RimWorld

RimWorld

Stats Matter(continued)
47 Comments
moo 29 Jun @ 3:44pm 
velcroboy333  [author] 27 Jun @ 11:37am 
Updated for 1.6. No changes made. Let me know if any bugs pop up.
Cheers.
Kyousuke Azai 8 Mar @ 2:55pm 
Oh my god, I've been cruising the workshop because I've been using the "Endless growth" mod and having a level 40 craftsman work at the exact same speed as a 7 year-old with hooks for arms has been irking me for so long. This mod is exactly what I need.
pickpickpickpickpickpickpickpick 5 Apr, 2024 @ 7:30pm 
I still love you :steamhearteyes:
velcroboy333  [author] 5 Apr, 2024 @ 11:32am 
Updated for 1.5. No changes made. Let me know if any bugs pop up.
Cheers.
velcroboy333  [author] 18 Nov, 2022 @ 2:57pm 
😊
pickpickpickpickpickpickpickpick 18 Nov, 2022 @ 2:18pm 
Velcroboy idk if you know this but I love you :O
velcroboy333  [author] 18 Nov, 2022 @ 12:39pm 
OK, updated this with much cleaner conditional patching that should clear things up quite a bit. Let me know if anything pops up.
velcroboy333  [author] 18 Nov, 2022 @ 8:19am 
PickPick...Yes I've used the two together before.

MysticFelines, I see what's happening. I will need to rewrite the patch for when certain option in Niilo's mod are turned off. Shouldn't take long
MysticFelines 17 Nov, 2022 @ 9:26pm 
velcroboy333  [author] 14 Oct, 2022 @ 8:27am 
Updated to 1.4
velcroboy333  [author] 29 Jun, 2022 @ 10:41am 
Yep! :mhwgood:
magborg 29 Jun, 2022 @ 10:04am 
Ok, so your mod will still take affect as intended depending on pawns skill level alongside with mood matters. I am still working on understanding differences between things, but it sounds like they both work alongside each other.
velcroboy333  [author] 29 Jun, 2022 @ 9:56am 
Short answer : Yes

Long Answer : With Mood Matters, Global Work Speed will be affected by the pawn's mood. Smelting and General Labor(or Tailoring, Sculpting, Smithing if you have one of the mods mentioned above) are then factored by GWS.
magborg 29 Jun, 2022 @ 9:47am 
Sorry, just trying to make sure i understand. So, that means it will work nicely with Mood Matters. That’s how I took your explanation.
velcroboy333  [author] 29 Jun, 2022 @ 9:24am 
Yep, I just took a look and since MM affects Global Work Speed, that will trickle down to the rest of the work stats.
magborg 29 Jun, 2022 @ 8:42am 
Hello velcroboy333,

Will your mod work with the mod Mood Matters?
velcroboy333  [author] 17 Apr, 2022 @ 8:52pm 
hmm, This mod does not require nor really affect any of those mods. So, something goofy must be going on.
Zovc 17 Apr, 2022 @ 8:47pm 
Hey, when I enable this mod, I get errors for not having Vanilla Factions Expanded: Medieval, Vikings, and Medieval Overhaul.

Should that be happening, or is this happening because another mod is not getting along with this one?
reallyhairydave 24 Jan, 2022 @ 6:22pm 
Awesome, I'll keep an eye on what happens
velcroboy333  [author] 24 Jan, 2022 @ 10:04am 
It should work fine with that mod. I don't see any reason it would stop working after lvl 20.
reallyhairydave 24 Jan, 2022 @ 9:53am 
Any chance it can be extended past level 20 for duck's insane skills?
velcroboy333  [author] 24 Jan, 2022 @ 9:15am 
No problem :mhwgood:
Hades the King 24 Jan, 2022 @ 9:04am 
I love you. thanks for helping out even though i didnt send a log
velcroboy333  [author] 24 Jan, 2022 @ 8:59am 
OK, Basically Niilo's mods, De-Generalize, and Primitive Tools are all messing with the stats involved. So, it's a lot of "if this mod but not that mod" stuff going on. I had mistaken which mod won when both Niilo and De-Gen are loaded together.

It should be sorted now though and all the mods can play happy together.
Deschain 24 Jan, 2022 @ 2:12am 
I'm getting the same error as Hades the King, and I have it after both de-generalize work and Niilo's QoL. https://pastebin.com/wNGfhrCD
velcroboy333  [author] 20 Jan, 2022 @ 7:24am 
You should be getting a warning to place this mod after Nillo's QoL in you mod list.
Hades the King 20 Jan, 2022 @ 12:56am 
Anyone else getting these errors?
[Stats Matter(continued)] Patch operation Verse.PatchOperationFindMod(Niilo's QoL) failed
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2208346459\Patches\Stats_Pawns_WorkRecipes.xml
velcroboy333  [author] 21 Nov, 2021 @ 9:28am 
Haha, :winter2019happyyul: no worries.
VelxraTV 21 Nov, 2021 @ 8:57am 
thanks for the note. dunno how I missed it.
pickpickpickpickpickpickpickpick 21 Nov, 2021 @ 8:55am 
hi velcroboy i love you :O :steamhearteyes:
velcroboy333  [author] 21 Nov, 2021 @ 8:51am 
Geronimo, See the answer I gave just below your comment.
VelxraTV 21 Nov, 2021 @ 5:25am 
does this stack for skills above 20?
velcroboy333  [author] 26 Aug, 2021 @ 6:21pm 
Assuming DIS unlocks the level 20 cap for Skills, it should work as is. It will increase the factor by 2.5% per skill level. But nothing in this mod is limiting how high it can go.
pickpickpickpickpickpickpickpick 26 Aug, 2021 @ 4:32pm 
BUMP for what Delurium said, haha
Delurium 18 Aug, 2021 @ 5:50pm 
Would it be possible to scale so that it could work with Duck's Insane Skills, which theoretically lets pawns level infinitely?
velcroboy333  [author] 19 Jul, 2021 @ 11:13pm 
Updated for 1.3
velcroboy333  [author] 5 Jul, 2021 @ 4:10pm 
Attention: I will absolutely be updating all my mods to 1.3. I want to take the time to look at the new code first in order to make sure the code changes are implemented correctly for the new version, as well as make any balance changes, and to implement any relevant new features into my mods,

The upcoming week is going to be busy for me already as the busy season for my real job is just beginning and goes pretty heavy through the fall and holiday season. But I will try to find the time as soon as I am able. My goal is to have all my mods ready for the official release in a couple weeks.

note I will be maintaining support for 1.2 after the update to 1.3 but I a have already moved on from 1.1 or older, so, those versions will not be maintained unless they are naturally compatible.

Thanks for your patience.
velcroboy333  [author] 13 Mar, 2021 @ 10:38am 
Yes it will.
Miguel V-DF 13 Mar, 2021 @ 10:32am 
Would this mod work with the mod "Pep in your Step", that alters global speed and work based on mood?
velcroboy333  [author] 29 Dec, 2020 @ 10:02pm 
Added a patch to work alongside De-Generalize Work. Work stats from that mod will receive the speed bonus from this mod.
AmbiguousMonk 8 Sep, 2020 @ 5:12pm 
I understand now. Thank you so much for explaining!
velcroboy333  [author] 8 Sep, 2020 @ 4:53pm 
Smelting is still its own job but also does not have the bonus in Vanilla but does with this mod.
velcroboy333  [author] 8 Sep, 2020 @ 4:52pm 
SculptingSpeed, SmithingSpeed, and TailorSpeed in vanilla do not receive the bonus because they were lumped into GenerlLabor Speed which also does not get the bonus.

This mod gives the bonus to GeneralLaborSpeed, which trickles down to the sculpting, smithing, tailoring jobs.

Essentially with this mod, ALL jobs will get the bonus.
AmbiguousMonk 8 Sep, 2020 @ 4:43pm 
So the description states that Smelting Speed and General Labor Speed both get the stated bonus, but then the note states that Sculpting Speed, Smithing Speed, and Tailor Speed won't receive the speed bonus despite being lumped into General Labor Speed, which does get the bonus. I'm obviously misreading or mistaking something; can you clarify for me?
velcroboy333  [author] 28 Aug, 2020 @ 9:09am 
Yeah, looks about right.

FYI all the other work jobs already have this bonus it's just the ones above that don't because

"Dumb recipes - not affected by skill because there's no skill component (Smelting)

Standard-speed recipes - speed not affected by skill because there's no skill involved OR because the skill affects product quality instead of production speed" (Sculpting, Tailoring, Smithing, Art Making, Stonemaking, Burning, refining, etc..)