RimWorld

RimWorld

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Everyone Hauls - 1.6
   
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Mod, 1.6
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354.342 KB
8 Jul @ 5:45am
16 Jul @ 4:55pm
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Everyone Hauls - 1.6

Description
Everyone Hauls - 1.6
Allows any and all colonists to perform Hauling, Cleaning, and Plant cutting jobs even if their backstory disables "Dumb Labor".

Pawns are already technically capable of hauling: builders haul the resources to the site, cooks haul the ingredients to the stove, doctors haul body-parts to the operating table, and so on. Disabling hauling just creates really weird situations where a cook will travel 50 tiles over and over again to go pick up 10 pieces of rice instead of just bringing a full stack of 75 to the kitchen.

Pawns are already technically capable of plant cutting as well: simply designate them to build an object where a tree is, and they will cut it down without an issue. Clearing snow uses the same job as Cleaning, and it can be extremely annoying to have pawns that won't do that for some reason. Also sometimes you just have a pawn who's bad at everything else and you just set him to clean your base in the meantime.

This mod completely overrides backstory work restrictions for manual labor (hauling, cleaning, plant cutting) while preserving all other work restrictions for game balance.

Updated with Harmony patches for RimWorld 1.6 compatibility.

Mod options available
You can disable if this overrides hauling, cleaning, or plant cutting individually. And also how it affects Colonists/Slaves, or Mutants/Ghouls as well.

By default, it has Cleaning/Hauling toggled for both.

Original mod by AssassinsBro:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2557704716
12 Comments
Captain Shitface  [author] 19 Jul @ 7:05pm 
@Dragonissa Let me look into the save persistence, and what I can do for that.
Dragonissa 19 Jul @ 11:39am 
Every time i load a save it unchecks the check boxes (haul, clean) for a colonist that is incapable of dumb labor.
scared star 16 Jul @ 10:06pm 
Just started to add 1.6 mods and gotta say, shitface, you are a hero, great stuff.
Captain Shitface  [author] 16 Jul @ 5:04pm 
@Victor I pushed an update that will make it so it doesn't affect any mechs (Tested with DMS too), and options for toggling each override for Colonists/slaves, and Mutants/Ghouls :) Hopefully this is better for ya
Captain Shitface  [author] 16 Jul @ 2:09pm 
@Victor I see, I'll have to look into how they define their mechs, and see what I can do. I'll definitely have mechs disabled by default, and probably have a section for cleansweepers, haulers, and then the rest. Will also see about adjusting their work priorities too so they priorities their original job first, and the rest is when they're free

Thanks for taking the time to reply and give me some input, I appreciate it!
Victor 16 Jul @ 1:22pm 
Yeah, and the ones from The Dead Man's Switch https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3121742525 too, I some few mods to test so I thought there was some issue. Also, if you have a savegame with mechs spawned before adding this mod, they can't do plant work, so you have to spawn new ones, which took me a while to figure out :neilfacepalm:
I'd suggest disabling it by default, like Draylynn said.
Captain Shitface  [author] 16 Jul @ 1:02pm 
@Victor Is it affecting Mechs from Biotech? I can look into fixing that if so, my apologies.

I'll probably add a few setting toggles when I can for hauling, cleaning, and Plant cutting + an additional toggle if it affects mechs too
Victor 16 Jul @ 12:58pm 
So this was why my mechs were all leaving my base dirty and messy to cut freaking trees....
Delta29 11 Jul @ 4:21am 
im honestly surprised hauling is considered "dumb labor" like yes, irl i dont like to carry stuff when moving furniture or other purposes but i kind of have to since it blocks movement and it can be done in a minute

glitterworld colonists do be useless
Draylynn 9 Jul @ 7:08pm 
Toggling for mechs would be great, if possible, since they can't be role controlled in this fashion by default.