RimWorld

RimWorld

[RF] Pawns are Capable! [b19]
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.
E-Claire  [author] 24 Sep, 2018 @ 6:47pm 
UPDATE:

- Attempting to draft pawns such as hacked mechanoids from Roolo's "What the Hack?!" (which lack some of the attributes of colonist pawns) should no longer generate error messages.
E-Claire  [author] 24 Sep, 2018 @ 6:35pm 
OK, I just took an (admittedly cursory) look at "Reverse Commands," and did *not* see the problem you're reporting. When I clicked on something that needed to be done, I did not have any option to assign it to pawns who hated and weren't assigned to the appropriate work type. Everything seems to be working exactly as I'd expect it to.
E-Claire  [author] 24 Sep, 2018 @ 6:03pm 
@Dark Hunter: I'll make a note to look into that. I'd assume that "Reverse Commands" somehow bypasses or revises the work assignment code that "Pawns are Capable" also revises, which is likely the cause of the conflict. Thanks for pointing the issue out.
Dark Hunter 24 Sep, 2018 @ 5:17pm 
I've noticed this mod acts weird with Reverse Commands. It allows you to make colonists do work that they are not assigned to in the work tab through reverse command. Minor annoyance but when I turn this mod off, reverse command works as intended. Anyone else have this?
E-Claire  [author] 22 Sep, 2018 @ 2:37pm 
UPDATE:

- "Incapable of dumb labor" is now a special case. Pawns who hate dumb labor are given a trait that reduces their carrying capacity and unskilled labor work speed. They can be assigned to hauling or cleaning with only a minor mood penalty, which will *not* increase over time.

- Pawns who hate plant work or skilled labor but are assigned to cut plants are handled similarly, with a simple static mood penalty as opposed to a scaling penalty.

- Plant cutting is now consistently treated, as it is in vanilla, as skilled labor rather than dumb labor.

- Updated the version of the Harmony library the mod uses.
Fantasy System 22 Sep, 2018 @ 5:59am 
Thanks
E-Claire  [author] 22 Sep, 2018 @ 5:58am 
@Scout: Plant cutting-related bugs have been reported by others, as well, and will be looked into this weekend.
Fantasy System 22 Sep, 2018 @ 5:24am 
@rainbeau Flambe bug all my pawns hate plant cutting even if they dont due to theiir backstories
E-Claire  [author] 22 Sep, 2018 @ 5:16am 
@Cyrilthlio: I'm sorry, but I just recently got rid of all my pre-b18 files, as I assumed by this point nobody would still playing year-old obsolete versions of the game. (Rue's original version of the mod for a17, which replaced incapabilities with negative traits, is still available here on Steam, but I'm afraid my a17 "no traits" version is not.)
cyrilthlio 22 Sep, 2018 @ 12:57am 
i have a question, I play on alpha 17 and where we can find your mods ?
pyrce 21 Sep, 2018 @ 10:51pm 
Really glad you got this one updated. No more colonists watching their fellow burn to death with mild interest.
Simonson [29th Ret.] 21 Sep, 2018 @ 12:54pm 
Nice mod. No able bodied person is "incapable" of hauling a piece of slag, or cutting down a tree. You may hate it, but if it's life or death you should do it.

I hope Tynan adds something like this in vanilla. Serious penalties are fine.
Fantasy System 21 Sep, 2018 @ 4:49am 
even if they dont have iti as a hated work type
Fantasy System 21 Sep, 2018 @ 4:47am 
Strange bug all my pawns hate plant cutting
Mittsies 20 Sep, 2018 @ 2:55pm 
@Rainbeau: I understand what it's supposed to be, it just doesn't work in practice. Instead of having incapable of dumb labor, they should have reduced carrying capacity, slower plant-cutting and cleaning speed, etc.
E-Claire  [author] 20 Sep, 2018 @ 1:55pm 
@ACro: I'm afraid I have absolutely no clue what that comment has to do with this mod.
ACro 20 Sep, 2018 @ 1:45pm 
Fish on the ice?
Ea-Nasir 20 Sep, 2018 @ 11:29am 
This is a brilliant idea. Thank you for the fantastic mod that gets rid of the only thing I dislike about this game.
Erik Three Dog 20 Sep, 2018 @ 9:03am 
This needs to be in the base game!
E-Claire  [author] 20 Sep, 2018 @ 6:33am 
@Mittsies: Well, the idea, of course, is not that pawns are literally "incapable" of dumb labor, but just that they simply refuse to do menial tasks that they deem to be beneath their dignity. And for a few backstories, it does make sense, though honestly, in the context of the RimWorld setting, most folk would get over such qualms pretty quickly. ("Do work that's beneath me, or die? Well, I suppose I can do it, if I must. But *just for now*, you understand.")

Not to steal your thunder, but I may just go ahead an add an option to disable "incapable of dumb labor" to the next PAC update.
Polybec 20 Sep, 2018 @ 6:23am 
It makes sense. Thanks!
Mittsies 20 Sep, 2018 @ 2:26am 
@vardicdestroyer: Truthfully you should just disable the "incapable of Dumb Labor" trait with a mod such as this one, which is compatible with Rainbeau's Pawns are Capable (Pawns are Capable goes above on the mod list): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=933216311 .

It adds nothing to the game and makes absolutely no sense for someone to be "incapable" of picking stuff up. Incapable of intelligence or social I totally understand... but disabling dumb labor is just, well, dumb.
Mittsies 20 Sep, 2018 @ 2:26am 
Builder with Hauling Disabled: "I'll haul 75 stone bricks over and over to the construction site... but I won't haul this 5 blue medicine! What do you mean my wife will die if I don't? Too bad."

Cooker with Hauling Disabled: "I'm going to walk to the other side of the map to pick up 10 rice to cook a single meal, and I'll repeat this over and over, spending a full 16 hour day just to cook a few meals. Huh? I should pick up a full stack of 75 and bring it to the kitchen? No thanks."

Anyone with Plantcutting Disabled: "I refuse to cut down this tree. What's that? You want me to build a bed where the tree is? Sure, lemme just cut down this first because it's in the way of my bed construction."
SirKatsuTTV 19 Sep, 2018 @ 7:30pm 
Great idea for a mod! Thanks!
vardicdestroyer 19 Sep, 2018 @ 5:53pm 
@Rainbeau Flambe No worries, just wanted to be sure you were aware of the issue, i've only got one pawn affected and i've made the required changes to his work orders so he'll be happy.
E-Claire  [author] 19 Sep, 2018 @ 5:44pm 
@Vardicdestroyer: Yep, I'm already aware of some oddities with plant cutting. In b18, it counted as dumb labor, but apparently, in b19, doesn't, and I wasn't aware of that when I updated the mod, and so things are a bit flaky. I'll be getting it fixed.
vardicdestroyer 19 Sep, 2018 @ 5:39pm 
@Rainbeau Flambe Pawns with the vanilla incapable of dumb labor trait have some odd reactions with this mod. I had a pawn, Troy, who was incapable of dumb labor, but was still able to plant cut in vanilla, i added this mod, and now when he plant cuts he gets a mood debuff, even though it's an allowed behavior, even in vanilla, and doesn't show as a hated job in your mod.
jackik 19 Sep, 2018 @ 3:50pm 
@Darastrix: XD nice one, why have i never thought of that!
Jaxx - pshoooo 19 Sep, 2018 @ 12:43pm 
this mod is an absolute godsend for compatibility with any kind of tools mod - you can actually get your non-violent pawns to hold toolboxes to do non-violent work.
Special Lizard 19 Sep, 2018 @ 12:19pm 
I always found it funny to make someone who never does "plant work" to construction
having them cut down trees to "lay power lines"
then canceling the power line and "oh we need it under this tree now"
step on me and call me a worm 19 Sep, 2018 @ 1:40am 
Plant cutting doesn't get marked as hated job for some reason
Vakaria 18 Sep, 2018 @ 8:22pm 
Thank you, thank you!! This is one of those "Quality of Life" mods that makes the game more enjoyable to me. Thank you!!
ratsalad 18 Sep, 2018 @ 7:53pm 
v
Torry © 18 Sep, 2018 @ 6:44pm 
nice, now my no dumb labor pawn that got interupted in his hunting trip can carry that animal back like he was doing in the first place.
Arthur cat-boy Morgan 18 Sep, 2018 @ 3:00pm 
yeet, now i can make my pyromanic put out all those fires he started
E-Claire  [author] 18 Sep, 2018 @ 1:40pm 
@Strelok: Interesting idea. No clue off the top of my head how to implement it, but I know such things *can* be done in the game, so I'll make a note to look into it.
StrelokHolmes 18 Sep, 2018 @ 1:03pm 
Hey, for the non-violent pawns you should add one extra debuff, IF they kill someone with their weapon (only if insta-kill) they will be scarred for life ( adding a deppressive trait or worse ) like in real life even in self defense people that tends to kill someone else are usually haunted day and night by those images dont you think ? @Rainbeau Flambe
E-Claire  [author] 18 Sep, 2018 @ 11:13am 
@Pinpin: Thanks for pointing that out. I'll look into it, and adjust things as necessary.
Hazama 18 Sep, 2018 @ 10:33am 
Loved this mod back in the day. However, it seems plant cutting is no longer classified as dumb labor in vanilla anymore, as I had a pawn incapable of dumb labor who could be assigned to it. After adding this mod, she now has a debuff for being assigned to plant cutting.
E-Claire  [author] 18 Sep, 2018 @ 8:00am 
@Knight: Yes, pawns will gain skill while doing a task even if they hate the work. However, it's kind of a moot point, as the problems that would come from leaving a pawn assigned long-term to a hated work type would *far* outweigh the benefits of improving that pawn's skill.