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See above updated description for the details how this new architecture works.
One big change is in game Pawn Preset Manager - now players can apply preset to the in game pawns - it stands for only within a specific save. However, deinjection may still remain some dead weights.
1. 15 more JobGivers updated. Now AllowWork_Handling fully works for non humanlike pawns.
2. ForceDraftable now works as intended. Now you could see the Draft gizmo if mod extension has forceDraftable == true.
3. ForceEquipWeapon added. Now you can allow Non Humanlike pawns wear weapons by right clicking over item. No function for Apparel implemented yet.
This update won't corrupt your save, yet you may see one time red lines as well as some Obsolete related warnings.
Now, I fully created separated think tree, with think tree replace and ensure function, as well as custom JobGivers that replacing vanilla WorkGiver / JobDriver combination, in consideration with performance and compatibility.
Currently, force animal and AllowWork_BasicWorker, AllowWork_Warden, AllowWork_Growing, AllowWork_PlantCutting, AllowWork_Hauling, AllowWork_Cleaning fully functional with custom jobgivers. However, there could be potential glitches for Warden, which isn't fully tested yet.