RimWorld

RimWorld

[RF] Pawns are Capable! [b18]
135 Comments
DogsRNice 8 Mar, 2019 @ 8:17am 
did you read the description
Peppers 8 Mar, 2019 @ 4:57am 
Any word on 1.0?
Genaeve 24 Sep, 2018 @ 8:30am 
Thank you for the update!
DogsRNice 15 Sep, 2018 @ 4:52pm 
thank you so much
E-Claire  [author] 15 Sep, 2018 @ 4:47pm 
/FYRE.IS/ 15 Sep, 2018 @ 4:47pm 
@Rainbeu Flambe.... you're our only hope! ;)... Thank you for all the work you do. Look forward to your B19 update for this mod-that-totally-should-be-a-base-feature.
ChristmasLights 14 Sep, 2018 @ 7:04pm 
Thanks m8, do what you can
正弦Sin 14 Sep, 2018 @ 7:48am 
Thank you RF:steamhappy:
cucumpear 13 Sep, 2018 @ 4:41am 
Modders have lives too. ^^ I think I'm not even halway done with mine and those are a lot simpler. So you take care of yourself and put more important things first, Rainbeau.
Gurdel 11 Sep, 2018 @ 10:34pm 
Thanks Rainbeau!
Vakaria 11 Sep, 2018 @ 9:46pm 
Thank you, Rainbeau!
properseth 11 Sep, 2018 @ 9:37pm 
Thank you, Rainbeau!
Tooth 11 Sep, 2018 @ 2:24pm 
yes thanks
Mopo 11 Sep, 2018 @ 10:10am 
Thank you RF.
E-Claire  [author] 11 Sep, 2018 @ 8:46am 
My apologies for the long absence. I will try to get this updated over the weekend, as I know a lot of you are desperately waiting for your pawns to be a bit less suicidal in B19. :D
Tooth 10 Sep, 2018 @ 6:41pm 
SOMEONE UPDATE IT
cammillotto 10 Sep, 2018 @ 5:32am 
it seems that rainbeau is out of office, sort of. some of his pother mods have been updated by others, so I hope this one gets the same treatment too...
Mur Derer 10 Sep, 2018 @ 4:45am 
updateeeeeeee
Fruchtgummi 9 Sep, 2018 @ 9:46am 
B19 wpuld be great. I refuse to play this game without a mod like this. I'm sick and tired of that stupid as fuck system. The default "No I don't like putting fires out even if my life depends on it. Id rather DIE"-system is definitely NOT part of my experience in this game.
Lwoorl 9 Sep, 2018 @ 12:21am 
B19??
Melanistic Albino 8 Sep, 2018 @ 10:17pm 
Love this mod, will you have any time to update it? Thank you!
Januarie Stories 8 Sep, 2018 @ 11:51am 
@Mittsies
Great question. Hated work types makes much more sense, unless of course you're missing an arm and can't haul at all. Who knows though...
Mittsies 6 Sep, 2018 @ 5:12pm 
Why hasn't this mod been added to the base game yet?
DogsRNice 5 Sep, 2018 @ 12:57pm 
this mod really needs an update
Tooth 4 Sep, 2018 @ 12:14am 
b19?
GIDRES 2 Sep, 2018 @ 6:22am 
update?
unwavering 31 Aug, 2018 @ 12:35pm 
Is this mod dead? I really hope not.
Tablenack 30 Aug, 2018 @ 5:54pm 
@Rainbeau Flambe [author] is this mod gona be updated ?
Gurdel 30 Aug, 2018 @ 12:27pm 
Update inbound for this mod?
Gallonidas 29 Aug, 2018 @ 2:27pm 
Sir would you mind updating the mod to 0.19? Thanks!
Thesmartone777 29 Aug, 2018 @ 4:26am 
b19?
KaTze 31 Jul, 2018 @ 6:00pm 
It's like...

guy one: "quick, it burns everywhere"

lazy guy: "hmm... i just want to sit here" :csdsmile: incapable blablabla...
KaTze 31 Jul, 2018 @ 5:59pm 
"...even when their own lives and the survival of the colony depend on it?"

This "mod" should be added to the main game - that's for sure x.x !
Genaeve 27 Jul, 2018 @ 10:50pm 
Perfect. Thank you. I'm downloading now.
Hawkefire 10 Jun, 2018 @ 3:14pm 
Just wanted to say thanks for making this mod. I wish that vanilla operated this way, as it is so much more intuitive!
Doomer Man 1 Jun, 2018 @ 5:05pm 
@Rainbeau Flambe I'm trying to narrow down what the compatiblity issue between Yes, Vehicles [B18] (updated by TupiNUMBooR) and Pawns are capable is. I believe I have narrowed it down to the Yes, Vehicles mod creating a what looks like a new type of jobgiver called "CompVehicle_Simple". Was wondering If you knew if there was a way to excempt all but the default pawns from being affected by the jobgiver rules or if a specific exception would need to be added into the system via creating a patch mod? and if thats even possible for this type of circumstance?
Pooh 22 May, 2018 @ 11:31pm 
Thanks for keeping this updated!
UltraDelux 2 May, 2018 @ 11:16pm 
hey, good stuff. I haven't actually used this one yet but how does it handle social interactions? You know... Like is my mute (or whatever i'm thinking of) going to get REALLY bummed every time someone says hi?
Gun_Shy 9 Apr, 2018 @ 3:53am 
So, people have been suggesting a work-around for equipping non-violent colonists with tools without them getting the debuff. I thought of one thing.

You allow itmes to be excepted in a config. People could abuse it, and surely will, but it's not your fault if they want to ruin their play experience by getting cheaty with mods, and sensible players who want this mod for quality of life can have a feature that makes sense for their needs.

I don't take the above suggestion lightly, as I understand modding is a bunch of thankless work most of the time. But it is a solution to a common gripe.
Demopan 21 Mar, 2018 @ 11:57am 
"I'm sorry fam, I am literally incapable of putting out that fire that is going to kill me."
ArmoredStone 19 Mar, 2018 @ 3:21pm 
Ahh okay. Thanks for the responses Rainbeau :) Keep being awesome
E-Claire  [author] 19 Mar, 2018 @ 6:59am 
@ArmoredStone: The code for each individual job checks to see if the appropriate skill type has a passion. Sadly, there's no simple "lookup table" that defines which skills affect which jobs, and even if there was, that's a separate issue from which work type each job belongs to.
ArmoredStone 18 Mar, 2018 @ 8:52am 
@Rainbeau Flambe How does the game check to see if a job gives a passionate colonist Joy from a job?
E-Claire  [author] 18 Mar, 2018 @ 6:27am 
Short answer: No.

While the code can easily check to see what categories of job a pawn is assigned to do, and see whether or not the pawn dislikes those jobs, there's actually no easy way to find out what category of job the particular job a pawn is actually doing is assigned to.

Besides, as I've said many times in the past, the point of the mod is *not* to allow you to simply assign pawns to hated work types indefinitely and thus completely get around the intended limitations of the vanilla "incapabilities" system.
Malminas 17 Mar, 2018 @ 5:13pm 
V second that question
ArmoredStone 17 Mar, 2018 @ 11:19am 
Is there any way to only give them a big debuff when they PERFORM the activity? I want to keep everyone on feeding prisoners and firefighting (ya know, stuff that doesn't take long) but I found out the hard way it makes them upset just from being told they'll have to do it at some point.
Codi 12 Mar, 2018 @ 7:47pm 
Awesome
SirVivel 6 Mar, 2018 @ 1:39pm 
Finally, finally I can make the pyromaniacs take care their own mistakes. I prefer a mood debuff over a burned down colony.
heeerrrrm 24 Feb, 2018 @ 11:04am 
when you starve to death surrounded by crops becuase you refuse to pick them or bury your friends but your sad about them being unburied .
Kaiser_Of_Aldi 15 Feb, 2018 @ 4:57pm 
this is going to be really helpful, I sent a pair of colonists on a raid and sent a dog with them, the dog took a hit from friendly fire and nobody was even capable of preforming medical treatment so it died, and I was very dissapointed, but now it should never happen again so yay