RimWorld

RimWorld

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Capable Specialists
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
38.603 KB
11 Nov, 2022 @ 7:34am
6 Jul @ 12:25am
3 Change Notes ( view )
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Capable Specialists

Description
This mod removes all job restrictions to specialists.

This mod also removes the weapon restrictions from both melee and shooting specialist.



This mod should be compatible with all mods which adds new specialists or change them.
19 Comments
Zlorfik [CH/BY] 28 Jul @ 5:37am 
Wow, you are amazing! Thanks for this! I didn't know xml patches can be this powerful.
BlackFranky  [author] 27 Jul @ 7:57am 
@Zlorfik There is a mod that would help you with this Separate Fishing Work Type . This makes fishing it's own worktype. You still need to patch the hunting restriction for the melee specialist (which will enable fishing but not hunting ironically)
The new patch would be

<Patch>
<Operation Class="PatchOperationRemove">
<xpath>/Defs/PreceptDef[defName="IdeoRole_MeleeSpecialist"]/roleDisabledWorkTags/li[text()="Hunting"]</xpath>
</Operation>
</Patch>
BlackFranky  [author] 27 Jul @ 7:35am 
@Zlorfik That's possible. Only enabling fishing is not that easy, but enabling hunting is easily possible.
The patch for enabling only hunting and shooting (you need shooting to be able to hunt) for melee specialists leaving all other restrictions would look like this:

<Patch>
<Operation Class="PatchOperationRemove">
<xpath>/Defs/PreceptDef[defName="IdeoRole_MeleeSpecialist"]/roleDisabledWorkTags/li[text()="Hunting" or text()="Shooting"]</xpath>
</Operation>
</Patch>

To enable only fishing and keep hunting and shooting disabled, fishing would have to be separated from hunting by creating a separate work type for it.. If you want to see how to do this yourself you could look into my other mod "Capable Slaves plus Warden" , where I created a new worktype for supressing slaves.
Zlorfik [CH/BY] 26 Jul @ 8:59am 
Following up on your answer to @washedAwry, I would assume that changing only 1 or 2 job restrictions should be viable too, right? I really only need my melee specialist to be able to fish, since animal handling - a skill a melee specialist can still do - affects fishing.
elaymana 27 Jun @ 9:47am 
hi there. is this mod compatiable in 1.6?
washedAwry 20 Mar, 2024 @ 10:20am 
Awesome, thanks! ^^
BlackFranky  [author] 20 Mar, 2024 @ 7:02am 
@washedAwry If you open the xml file you'll see three operations. The first (line 4-6) removes the job restriction, the second (line 7-9) removes the melee weapon restriction and the third (line 10-12) removes the ranged weapon restriction. So you can just remove line 4-6 in the xml and you are good.
washedAwry 19 Mar, 2024 @ 11:14am 
I've been looking for a mod that removes weapon restrictions from specialists for a bit now, but I still personally want job restrictions for how I run my colonies.. My shooting specialists are always dedicated security guards but they always struggle in melee combat because they can't use knives. How exactly did you make this mod and how could I do the whole removing weapon restrictions thing?
BlackFranky  [author] 6 Jul, 2023 @ 3:19pm 
@Karmapowered Thanks for the task ^^ I got curious and did some tests. It seems that at least with Rimworld version 1.4 active, the game reads only the folder with the highest version number (here 1.3) and ignores all others. You can change this behavior with a LoadFolders.xml but it's not necessary, even with multiple version folders.
So yes, it will work with 1.4 and all coming game versions, at least if this behavior is not changed.
Karmapowered 30 Jun, 2023 @ 8:17am 
Hmm, I guess the game doesn't care about what the folder is called, as long as there is only one ? LoadFolders.xml needed only for two or more folders ?

Confirmation would be good if time allows please.