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X - Really Useful Ideological Roles
   
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1 Φεβ, 9:29
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X - Really Useful Ideological Roles

ΣΕ 1 ΣΥΛΛΟΓΗ ΑΠΟ Graf
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The mod allows you to use the skills of ideology specialists from the "Ideology" DLC once a day. All skills, all specialists.

The mod also removes restrictions on "non-core" jobs for specialists (as in the "Capable Specialists" mod). Role descriptions are also changed - I removed all references (that I found) where it says that specialists will refuse to do something (unfortunately, only in English, the game refuses to accept updated translations - translations built into the game were stronger). Shooting masters are able to fight hand-to-hand, and melee masters are able to use firearms.

The job patch is universal. It will work for all roles added by other mods. With patches for shooting and melee are a bit more complicated - they need to be written for each specific specialist. If you have the "Vanilla Factions Expanded - Pirates" mod installed, the pirate captain will also fight hand-to-hand. I'm not aware of any other mods that have roles with restrictions on shooting and melee combat (if you know of one, please write me and I'll add support for it).

The patch for skill application rollback time (up to 1 time per day) applies only to vanilla roles. I could have made it universal (like the patch for jobs) and it would have worked fine (tests passed without errors), but there was no point. Generally, the roles added by mods have adequate time specified as it is. Sometimes it's even only a few hours (that is, a universal patch would have messed them up), and if it's more than a day, it seems justified. Minor edits were made only in "Vanilla Ideology Expanded - Memes and Structures" (adjusted the rollback time for applying skills in some specialists, removed references to refusal to work in a couple of specialists). In other mods I know of (for example, "Alpha Memes") nothing needs to be corrected. But if there is a request (and you can justify that the rollback time is too high/low) I will add support for any mod (it's a matter of a few minutes).

Mod can be safely added and removed at any time.


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12 σχόλια
Graf  [Δημιουργός] 22 Οκτ, 11:36 
@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 Οκτ, 10:18 
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  [Δημιουργός] 22 Οκτ, 9:32 
@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 Οκτ, 7:41 
(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 Οκτ, 7:40 
[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 Ιουλ, 9:35 
@Graf Thanks for the reply, it would be nice but not critical.
Graf  [Δημιουργός] 25 Ιουλ, 7:48 
@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 Ιουλ, 6:06 
Would it be possible to have pawns auto-cast their abilities every time it refreshes?
Graf  [Δημιουργός] 2 Φεβ, 2:40 
@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  [Δημιουργός] 2 Φεβ, 2:40 
@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)