RimWorld

RimWorld

Warcaskets can work!
86 Comments
FluffyTowels  [author] Mar 9 @ 6:10pm 
It is possible, please tell me what mod it is and I'll check it
canguro2010 Mar 9 @ 6:00pm 
Might be an issue on my end related to this giant patch mod I have
FluffyTowels  [author] Mar 9 @ 5:49pm 
I swear I have specifically patched that one, did they change the trait? I'll look into it later today
canguro2010 Mar 9 @ 5:37pm 
Alpha Mechs' Mech Master warcasket still limits the user's ability to work due to it giving a different warcasket trait instead of the regular one
ChiliDogSniffer Nov 30, 2024 @ 11:17am 
Is it possible for you to add the functionality to choose what types of work warcaskets can and can't do?
Flat Nov 16, 2024 @ 10:41pm 
Do you think you could add an option to slow down the work speed of warcaskets? I like the idea of warcaskets being able to work, but I think they should have a steep penalty to global workspeed. Maybe it could also be dependent on the tier of warcasket, so higher tiers suffer less of a penalty.
Stuff Jun 19, 2024 @ 6:23am 
:steamthumbsup: thanks for the reply
FluffyTowels  [author] Jun 19, 2024 @ 2:56am 
The mod works by editing the Warcasket trait, so it should, unless the mod uses it's own trait
Stuff Jun 17, 2024 @ 11:08pm 
hey, is this mod compatible with "Warcasket Expanded"?
Silly arachnid Jun 3, 2024 @ 1:59am 
Why does the image look so funny for no reason
SanguinarcAQL Apr 25, 2024 @ 8:25am 
about the idea of @Gruntly The Mailman, what I did was edit the "Warcasket" trait to reduce work speed, it work well with this mod, you can do the same using RIMMSqol
FluffyTowels  [author] Apr 16, 2024 @ 4:19am 
@赤光的宣言 It does
赤光的宣言 Apr 15, 2024 @ 7:04am 
Anyone knows if this works in 1.5?
Ruby Oct 23, 2023 @ 6:29am 
A tedious method is adding a global workspeed debuff on the casket itself (or debuffs for work where it makes sense as in mining would likely be the same or easier but cooking in that big hunk of metal sounds like pain) (would have to be done for each one added including other mods)
FluffyTowels  [author] Aug 1, 2023 @ 2:01am 
@Morcalvin You only need this one. The haul one exists for those that want warcaskets to do be able to *only* do dumb labour and nothing more complex
Morcalvin Jul 31, 2023 @ 11:51pm 
Do I need Warcaskets can haul as well as this mod for warcaskets to haul or can I just use this mod?
FluffyTowels  [author] Jul 11, 2023 @ 8:03am 
I like the idea, but I don't know how to make settings
Canary Jul 11, 2023 @ 7:50am 
I second Gruntly's idea. Otherwise there won't be any downsides to warcaskets
Gruntly The Gobdaw Jun 13, 2023 @ 9:43am 
got a cool idea pop up in my head
how about instead off warcasket can work without downside or cannot work entirely, they can do every work (unless the pawn is whiny about hauling) but with lower global workspeed since they have big metal hand
this can be adjusted in the mod setting

probably hard to make the mod
Kilo Jun 9, 2023 @ 12:59am 
@FluffyTowels Legend! Thanks mate!
FluffyTowels  [author] Jun 9, 2023 @ 12:58am 
@[BW] Kilo Fixed it. The issue was caused by me setting dependancies wrong and the patch trying to activate when it shouldn't
Kilo Jun 2, 2023 @ 6:39pm 
Hello mate, just in case it wasn't reported yet, looks like your Alpha Mechs patch has an issue ("Failed to find a node with the given xpath"), see link below for the HugsLib log (links directly to the line in question). If steam removes the link, let me know and I can PM it to you.

{LINK REMOVED}
FluffyTowels  [author] May 9, 2023 @ 11:38am 
Thanks for bringing my attention to that, I'll try to include patch for that mod
Draws May 9, 2023 @ 10:38am 
Nevermind, I figured it out, the mod used a custom "Trait" for the warcasket, and I figured out you just edited the trait in the game so that warcaskets can work. I just used character editor to fix the problem. (The warcasket was the one from alpha mechanoids, by the way I guess)
Draws May 9, 2023 @ 10:30am 
Heya, the mod doesn't seem to work? I am using a modded warcasket right now if that changes anything, but I have my literal best pawn in a warcasket and he can barely do anything now.
Gruntly The Gobdaw Apr 28, 2023 @ 3:11pm 
thanks
FluffyTowels  [author] Apr 28, 2023 @ 10:29am 
Should be safe, but make sure not to have them both activated.
Gruntly The Gobdaw Apr 28, 2023 @ 8:25am 
is it safe to replace warcasket job mod (enable warcasket to do some job) with warcasket can work mod
FluffyTowels  [author] Apr 27, 2023 @ 9:46am 
I don't know why that is the case, it should be (and from what I can see, is) exactly the same as the old version. Please check there are no other mods that could responsible for that
Azulu The Lord Of Chaos And Doom Apr 27, 2023 @ 8:44am 
i started getting massive fps drops since the update of the mod
VFEPirates.Trait_AllowsWorkType_Patch:Postfix
it gets a couple of million calls in just seconds
FluffyTowels  [author] Apr 26, 2023 @ 4:43am 
Nothing, I messed up while making another patch
Paradox Apr 26, 2023 @ 4:40am 
Rimpy jumpscared me with a notification to download an update for this mod. What did the update do?
FluffyTowels  [author] Mar 14, 2023 @ 3:15am 
@Taco Gimp It has something to do with how Vanilla Expanded does their shields, specifically ones that disallow ranged attacks. The only way I can fix it is by allowing the brute warcasket to use ranged weapons, which I feel would impact the balance way too much for my patch. If you're fine with making that sacrifice, in VFE - Pirates files go to 1.4\Defs\ThingDefs_Misc\Apparel_Various.xml (you can open in it in any text editor as far as I know) and delete line 2113 (it should say <dontAllowRangedAttack>true</dontAllowRangedAttack>). If any of this sounds too complicated, I suggest asking for help on how to do that in the rimworld discord.
Taco Gimp Mar 13, 2023 @ 12:40pm 
Like @Avarice, I’m having issues with a brute firefighting. I also have a siegebreaker that is successfully firefighting, but my poor brute just stands there and waits to get burnt. I’m not knowledgeable enough to figure out why on my own so he’s been taken off the fire squad permanently
TrollofReason Jan 27, 2023 @ 12:51pm 
Oh, thank gosh this mod exists. Because I'm raising up 7 kids to eventually inter in warcaskets? And-uh, they all have a passion for cooking. I was honestly feeling terrible for taking that away from them.
VelxraTV Oct 22, 2022 @ 9:22am 
Thank you again lol
FluffyTowels  [author] Oct 22, 2022 @ 3:07am 
Should work fine on 1.4
VelxraTV Oct 21, 2022 @ 12:36pm 
Please update to 1.4
Avarice Jun 1, 2022 @ 3:03pm 
After seeing the "complexity" of your mod, Good job by the way. quick and effective!, I decided to dig deeper into it. It was only one of my warcaskets. the one in brute armor.

Deleting the shield from the brute chest piece fixes the firefighting issue.(literally going into Apparel_Various.xml and removing the VFECore.CompProperties_ShieldBubble entry) Randomly turning blockMeleeAttack on also did not fix it, which I didn't expect it to, it also did not stop that megasloth from hitting right through it ... yeah sounds like I have a different issue.

Welp its not your mod, it has somthing to do with shields, which can easily be a weird mod issue... I'll see myself out XD
Avarice Jun 1, 2022 @ 1:46pm 
I can say with my WAY too many mods installed with yours installed midgame they did not firefight drafted or otherwise (and when ordered to do so just looked at it, yes I could give them the order, so it is not like they were prevented from doing so). but unless somebody else speaks up ill chalk it up too some sort of incompatibility. they do butcher and haul though! (get out of the way you slow asari charmed sarcophagus wearing idiot)
FluffyTowels  [author] May 21, 2022 @ 10:33pm 
Does it still work?
Connie-mari Damacy May 21, 2022 @ 2:16pm 
New Pirates update today! Will this be updated soon?
Enderjed May 13, 2022 @ 9:11am 
Nice, now my ancient pawn in a warcasket can rejoin the work force.
ChemFuel | 화연 Apr 19, 2022 @ 1:23am 
Aye, thanks mate. Though I just made the mod I talked about :D
FluffyTowels  [author] Apr 19, 2022 @ 12:52am 
Can't they firefight in VFE pirates by default? You can also just unassign them from work types you think they shouldn't be able to do
ChemFuel | 화연 Apr 18, 2022 @ 10:46pm 
Hey man, this mod is cool, but if you could make a mod that lets warcaskets do only hauling, tending, and firefighting, that would be super.

(Yes, I do know the hauling enabler, but I don't want them to only haul things or other jobs like crafting and construction.)
SkipperSFMcDs Mar 10, 2022 @ 4:10pm 
@kaakeli, I don't mean to sound rude but honestly while I know I'm no professional metalworker, nor do I know what exactly the armor in this game is designed as, I did use to work as a scrapper and had to take apart things that you likely would be used to putting together. It would be a bitch-and-a-half to design it where most blades/small arms fire would be pointless to use against war caskets, heavier weapons would likely be able to punch right through and kill the pawn almost immedately, depending where they were hit. You could probably have either the 'tough' trait or use something that decreases incoming damage for them though?
HenMeeNooMai Mar 10, 2022 @ 2:48am 
kaakeli Yayo's combat armor mechanics will make Warcasket absolutely useless without a patch

https://steamcommunity.com/sharedfiles/filedetails/?id=2757398561
kawalis Feb 3, 2022 @ 11:32am 
Good luck with that, you're the modder. I don't know jack shit about modding RimWorld.
Great mod btw.