RimWorld

RimWorld

[RF] Pawns are Capable! [1.0]
98 Comments
Mlie 5 Mar, 2020 @ 12:06pm 
For anyone looking for an update, the fork of this has been updated and does pretty much the same thing.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1803932954
PsyberTrigger 5 Mar, 2020 @ 7:09am 
@Heimskr LUL That is the exact problem I had in 1.0 which is what lead me to find this mod in the first place :steamfacepalm: Hopefully it gets an update soon.
Mr-Bandit 4 Mar, 2020 @ 12:14am 
people are slowly taking over rainbows mods, hopefully this one is next/soon
Heimskr 1 Mar, 2020 @ 7:31pm 
My only pawn is currently bleeding to death and incapable of doctoring, so I'm gonna have to wait for a 1.1 version of this mod before I open my save again.

I even have 25+ glitterworld medicine, idiot pawn just doesn't want to live I guess.
Kid Poseur 1 Mar, 2020 @ 12:27pm 
+1 for 1.1
Malsolera Zomnikulo 26 Feb, 2020 @ 4:41pm 
hoping this is updated soon!
kumal_ 26 Feb, 2020 @ 12:04pm 
This is my favorite mod. Any plans on updating it?
four12 26 Feb, 2020 @ 11:22am 
Thank you for working on this mod for us - it's a really good one that should be vanilla.
Bosh 26 Feb, 2020 @ 2:35am 
1.1?
Sir Aroun 21 Feb, 2020 @ 1:39pm 
hear here for 1.1
Sir Duncan Idaho 20 Feb, 2020 @ 10:01pm 
Please update for 1.1! I get the 'recovered from incompatible or corrupted mod' error with just HugsLib and this loaded.
Zipcole 19 Feb, 2020 @ 11:10am 
1.1 compatible?
fuke 4 Feb, 2020 @ 2:10pm 
YES!!!
the_Gonopo 28 Jan, 2020 @ 10:01pm 
i would love an option to change penalties or turn them off. as it is right now i think the incapabilities of the base game are silly. if literally every pawn had a minimum of 1 thing they refused to do, fine. but the way it is now its super easy to find pawns that are incapable of none. so all that means is there are just certain backstories ill never use.
Reedwhisker 11 Jan, 2020 @ 10:55pm 
idk, i am playing with this and CE and everything is ok. I have a suggestion. Can you stop non-violent pawns hating firefigher and flash grenades from Combat Extended, because they are unlethal and pawn doesnt have to hurt enemy, please
Skelsh 8 Jan, 2020 @ 7:34am 
Incompatible with Combat Extended, pawns cannot use melee weapons with UI destroying itself
Violence 23 Jul, 2019 @ 4:54am 
Great mod, love it- but it doesn't seem to be working anymore. Use the 'More Than Capable' mod instead. I had to sort through all of my mods, turning them off a few at a time because I kept receiving "Error White Generating Map" messages when loading games, as well as being completely unable to start new games. When I'd click the Next button after selecting a game mode, literally nothing would happen. I deduced that this mod was the culprit, it must be out of date or something.
Sylverone 16 Jul, 2019 @ 2:48am 
re: fyzzo's comment
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?
Tyrant 5 Jul, 2019 @ 11:39pm 
This mod is incompatible with Multiplayer. One of the most common desyncs occurs whenever a peaceful pawn equips a weapon.

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.
Mur Derer 14 Jun, 2019 @ 2:05am 
is this okay with multiplayer?
Peter34 28 Apr, 2019 @ 10:13pm 
Thanks for updating this mod!
Wolfsblvt 3 Apr, 2019 @ 9:19am 
@Kaz the Cursed: Can't you do that with the szenario editor?

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.
[MwG] fyzzo 24 Mar, 2019 @ 11:09am 
Hey! I love the concept of this mod, but the last time I played (a couple of months ago) I noticed that the effect of hating work isn't really that hard. Being incapable was stupid, but I think this mod should be a bit harder.

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.
ClutsyGinger 24 Mar, 2019 @ 10:08am 
What I find strange is when a pawn has like an artistic of 6 but an incapability in artistic.
Kyle Rittenhouse 10 Mar, 2019 @ 11:32pm 
This is incompatible with Rimworld of Madness - Cults. Mildly. Nyarlathotep has a spell (sacrifice) called "Chaos Theory" that will change a pawn's backstory (I imagine to something creepy) to get rid of Incapable Backgrounds. But apparently Pawns are Capable does something, so the attempt will fail stating "Executioner is fully Capable". As you can imagine, this is frustrating, and I'm unsure if unintalling, and then reinstalling is safe, given the mod description says "It's probably also safe to remove." Probably isn't very convincing D:
Kaz 10 Mar, 2019 @ 10:18pm 
Is there a mod that just removes the incapable work types as a whole without debuffs?
Fallacy 1 Mar, 2019 @ 7:08am 
This is my favorite mod!
Mitz 24 Feb, 2019 @ 11:56am 
-0 assigned to editing mods
i hate having to patch things other people can't do!
moron 10 Feb, 2019 @ 2:08am 
hey could you think of making colonists who are not assigned to the chore not able to do it? My level 0 colonists are botching all my limestone.
Horad.500 6 Feb, 2019 @ 10:59am 
My Pawns Incapable Of Violence Cant Use Minigun
梦忆春秋 27 Jan, 2019 @ 2:25am 
When I used other mods to changed the background of the colonists'Juvenile and adult,The colonists still hate work
5katz 18 Jan, 2019 @ 3:09pm 
it WAS "a rimworld of magic" since he dabbled in the no-no of mixing animal and colonist, but it's been fixed
E-Claire  [author] 18 Jan, 2019 @ 9:33am 
@5katz: Since nobody else has ever reported such an issue, I'd have to assume it's due to a conflict of some sort. If you can isolate which other mod this one is conflicting with to produce the trouble, I'll be happy to see if I can track down why it's happening.
5katz 13 Jan, 2019 @ 12:26pm 
hey dude, for some reason my game tries to make any tamed animal "capable", giving me this error and adding it as "colonist" for caravans, could you see why that happens?

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()
E-Claire  [author] 26 Dec, 2018 @ 12:48pm 
@B00marrows: I'm fairly certain there are already "easy mode" mods available that will simply eliminate incapabilities completely, letting all pawns do any work type without penalty, if that's what you're looking for. But this mod doesn't and won't do that, as that's not its purpose.
b00marrows 26 Dec, 2018 @ 12:14pm 
Any chance in a no faf "they are now capable" setting or seperate mod?
Omega13 14 Dec, 2018 @ 11:15pm 
Epilogue: earlier I only mentioned the mod manager because I left it on for convenience sake and I wanted to disclose all details - as you are right, it SHOULDN'T have been impacting anything. However, after reply I thought "Well what if it is?" and discovered it had been saving vestigial, broken backups of out-of-date mods despite me telling it not to do so. (Though let's be honest, I probably screwed something up somewhere.) Anyway, thanks for your help, it led me to get to the bottom of things, and everything is working fine now. Thanks again for the great mod.
Omega13 14 Dec, 2018 @ 10:17pm 
All right, thank you for your time. Hopefully I can get it sorted.
E-Claire  [author] 14 Dec, 2018 @ 10:16pm 
Though I don't use Mod Manager, all it does is assist with mod list maintenance, so I doubt it's relevant to the current issue. And I have the other three mods you named, and have never encountered the issue you're describing. Nor, for that matter, have the (presumably) hundreds of others who use those mods together. So it would seem that something else is going on in your case.
Omega13 14 Dec, 2018 @ 9:46pm 
(For sake of thoroughness, problem did not occur under same circumstances with Work Tab disabled.)
Omega13 14 Dec, 2018 @ 9:45pm 
Created a new colony with only Fluffy's Mod Manager, Hugslib, this mod, and Work Tab. Same problem occurred. (And yes I double checked that I am using the latest version of both mods available on the Workshop.)
Omega13 14 Dec, 2018 @ 9:27pm 
I just like to check in first to see if it's something common. I don't mind sorting through my mods looking for the conflict (and have done so many times for many mods), but I have a lot of mods, so I find it saves time more often than not to sound things out first to see if someone else has run into the same problem. I'll poke around a bit and see what happens.
E-Claire  [author] 14 Dec, 2018 @ 8:55pm 
@Omega: Work priorities for hated jobs can be changed with no difficulty whatsoever, either with this mod alone, or with this mod and "Work Tab" together. So if you can't change the priorities, then presumably, you're dealing with a conflict with some other mod.

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.
Omega13 14 Dec, 2018 @ 6:33pm 
Work priorities for hated jobs refuse to be changed, as if this mod did not exist.
Sir Duncan Idaho 13 Dec, 2018 @ 12:08pm 
(Not blaming anyone) this is kind of a bummer. The only way these two mods can play nice together is if either you or creator of Survival Tools adds some functionality to make them not conflict. I don't necessarily expect that, especially since Survival Tools is a much less popular mod than this one.

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.
E-Claire  [author] 12 Dec, 2018 @ 1:57pm 
@Sir Parsons: I'm not familiar with that mod in particular, but if a tool also functions as a weapon, yes, nonviolent pawns will get the "equipped a weapon" mood debuff. It's not really a "compatibility" issue; it's just an unavoidable side-effect of the way the matter is handled.

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.
Sir Duncan Idaho 12 Dec, 2018 @ 1:39pm 
I'm having a copatibility issue with this mod and Survival Tools. My pawn is equiping a pickaxe for their mining job, and they are getting the massive "nonviolent pawn assigned weapon" debuff.
Mongobeef 9 Dec, 2018 @ 6:39am 
Thank you so much for your mods and your willingness to work and support so many.
E-Claire  [author] 8 Dec, 2018 @ 7:30am 
- PAC should now once again work just fine in conjunction with Fluffy's "Work Tab" 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.)