RimWorld

RimWorld

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[RF] Pawns are Capable! [b19]
   
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1.002 MB
15 Sep, 2018 @ 4:39pm
29 Sep, 2018 @ 2:32pm
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[RF] Pawns are Capable! [b19]

Description

Tired of pawns who refuse to do certain types of work, even when their own lives and the survival of the colony depend on it? This mod changes the way in which the game handles "incapabilities." On the pawns' character tabs, you'll see that the "Incapable of" list has been replaced with a list of "Hated work types." These types of work are marked in amber on the work tab, and aren't assigned by default. But they can be assigned if necessary, as any pawn can be assigned to any type of work. Be aware, though, that if you assign a pawn to do hated work, there's a mood penalty (and eventually movement and even manipulation penalties) that will only grow worse the longer the assignment lasts. This mod is intended to allow you to assign pawns to work they hate in emergency situations. It is *not* intended to allow such assignments to be made on a long-term basis.

Note 1: Since "violent acts" aren't a specific work type, pawns who abhor violence are capable of violent acts -- combat, etc. -- if and only if they're carrying a weapon. But so long as they're armed, they will suffer mood debuffs just as if they were assigned to a work type they hate.

Note 2: As there are easy ways to "get around" restrictions on tasks like hauling, anyway, "incapable of dumb labor" is treated a bit differently than other incapabilities. Pawns who hate dumb labor are simply given an extra trait that reduces their carrying capacity and their unskilled labor work speed. They won't be assigned to hauling or cleaning by default, but can be assigned to those tasks indefinitely with only a minor mood penalty, which doesn't get worse over time. For similar reasons, pawns who hate plant work or skilled labor can still be assigned to plant cutting with only a minor static mood penalty.

- Rainbeau Flambe (dburgdorf)

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Compatibility:

"Pawns are Capable!" can safely be added to a game in progress. It's probably also safe to remove from a game, but I'd recommend making sure before you remove it that none of your pawns are assigned to "hated" work types or have lingering mood debuffs from such assignments.

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Credits:

Obviously, credit goes to RimRue for the idea and for allowing me to assist in the development of her original version of the mod.

The Korean language files were provided by sogo100. The Japanese language translation files were provided by Steam user Proxyer.

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

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License:

If you're a modpack maker and want to include "Pawns are Capable!" in your pack, or if you're a modder and want to use it as the basis of a derivative mod, please feel free to do so. I ask only that you let me know about it.

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The Ludeon forums discussion thread for my mods can be found here[ludeon.com].

If you have any (helpful) suggestions for improvement, please let me know!

My mods are free, but if you'd like to buy me a Dr Pepper[ko-fi.com], I wouldn't complain.
83 Comments
E-Claire  [author] 14 Oct, 2018 @ 1:18pm 
Stormo 2 Oct, 2018 @ 12:53am 
Thank you for updating this, Rainbeau, and for all your hard work making these wonderful mods!
Dark Hunter 30 Sep, 2018 @ 11:38am 
You're the man, thanks.
Latex Santa 30 Sep, 2018 @ 9:58am 
A must-have. Well done.
E-Claire  [author] 29 Sep, 2018 @ 2:34pm 
UPDATE:

- "Force Do Job" behavior, which allows a pawn to be told to do a specific job even if not assigned to the relevant work type, is still the default, but can now be disabled via a new configuration option.
james76543 26 Sep, 2018 @ 6:51pm 
For the longest time I didn't use this mod, because I just assumed it removed the restrictions. I had no idea that it modified the work types to 'hated' so that they could still be forced to do it, with a mood penalty. The only reason I checked again was because Rainbeau Flambe is amazing and I thought I'd take a second look at the mod description. Well done!
Dark Hunter 24 Sep, 2018 @ 9:29pm 
It all makes sense now, force do work is what is causing this. I would rather have the option to turn that off as it suites my play style and my love of reverse command, not to mention this mod that allows my people to tend others if my doctor gets taken out. No joke, I lost an early colony of 5 because of this.
E-Claire  [author] 24 Sep, 2018 @ 7:50pm 
(I added that functionality last year as the easiest way to deal with a minor conflict between the mods. I'd never really thought about it much, since, but if it's something you'd rather not have, it'd actually be pretty easy to make it a configurable option.)
E-Claire  [author] 24 Sep, 2018 @ 7:46pm 
I just realized we're sort of talking at cross purposes here. You're not saying you're able to tell a pawn to do a job he *hates* and isn't assigned to; you're just saying you're able to tell a pawn to do a job he's not assigned to. That's actually by design. "Pawns are Capable" incorporates the functionality of the "Force Do Work" mod. Pawns can be told to do a particular job, even if they aren't actually assigned to the appropriate work type, so long as they don't actually hate that work type.
Dark Hunter 24 Sep, 2018 @ 7:05pm 
Thats strange, I even re-ordered the mods to different places and I have 1 cook but everyone else can cook through reverse commands when not assigned in the work tab. May mess around with this some more I have no idea whats going on.