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- Support for RimWorld 1.6.
The counter part is that unfinished items are locked to only one crafter ; this mod change it in a way to stay balanced, I only suggest another way to do, who would need 0 micromanaging for player.
@Kathanon You would still have control by designating the crafter in the bill when needed (by name or skill level), with the possibility to leave the craft free when don't care about quality (craft for training, for trade quests...)
Merry christmas :)
There is - you lose half of the work done on the item.
So if the wrong pawn starts on it and you catch it immediately the cost is very small, but if you try to let one worker do all the work with your better worker swooping in to finish it (like you can do with furniture), they will still have to do half the work.
Keep in mind you're putting out roughly 1.5x the amount of work, and masters work faster anyway so an assistant is only going to be helping to speed it up so much.
@Yoann
Unfinished item have no author (anybody can continue the work), but it remembers who worked on it for how much (to calc the final skill level who set the quality of item).
Example: an item require 200 workamount, pawnA works for 150, pawnB works for 50, quality of item will be set by (150*Skill_pawnA+50*Skill_pawnB)/200
With pawnA having a skill of 4 and pawnB a skill of 17, the item have a quality like made by a pawn with skill 7 (7,25 round down).
Just an idea of something balanced (Idk how hard to do, how impactful on performance).
I was thinking of adding some options for how it should work. I'll add that to the list. Don't know when I'll get time though.
Same feeling here, you're making my modlist bigger ~