RimWorld

RimWorld

481 ratings
All Specialists Can Work
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
151.463 KB
10 Jul, 2022 @ 4:22pm
14 Jul @ 8:43am
7 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
All Specialists Can Work

Description
Updated from iwishforducks Specialists can work!
Now every single Specialist can work. Works with Ideology, works with all VFE's, works with alpha memes.

GitHub[github.com]
69 Comments
[Br] Nasid 26 Oct @ 3:32pm 
As I understand it, the mod is not working.
Ciaran Zagami 20 Oct @ 7:35pm 
Such a stupid gimmick, I never used specialists because I always did low population colonies. Sacrificing workers for warriors was never worth it. Maybe if you do some crazy huge colony then the penality might be worth it.

Great mod, thanks a bunch.
mtmfs324215 19 Oct @ 7:19pm 
好mod,可惜有[FSF] FrozenSnowFox Tweaks了
Alias 29 Jul @ 8:42am 
@不善言辞钟表头, do you have a hugs lib log (press CTRL+F12 with the mod enabled and copy the url)? That error is complaining about a patch not working, but it isn't the patch that this mod is coded for, which makes me think it might be a mod incompatibility.
荒野大政委 29 Jul @ 3:42am 
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (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 ()
荒野大政委 29 Jul @ 3:42am 
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.PatchOperation.Apply_Patch2 (Verse.PatchOperation,System.Xml.XmlDocument)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.LoadedModManager.ApplyPatches_Patch3 (System.Xml.XmlDocument,System.Collections.Generic.Dictionary`2<System.Xml.XmlNode, Verse.LoadableXmlAsset>)
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__10_1 ()
荒野大政委 29 Jul @ 3:42am 
[All Specialists Can Work - Start of stack trace]
Verse.PatchOperationReplace(xpath="/Defs/PreceptDef[@ParentName="PreceptRoleSingleBase" or @ParentName="PreceptRoleMultiBase"]/roleDisabledWorkTags"): Failed to find a node with the given xpath
[End of stack trace]
Source file: D:\steam\steamapps\workshop\content\294100\2833543540\Patches\All_Specialists_Patch.xml

UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
XmlExtensions.ErrorManager:PrintErrors (string,Verse.ModContentPack)
XmlExtensions.PatchOperation_Patch:Postfix (Verse.PatchOperation,bool&,System.Xml.XmlDocument)
Ark 18 Jul @ 12:51pm 
Does it increase Specialist limit from 2?
BaiChuanXia 14 Jul @ 9:31pm 
Nice
SanguinarcAQL 14 Jul @ 12:00pm 
Nice thanks duuude !!!