RimWorld

RimWorld

De-generalize Work
43 Comments
"Eula-Thighs" Enjoyer 13 Sep, 2024 @ 1:27am 
@Alias Sorry, I'm just saying that I have an error. I'm using your mod for almost 6 months and I got no problem, but suddenly 2 weeks ago I have an error which the game itself announced that there's an conflict in my mods and it automatically disabled all of my mods.

I'm trying to find a source of the problem, and when I disabled your mods, it (error) dissapear. That's why I comment here, because the last comment you have is 1 year ago and I'm afraid that this is an abandon mod.

I'm trying to enabled your mod again today, maybe there's an conflict with your mod and my other mods.
Alias  [author] 6 Sep, 2024 @ 1:24pm 
@Fancypuggo, It's hard to make a blanket guarantee, but in general, any changes to work speed will also propagate down to the more granular stats, so the mod should be fairly compatible. It only really gets hung up when other mods add their own work speeds to things (namely sculpting, smithing, or tailoring). To my knowledge, VE Skills is the only other mod that does this (and I have a loadafter/ patch to smooth out the rough edges and make the two play nicely together), but if there are others that I don't know about, feel free to drop a comment and I'll take a look.

Thank you and your welcome!
Fancypuggo 5 Sep, 2024 @ 5:39pm 
So just to clarify, if I have other trait mods or items/clothes people can wear that affect work speed, would this mod conflict with them? Also, you're amazing for continuing to update this mod and responding to comments through so many updates! Thanks!
Alias  [author] 4 Sep, 2024 @ 7:16am 
@"Eula-Thighs" Enjoyer, And? Did you want me to do something about it, or did just feel like announcing to the world that you have an unspecified problem?
"Eula-Thighs" Enjoyer 4 Sep, 2024 @ 4:46am 
I got error by using this mods, idk why.
Alias  [author] 5 Apr, 2023 @ 11:39am 
@Black★Rock Shooter, which mods are we talking about? (I already had to make a patch for VE skills, so others may not be out of the question)
Black★Rock Shooter 5 Apr, 2023 @ 11:07am 
I'm conflicted between wishing this had compatibility by changing other mods def use on load or having other mods offer options to work with this. Both are big quest
Alias  [author] 21 Feb, 2023 @ 1:25am 
@Sage, glad to hear it (I love it when my mod isn't the one breaking things)!
Sage 20 Feb, 2023 @ 9:37am 
Actually - turns out it was Separate Tree Chopping Priority! <3
Sage 19 Feb, 2023 @ 11:34pm 
Hello there! Just wanted to share that this mod seems to break the new controllable mechanoids who do work... I think. I only currently have agriculture mechs, but they don't cut down trees, or tree-like plants that give wood. Let me know if I can do any testing to help!
Alias  [author] 29 Aug, 2021 @ 4:17pm 
@Stokeling9701, no clue. I haven't heard any complaints...
Stokeling9701 23 Aug, 2021 @ 5:05pm 
is this compatible with free will?
Trigger 23 Aug, 2021 @ 5:35am 
Awesome thank you for the feedback.
Alias  [author] 22 Aug, 2021 @ 11:36pm 
(2/2) On it's own, the mod has a net zero effect on the game, it mostly serves as a compatibility layer for other mods (for example, the Natural Tailor trait in Additional Traits mod buffs tailoring speed at the cost of smithing speed and would otherwise be impossible without this mod) and to help immersion (among other things, I've dabbled in sewing, leatherwork, small electronics, and woodwork, and a little bit of metalwork, and while sewing and leatherwork have a lot in common, the skillset doesn't wholly translate to ripping boards, forming clay, or getting molten metal to cooperate).
Alias  [author] 22 Aug, 2021 @ 11:36pm 
@Trig (1/2), No worries, I kind of just threw this mod together so see if it could be done (the entire thing is like 5 xpath patches) and I probably need to update the description some and make an actual picture for it... prior to the 1.1 version of the game there used to be separate speed stats for each for the main crafting types (Sculpting, Smithing, and Tailoring) which meant that traits or items could buff those speeds specifically, 1.1 got rid of these unique stats and lumped most production related recipes under a general labor speed stat. This mod adds those stats back (and attempts to reassign them to the appropriate jobs/ recipes) as dependencies of the general stat, so that any changes are handed down.
Trigger 22 Aug, 2021 @ 9:06pm 
Ok so please explain this a little more. If i use this mod, stats will be changed based on pawn stats for speed? Or skill level. Just a little confused at 00:06 at night.
Alias  [author] 8 Aug, 2021 @ 1:52pm 
@Eris Luuvan, Nah you're fine this is the first time anyone's asked. I'm not super familiar with expanded races, but in general anything that effects general labor speed, should also effect the sub-stats.

@velcroboy333, actually, yeah, that's exactly what I had in mind, lol
Varjonyymi 7 Aug, 2021 @ 12:10pm 
@velcroboy333: thanks bro, exactly the thing i was after
velcroboy333 7 Aug, 2021 @ 11:02am 
@Varjonyymi and Alias, Not sure if this is exactly what you're talking about but I released a similar mod a few days ago. Maybe it works for what you need?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2566231583
Eris Luuvan 2 Aug, 2021 @ 1:34am 
Hey, I know this has probably been asked 5,000+ times, but in instances where races have a buff to crafting, with this mod that would be interpreted and applied to all of the sub-stats if not otherwise directed?
Thanks in advance and sorry for the silly question!
Alias  [author] 1 Aug, 2021 @ 3:13am 
@Varjonyymi, mmm creating the stats is the easy part, that's just a simple xml definition (for the generalized traits I just copied the defs from an older version of the game), the trickier part is tracking down all the spots that the stat is used so that I can figure out a patch. All in all it's not too bad, I think I put this mod together in about an hour or two.

The game calls them stats under the hood, but more or less, yeah. I'll have to make new types (stats) for cutting/ sowing and patch them into their corresponding jobs (and hope that there isn't anything too hard coded, still doable, but it complicates things), but after that the chainsaw can modify the cutting stat independently.
Varjonyymi 1 Aug, 2021 @ 1:59am 
Sounds great. I asked on Power Tools page if he'd be interested in collaborating. Is it hard to create those new work types? I can wrap my head around how the drill would work, but wouldn't the chainsaw need a 'plant cutting' work type?
Alias  [author] 31 Jul, 2021 @ 2:23pm 
@Varjonyymi, Hmm, that would be a good expansion for the mod: splitting out plant work into cutting and harvesting. Plus, it shouldn't be too much work to add in, I like that idea, I'll add it to my todo's.
This mod is kind of unique in that it uses some xml properties to try to guess what things were generalized (ie. the recipe is made at the smiting bench and uses the smiting sound effect) regardless of which mod adds the thing, but in general I try to avoid patching specific mods since I'd prefer that the control stays with the original author/ mod (for example, Additional Traits patches itself when De-generalize is present, that way everything is in the same spot and I can tweak and re-balance traits without updating multiple mods). That said, writing a Power Tools patch is super doable (it'd be very similar to what Additional Traits does), and you could set it up as either a standalone mod or get the original author to include the patches if you're feeling ambitious
Varjonyymi 31 Jul, 2021 @ 7:28am 
Would it be a big project to use this mod or patching somehow to make Power Tools chainsaw for example not affect sowing speed, just plant cutting? Same with the drill affecting tailoring speed etc.
My xml-knowledge is rusty, and C#-knowledge non-existent so I can't figure it out by myself
Mlie 20 Jul, 2021 @ 2:29pm 
Great! Just updated the 5 main mods that I have that uses it:
EM Tools
PG: HoloTools
Thingamajigs
Toolmetrix Redux
Gimmicks
Alias  [author] 20 Jul, 2021 @ 2:25pm 
@Mlie, Amazing, thank you much for the help! Was just able to confirm everything myself and push an update. Best of luck updating your mods (hopefully this will be one less thing you have to worry about)!
Mlie 20 Jul, 2021 @ 1:32pm 
Tested and it works as it should in 1.3
Alias  [author] 18 Jul, 2021 @ 11:57pm 
@Nekro "Shapiro" Philadelphia, Hello user... 🤷‍♂️. It's pure xpath so it'll probably work, but until I have second to actually test it, I can't make any promises (hence the lack of a 1.3 compatibility tag)
Nekro Philadelphia 18 Jul, 2021 @ 6:40pm 
Can anyone confirm if this is functional as is for 1.3? just wanna make sure i can still use this with the new DLC
Alias  [author] 1 Jul, 2021 @ 12:35am 
For tools I'd check out Toolmetrics Redux (Continued) by Mlie, I'm sure there's others, but that's all I know of off hand.
Nora's Crimson Colored Nectar 30 Jun, 2021 @ 12:53pm 
Do you by chance know any mods that make use of your mod, to give tools that would boost these stats specifically?
pgames-food 3 Apr, 2021 @ 9:48pm 
ok thanks alias for the info
Alias  [author] 2 Apr, 2021 @ 4:28pm 
@pgames-food, My guess is that it's probably fine (as in you won't have any hard incompatibilities between the two), this mod is set up so that the re-added skills are derived from the general work stat, so buffs should still trickle down. Best case, the patch will pick up the stuff from other mods and switch out the speed factor skill, worst case, the stuff doesn't get patched and they still belong to the general work category.

If there's a huge issue, I can look into patching for Apperello (or other mods) as necessary, but for the most part you should be okay.
pgames-food 2 Apr, 2021 @ 12:38am 
(i havent experienced a conflict yet as far as i can tell, but it could be that my clothing stats are affected and i have not realised yet) :)
pgames-food 2 Apr, 2021 @ 12:37am 
hi, just to mention that if you play with Apperello clothing mod, there can be conflict as mentioned here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=728381322&searchtext=apparello

(basically, apparello has been updated to match the vanilla changes)
Alias  [author] 25 Mar, 2021 @ 5:39pm 
@Commander & Chief B.O.G, then put in a bug report.
Commander & Chief B.O.G 25 Mar, 2021 @ 2:18pm 
This seems to affect research speed making it slow.
velcroboy333 29 Dec, 2020 @ 10:08pm 
Hey, I patched Stats Matter to add the skill-based speed bonus back into the stats added by this mod.
PGMP 19 Aug, 2020 @ 10:40pm 
totally agree with this mod
pgames-food 28 Apr, 2020 @ 10:12am 
hi, i really did enjoy 1.0 with all the different skills and speeds,
there were mods that added specific little buffs to certain actions, and it was always cool to find something best for the job (and even something better later to upgrade into)

but, does any one know "why" they were all lumped into 1 general category?
if it was because of a 30% speed boost to the game, i can understand it, but currently i dont know if it was just to "simply" the game (and coding time etc) or why? :)
Alias  [author] 26 Apr, 2020 @ 2:52pm 
@♛XYSKII♛, Furniture shouldn't be affected, from what I remember, construction jobs have their own speed. Do it still take forever to construct things with just this mod and core? What about when you add furniture mods in one at a time? If so, drop me a bug report (I'm really going to need a save for this one), and I'll take a look when I'm modding again.
♚Xyskii♚ 26 Apr, 2020 @ 1:01pm 
sorry not sure if bug or not but crafting chairs or furniture takes forever now?
[TTV] pumacatrun2 11 Mar, 2020 @ 7:18am 
Thank you! I too agree that this was a dumb nerf, I love clothing mods that affect certain work speeds based on what type of clothing etc.