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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.
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).
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.
“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.
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.
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?
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)
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.
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).
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)
so like if this mod unlock every VE role instead of the base one i would use this one instead
Should it be safe to remove?