RimWorld

RimWorld

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(Obsolete and unsupported) X - Really Useful Ideological Roles
   
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Mod, 1.4, 1.5
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986.271 KB
1 Feb, 2024 @ 9:29am
8 Apr, 2024 @ 12:12am
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(Obsolete and unsupported) X - Really Useful Ideological Roles

In 1 collection by Graf
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25 items
Description
The mod is obsolete, its support is discontinued, it will be removed after a while. If you need this mod for something, create a copy in advance.

The updated mods are here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3523100213



The mod allows you to use the skills of ideology specialists from the "Ideology" DLC once a day. All skills, all specialists.

The mod also removes restrictions on "non-core" jobs for specialists (as in the "Capable Specialists" mod). Role descriptions are also changed - I removed all references (that I found) where it says that specialists will refuse to do something (unfortunately, only in English, the game refuses to accept updated translations - translations built into the game were stronger). Shooting masters are able to fight hand-to-hand, and melee masters are able to use firearms.

The job patch is universal. It will work for all roles added by other mods. With patches for shooting and melee are a bit more complicated - they need to be written for each specific specialist. If you have the "Vanilla Factions Expanded - Pirates" mod installed, the pirate captain will also fight hand-to-hand. I'm not aware of any other mods that have roles with restrictions on shooting and melee combat (if you know of one, please write me and I'll add support for it).

The patch for skill application rollback time (up to 1 time per day) applies only to vanilla roles. I could have made it universal (like the patch for jobs) and it would have worked fine (tests passed without errors), but there was no point. Generally, the roles added by mods have adequate time specified as it is. Sometimes it's even only a few hours (that is, a universal patch would have messed them up), and if it's more than a day, it seems justified. Minor edits were made only in "Vanilla Ideology Expanded - Memes and Structures" (adjusted the rollback time for applying skills in some specialists, removed references to refusal to work in a couple of specialists). In other mods I know of (for example, "Alpha Memes") nothing needs to be corrected. But if there is a request (and you can justify that the rollback time is too high/low) I will add support for any mod (it's a matter of a few minutes).

Mod can be safely added and removed at any time.


(Picture generated by the "Kandinsky" neural network. If you would like to download the image without the caption, you can do so here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3136816410)
17 Comments
Graf  [author] 30 Jun @ 1:39am 
@tanyfilina
Yes, that's correct. Right now, it's practically the same mod, just with a slightly different name. I planned to add other useful features. For example, currently, the boosting abilities last for a day and recharge for a day. It would be logical to make the abilities work permanently (or for a season—15 days), so you wouldn’t have to constantly activate them—it can get tiresome. This turned out to be a bit harder to do with my current skills. But later (possibly closer to version 1.7), I’ll revisit this idea.
I reread my comment about the other mods I don’t plan to update. It came out a bit harsh. Honestly, I haven’t made a final decision about them yet. After all, it’d be a shame to just delete my creations. Most likely, I’ll figure something out with them.
tanyfilina 29 Jun @ 9:20pm 
So this particular mod will be a part of Improved Specialists?
Graf  [author] 29 Jun @ 12:00pm 
All others will be labeled “obsolete and unsupported” and will eventually be hidden from the workshop and then removed. The contents of some of these are included in the mods listed above. Others have become irrelevant (they modified mods that will not be updated to 1.6). Others I became disillusioned with, stopped using in my personal build, and consider them no longer necessary. Some mods were so unpopular that I decided to bring them back into my personal, secret mod with personalized customizations and experimental patches. Perhaps if over the next couple months any meaningful number of people stand up for these mods and ask for them to be revived, I'll re-release them. Otherwise, they deserve to be forgotten.

All the work has already been done. But I'm waiting for an official update. They will most likely be uploaded on July 12-13. I need a couple days to study the new DLC to write a patch for the main mod (Improved Combat System).
Graf  [author] 29 Jun @ 11:59am 
@tanyfilina
Thanks! Some of the mods (10 out of 25 to be exact) have been rewritten (some significantly, and some have only identifying information replaced) and will be re-uploaded. These are: Improved Combat System, Impassable Fortifications, Realistic Deaths, Realistic Roads, Improved Gauranlen Tree, Improved Specialists, Improved Biosculpter, Improved Recycling, Improved Genetic Operations, and Anomalous Repair Shelf.
tanyfilina 29 Jun @ 11:04am 
I hope you are going to update your mods, they are great
Graf  [author] 22 Oct, 2024 @ 11:36am 
@bagelhe
“All Specialists Can Work” is written differently, but it does the same thing as my mod. Both mods affect the same thing, so there is a conflict. I haven't played RimWorld in a long time, but as I recall, my mod also affects specialists from the “Vanilla Expanded” and “Alpha Memes” mods. So you don't need “All Specialists Can Work”, my mod is enough.
bagelhe 22 Oct, 2024 @ 10:18am 
yes i got All Specialists Can Work. Which I thought is slightly different than yours. Not sure though if they don't do the same thing?
Graf  [author] 22 Oct, 2024 @ 9:32am 
@bagelhe
It's hard to say. Most likely the reason is a mod conflict. Maybe you have another mod installed that removes the restriction on available jobs (like Capable Specialists)? Then the reason for the error is that my patch is trying to remove something that has already been removed.
You will need to disable either my mod or the other mod that conflicts with mine.
bagelhe 22 Oct, 2024 @ 7:41am 
(System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()

I get this error when I start Rimworld. Is this a problem?
bagelhe 22 Oct, 2024 @ 7:40am 
[X - Really Useful Ideological Roles] Patch operation Verse.PatchOperationFindMod(Ideology) failed
file: G:\Steam\steamapps\workshop\content\294100\3151817261\Patches\[1] Ideology.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch5 (string)
Verse.PatchOperation:Complete (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.LoadedModManager.ClearCachedPatches_Patch3 ()
Verse.LoadedModManager:LoadAllActiveMods (bool)