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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1803932954
I even have 25+ glitterworld medicine, idiot pawn just doesn't want to live I guess.
Can anyone else comment on this? The mod description indicates that the penalties for assigning hated worktypes get worse and more varied if the pawn remains assigned. Is it a bit too limp-wristed with the penalties over time?
Ideally, I would want "hated work types" to be distinct from "traumatic work types", with the latter being much more debilitating. There's a big difference between being a reluctant fighter and someone who has flashbacks of violent episodes or fugue states whenever they see blood. Any mods that address this?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1803932954&searchtext=More+Than+Capable
I would like to request looking into making this mod compatible by utilizing their recently released 'official' API: https://github.com/notfood/RimWorld-Multiplayer/wiki/API
Their Discord community is very helpful in regards to this subject: https://discord.gg/S4bxXpv
I beg your consideration, thank you.
Also, I would love it if assigning the job wouldn't give the malus, but actually DOING it. This way I can set my pawn to do hauling with priority 9 and he never does that unless I prioritize something for him. The debuff could be something like "observed corpse" or "ate without a table" then, going for a predefined time and stacking if you do it more often, so that the pawn will get more and more unhappy.
I avoided pawns doing stuff they hate mostly, but once I thought it's best when one did something he hated and it didn't really do much to him. You put him on his work and he only has a tiny malus. I think you were even able to just reset it by disabling and enabling it again.
I'm not sure how to do it better, maybe just a constant malus immediately. -10 or something. and another -10 if he actually is doing it, if that's possible. And he is super slow. So you have a bigger reason to avoid it.
i hate having to patch things other people can't do!
Exception ticking ACPChipmunk3822 (at (34, 0, 29)): System.NullReferenceException: Object reference not set to an instance of an object
at PawnsAreCapable.HediffGiver_AssignedToArt.OnIntervalPassed (Verse.Pawn,Verse.Hediff) <0x00056>
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.HealthTick_Patch1 (object) <0x01299>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x001ff>
at Verse.TickList.Tick () <0x003eb>
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Unfortunately, as it seems like I've said to you before, simply telling me that a mod is conflicting "with something" is utterly useless. You need to track down and let me know what this mod is apparently conflicting *with*, so that I can actually look into the matter.
One solution would be for Survival Tools to make the tools not weapons at all, but then they would lose the secondary 'improvised weapon' sort of roleplaying charm to them. ("Oh no, this mad squirrel is attacking me; good thing I had this sicle with me I was using to harvest the haygrass field.")
Another would be for you to add these specifiic weapons to ignore the "non violent pawn assigned weapon" debuff, but I know that's a big ask.
For what it's worth, unless I'm mistaken, in the vanilla game, non-violent pawns can't equip tools that are also weapons at all, since they flat-out can't equip weapons, so you're not losing anything by using the mod.
(@Sparr: First, thanks for "pushing" me to look more closely into the matter, and second, my apologies for my somewhat belligerent responses. I'd never tried using Harmony to patch another mod's code [as opposed to core code] before. I was incorrectly assuming that the best I could do about the incompatibility from my end would be a kludgy workaround, but I was actually able to address it directly.)