RimWorld

RimWorld

Allow Tool
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Showing 1-8 of 8 comments
TemplumDraco Apr 12, 2024 @ 11:50am 
There are a couple of mods that seem to have this effect, no idea why. But I did some through testing and it will remove the melee skills of ghouls when activated every time, even if activated in the middle of an ongoing game.
Kwacker Apr 12, 2024 @ 12:57pm 
Did you happen to test if removing it mid-save fixes the issue? I've not long started a run (with the mod enabled, now removed) and don't yet have any ghouls, but I'd rather not commit to the run if ghouls are gonna be bugged throughout it :S
Last edited by Kwacker; Apr 12, 2024 @ 12:58pm
rubbergently Apr 12, 2024 @ 12:58pm 
Originally posted by TemplumDraco:
There are a couple of mods that seem to have this effect, no idea why. But I did some through testing and it will remove the melee skills of ghouls when activated every time, even if activated in the middle of an ongoing game.
Do you have a list of mods that you've seen do this outside of Allow Tool?
rubbergently Apr 12, 2024 @ 12:59pm 
Originally posted by Kwacker:
Did you happen to test if removing it mid-save fixes the issue? I've not long started a run (with the mod enabled, now removed) and don't yet have any ghouls, but I'd rather not commit to the run if ghouls are gonna be bugged throughout it :S
I did remove mine mid-save and it did enable melee but at level 0.
Pos 4/5 Apr 12, 2024 @ 1:07pm 
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4
Hi guys! I just figured out what happened and hope you will get an insight and help the developer to fix it.

There is a worktype added by allow tool, called FinishOff. It has a field called relevantSkills, which is pointing to Melee. In RimWorld game code, when your job is disabled, the relevant skill will be also disabled, and that is the reason.

For people with other mods also having the same issue, the reason should be the same, the other mods are also adding some work type that is relevant to Melee.

I believe this is a misunderstanding of the field name. The base game tried to disable the relevant skills for the specialists, which results in the implementation of SkillDef.IsDisabled function. However, this may not be a clear and unambiguous way to do it.

Solution: Find your worktypes from your work panel, and think which ones are added by mods causing this issue. Find those worktypes defs in the mod folders, remove the Melee entries in the relevantSkills fields. Save and restart the game.
CDVoid Apr 14, 2024 @ 9:42am 
Originally posted by Kwacker:
Did you happen to test if removing it mid-save fixes the issue? I've not long started a run (with the mod enabled, now removed) and don't yet have any ghouls, but I'd rather not commit to the run if ghouls are gonna be bugged throughout it :S
I did test it and it seems like when you disable it mid-playthrough it does re-enable melee for any Anomoly creature, whether they are currently on map or freshly spawned in
Martenzo Apr 16, 2024 @ 1:08am 
It doesn't just break the skill though: it also breaks randomising the ghoul in the Anomaly scenario. With AllowTool enabled, randomising the ghoul just creates a regular human. This also breaks the scenario and prevents you from starting, because you're required to have a ghoul among the three starting pawns. Disable AllowTool, and the ghoul randomises into a new ghoul. No idea why this is the case.
ignis Apr 17, 2024 @ 6:22am 
Looks like mod also has problems when using pit gate anomaly

Exception: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 5EE87FE2]
at Verse.GridsUtility.Fogged (Verse.IntVec3 c, Verse.Map map) [0x00000] in <f40318a15dd2424e8ab139f74270c36f>:0
at AllowTool.Designator_HaulUrgently.ThingIsRelevant (Verse.Thing thing) [0x00015] in <265ca9a7207e4e91b7143054729037f5>:0
at AllowTool.Designator_HaulUrgently.CanDesignateThing (Verse.Thing t) [0x00001] in <265ca9a7207e4e91b7143054729037f5>:0
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Verse.Designator.CreateReverseDesignationGizmo_Patch2(Verse.Designator,Verse.Thing)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0(System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&)
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