RimWorld

RimWorld

(Obsolete and unsupported) X - Really Useful Ideological Roles
17 Comments
Graf  [author] 30 Jun @ 1:39am 
@tanyfilina
Yes, that's correct. Right now, it's practically the same mod, just with a slightly different name. I planned to add other useful features. For example, currently, the boosting abilities last for a day and recharge for a day. It would be logical to make the abilities work permanently (or for a season—15 days), so you wouldn’t have to constantly activate them—it can get tiresome. This turned out to be a bit harder to do with my current skills. But later (possibly closer to version 1.7), I’ll revisit this idea.
I reread my comment about the other mods I don’t plan to update. It came out a bit harsh. Honestly, I haven’t made a final decision about them yet. After all, it’d be a shame to just delete my creations. Most likely, I’ll figure something out with them.
tanyfilina 29 Jun @ 9:20pm 
So this particular mod will be a part of Improved Specialists?
Graf  [author] 29 Jun @ 12:00pm 
All others will be labeled “obsolete and unsupported” and will eventually be hidden from the workshop and then removed. The contents of some of these are included in the mods listed above. Others have become irrelevant (they modified mods that will not be updated to 1.6). Others I became disillusioned with, stopped using in my personal build, and consider them no longer necessary. Some mods were so unpopular that I decided to bring them back into my personal, secret mod with personalized customizations and experimental patches. Perhaps if over the next couple months any meaningful number of people stand up for these mods and ask for them to be revived, I'll re-release them. Otherwise, they deserve to be forgotten.

All the work has already been done. But I'm waiting for an official update. They will most likely be uploaded on July 12-13. I need a couple days to study the new DLC to write a patch for the main mod (Improved Combat System).
Graf  [author] 29 Jun @ 11:59am 
@tanyfilina
Thanks! Some of the mods (10 out of 25 to be exact) have been rewritten (some significantly, and some have only identifying information replaced) and will be re-uploaded. These are: Improved Combat System, Impassable Fortifications, Realistic Deaths, Realistic Roads, Improved Gauranlen Tree, Improved Specialists, Improved Biosculpter, Improved Recycling, Improved Genetic Operations, and Anomalous Repair Shelf.
tanyfilina 29 Jun @ 11:04am 
I hope you are going to update your mods, they are great
Graf  [author] 22 Oct, 2024 @ 11:36am 
@bagelhe
“All Specialists Can Work” is written differently, but it does the same thing as my mod. Both mods affect the same thing, so there is a conflict. I haven't played RimWorld in a long time, but as I recall, my mod also affects specialists from the “Vanilla Expanded” and “Alpha Memes” mods. So you don't need “All Specialists Can Work”, my mod is enough.
bagelhe 22 Oct, 2024 @ 10:18am 
yes i got All Specialists Can Work. Which I thought is slightly different than yours. Not sure though if they don't do the same thing?
Graf  [author] 22 Oct, 2024 @ 9:32am 
@bagelhe
It's hard to say. Most likely the reason is a mod conflict. Maybe you have another mod installed that removes the restriction on available jobs (like Capable Specialists)? Then the reason for the error is that my patch is trying to remove something that has already been removed.
You will need to disable either my mod or the other mod that conflicts with mine.
bagelhe 22 Oct, 2024 @ 7:41am 
(System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()

I get this error when I start Rimworld. Is this a problem?
bagelhe 22 Oct, 2024 @ 7:40am 
[X - Really Useful Ideological Roles] Patch operation Verse.PatchOperationFindMod(Ideology) failed
file: G:\Steam\steamapps\workshop\content\294100\3151817261\Patches\[1] Ideology.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch5 (string)
Verse.PatchOperation:Complete (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.LoadedModManager.ClearCachedPatches_Patch3 ()
Verse.LoadedModManager:LoadAllActiveMods (bool)
Sebster 25 Jul, 2024 @ 9:35am 
@Graf Thanks for the reply, it would be nice but not critical.
Graf  [author] 25 Jul, 2024 @ 7:48am 
@Sebster
I've had that idea cross my mind. Some of the skills could really work all the time, that would be logical (and yes, it annoys me too to have to activate them all the time). Alas, I can't implement this feature. The task doesn't look difficult, but it requires some knowledge that I don't have.
Sebster 25 Jul, 2024 @ 6:06am 
Would it be possible to have pawns auto-cast their abilities every time it refreshes?
Graf  [author] 2 Feb, 2024 @ 2:40am 
@Art Student
Can I ask which mod you are using?
"Specialists Can Work!" really only works with vanilla roles (the author prescribed a patch for each role separately).
"All Specialists Can Work" is universal, removes work restrictions for all mods.
"Capable Specialists" removes job restrictions for all mods, and also fixes shooting and melee specialists. If that's all you need, I recommend "Capable Specialists", it's the best written (I used it myself until I wrote my own mod with more features).
My mod removes all work restrictions for any mod. And also removes the shooting/close combat restrictions (both vanilla and from the pirate mod). Plus changes the timing of skill application.
More details in the mod description (just updated it).
Graf  [author] 2 Feb, 2024 @ 2:40am 
@Thundercraft
Yes, you can both add and remove this mod at any time without any problem. There won't even be any one-time errors. All patches are very simple and neat)
Art Student 1 Feb, 2024 @ 6:23pm 
does this mean this mod does what the other mod doesnt ? i have mod similiar to this but it only unlock the base game specialist (miner,builder/crafter,research)

so like if this mod unlock every VE role instead of the base one i would use this one instead
Thundercraft 1 Feb, 2024 @ 3:36pm 
Should this be safe to add to an existing game?
Should it be safe to remove?