RimWorld

RimWorld

1,202 betyg
De-generalize Work
2
   
Utmärkelse
Favorit
Favoritmarkerad
Avfavoritmarkerad
Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
Filstorlek
Lades upp
Uppdaterades
87.261 KB
1 mar, 2020 @ 12:07
24 aug @ 2:17
9 ändringsnotiser ( visa )

Abonnera för att ladda ner
De-generalize Work

Beskrivning
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.

Incompatibilities & Interactions:
Vanilla Skills Expanded - also adds stats for Tailoring and Sculpting, this mod is configured with patch mods for handling these duplicates:
  • Light touch mode will keep duplicate stats (adjusting them to fall under the De-generalized stats instead of Global Work Speed) and only target recipes that VS skills hasn't touched.
  • Best guess mode is will remove the duplicate stats and attempt to supplant them with the stats with the ones defined by this mod (how the mod was configured in previous versions). This should almost always work, but may throw errors if another mod attempts to use one of the removed VE stats (if this occurs, please let me know which mod and I'll make a patch for it)
FrozenSnowFox's Vanilla Bionics Expansion and Advanced Bionics Expansion (with VE Skills)
  • Adjusts FSFBionicsCraftingSpeed to fall under SmithingSpeed
  • Replaces VSE_TailoringSpeed and VSE_ArtSpeed with De-generalized stats when VE Skills is in Best Guess mode



Modders
For a full write up on how to use this mod for your project, see the De-generalize Work github wiki[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]
Populära diskussioner Visa alla (1)
15
31 jul @ 0:56
KLISTRAD: Bug Reports
Alias
59 kommentarer
Alias  [skapare] 8 timmar sedan 
Update, selection logic is has been changed to find more recipes. Vanilla Skills Expanded users may notice duplicate stats for Sculpting/ Art and Tailoring in your colonist's info menu, this is intentional. The mod now defaults to allowing the duplicates to exist for broader compatibility with other mods that may be using the VE stats. These duplicates can be removed by changing the patch mode for Vanilla Skills Expanded to "Best guess" in the new mod settings for De-generalize Work. On a related note, the issues with FSF's advanced bionics should be sorted out.

Not a particularly flashy update, but still a significant amount of under the hood work. As always, if I broke something feel free to drop me a bug report (preferably with a log) and I'll take a look.
FlareFluffsune 18 aug @ 10:47 
Oh its just the production bionic causing it. I've already spoke to FSF about it and he pointed me here.
Alias  [skapare] 18 aug @ 8:38 
@FlareFluffsune, If I was done with the update, it would be upload to GitHub and then the workshop in short order.

Without logs it's impossible to say for certain, but the issue with FSF's advanced bionics only affects a single item (and only when both Vanilla Skills and Anomaly are running), if multiple items are freezing your game, I'd hazard a guess that whatever's going on is more widespread than just this mod.
FlareFluffsune 18 aug @ 0:26 
Just wondering if the update has been completed and just waiting to be uploaded as I'm also having that issue too and it causes most of the screen to stop rendering when I hover over some of the FSF bionics to see their stats.
2 aug @ 17:09 
thanks!
Alias  [skapare] 2 aug @ 12:39 
@‡, issue's on my end, will fix
2 aug @ 6:17 
oh and forgot to mention it's advanced bionics expanded verison, not vanilla one
2 aug @ 6:01 
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 1 aug @ 17:43 
great to hear!
Alias  [skapare] 1 aug @ 17:00 
@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.