RimWorld

RimWorld

1,021 ratings
De-generalize Work
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
111.708 KB
Mar 1, 2020 @ 12:07pm
Mar 20 @ 7:37pm
7 Change Notes ( view )

Subscribe to download
De-generalize Work

Description
Because tailoring and smithing are totally different skills

________________________________________________________________________________

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.

________________________________________________________________________________
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]
________________________________________________________________________________

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.
________________________________________________________________________________

Links:
Github link for non-steam users[github.com]
Popular Discussions View All (1)
8
Feb 28, 2023 @ 5:22pm
PINNED: Bug Reports
Alias
38 Comments
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)
Black★Rock Shooter Apr 5, 2023 @ 11:07am 
I'm conflicted between wishing this had compatibility by changing other mods def use on load or having other mods offer options to work with this. Both are big quest
Alias  [author] Feb 21, 2023 @ 1:25am 
@Sage, glad to hear it (I love it when my mod isn't the one breaking things)!
Sage Feb 20, 2023 @ 9:37am 
Actually - turns out it was Separate Tree Chopping Priority! <3
Sage Feb 19, 2023 @ 11:34pm 
Hello there! Just wanted to share that this mod seems to break the new controllable mechanoids who do work... I think. I only currently have agriculture mechs, but they don't cut down trees, or tree-like plants that give wood. Let me know if I can do any testing to help!
Alias  [author] Aug 29, 2021 @ 4:17pm 
@Stokeling9701, no clue. I haven't heard any complaints...
Stokeling9701 Aug 23, 2021 @ 5:05pm 
is this compatible with free will?
Trigger Aug 23, 2021 @ 5:35am 
Awesome thank you for the feedback.
Alias  [author] Aug 22, 2021 @ 11:36pm 
(2/2) On it's own, the mod has a net zero effect on the game, it mostly serves as a compatibility layer for other mods (for example, the Natural Tailor trait in Additional Traits mod buffs tailoring speed at the cost of smithing speed and would otherwise be impossible without this mod) and to help immersion (among other things, I've dabbled in sewing, leatherwork, small electronics, and woodwork, and a little bit of metalwork, and while sewing and leatherwork have a lot in common, the skillset doesn't wholly translate to ripping boards, forming clay, or getting molten metal to cooperate).
Alias  [author] Aug 22, 2021 @ 11:36pm 
@Trig (1/2), No worries, I kind of just threw this mod together so see if it could be done (the entire thing is like 5 xpath patches) and I probably need to update the description some and make an actual picture for it... prior to the 1.1 version of the game there used to be separate speed stats for each for the main crafting types (Sculpting, Smithing, and Tailoring) which meant that traits or items could buff those speeds specifically, 1.1 got rid of these unique stats and lumped most production related recipes under a general labor speed stat. This mod adds those stats back (and attempts to reassign them to the appropriate jobs/ recipes) as dependencies of the general stat, so that any changes are handed down.