket (ammo mostly) or i wont be able to shoot. In your mod you do this :

<label>Increase warcasket carrying capacity:</label>
<operations>
<!-- for BODY -->
<CarryingCapacity>10</CarryingCapacity>
<VEF_MassCarryCapacity>10</VEF_MassCarryCapacity>

<!-- for SHOULDERS -->
<CarryingCapacity>5</CarryingCapacity>
<VEF_MassCarryCapacity>5</VEF_MassCarryCapacity>
</operations>

witch override the base value of carrying capacity of the warcasket. Now my pawn have a 120kg warcasket on her but she can only carry like 50 - 60 kg due to this override. (supposed to make the warcasket self-lifted in the original mod). And because of that she cannot lift ammo or anything else...


Thank you for your work and have a great day on the rim :)
Abbot Nov 19 @ 2:21pm 
Are research times unaffected?
Gruntly The Gobdaw Nov 6 @ 4:22am 
btw is it safe to add midgame?
Gruntly The Gobdaw Nov 6 @ 4:21am 
MY DREAM IS REALIZED
dmp☆  [author] Aug 2 @ 8:49am 
@Aarmik Recommended to disable that option in FSF Complex Jobs if you use this one since they do similar things.

Pushed an update that should improve compatibility with other mods that try to patch the trait. (eg FSF Complex Jobs and Warcaskets can Haul)
Church.exe Aug 2 @ 3:42am 
This made me realize how much I want a mod that removes the shellcasket effect and turns Warcaskets into something like the power armor in later Fallout games or one of the early Iron Man armors. (i.e. : making them behave a bit like the AMP or other exosuits)
Aarmik Aug 1 @ 11:27am 
Actually, it's FSF Complex jobs that is causing the issue. I hope the jobs added by it are still covered.
Aarmik Aug 1 @ 10:23am 
Is it possible to make this compatible with FrozenSnowFox Tweaks? It patches warcasket jobs just like this mod and whichever you put ahead of the other you get a red error from the lower on the load order one.

FSF's tweaks add a lot of stuff, but I like the modifiers added by this mod.
Distorted Tanya Reverb Jul 28 @ 10:54pm 
Respect for doing something I was too lazy to do
dmp☆  [author] Jul 28 @ 8:01am 
@LioTheManlyBadAssHero It's possible but I don't see the purpose as hauling is not affected by workspeed so it would render the changes of this mod mostly pointless. If you like how that mod does it just use that one. I believe the balance of this mod with the workspeed reduction is still fine, but let me know what your concerns are if you have any. I tested it out and Warcaskets can Haul will throw a red error if used after this one, although it will still work. However, I might add the changes from "Warcasket Jobs" to this one as an option, as it seems abandoned.

I will probably upload more mods if I feel like other people might find them useful. If only to write down the colonist conversations and get the voices out of my head.

@Reprogrammed Automaton Unfortunately not as toggleable patches only allows an on/off switch.

@PiekłoNurek Does not affect them if they use a different trait.