RimWorld

RimWorld

De-generalize Work
58 kommentarer
FlareFluffsune 18. aug. kl. 10:47 
Oh its just the production bionic causing it. I've already spoke to FSF about it and he pointed me here.
Alias  [ophavsmand] 18. aug. kl. 8:38 
@FlareFluffsune, If I was done with the update, it would be upload to GitHub and then the workshop in short order.

Without logs it's impossible to say for certain, but the issue with FSF's advanced bionics only affects a single item (and only when both Vanilla Skills and Anomaly are running), if multiple items are freezing your game, I'd hazard a guess that whatever's going on is more widespread than just this mod.
FlareFluffsune 18. aug. kl. 0:26 
Just wondering if the update has been completed and just waiting to be uploaded as I'm also having that issue too and it causes most of the screen to stop rendering when I hover over some of the FSF bionics to see their stats.
2. aug. kl. 17:09 
thanks!
Alias  [ophavsmand] 2. aug. kl. 12:39 
@‡, issue's on my end, will fix
2. aug. kl. 6:17 
oh and forgot to mention it's advanced bionics expanded verison, not vanilla one
2. aug. kl. 6:01 
idek to where report it, but i'll just do it here: so, FSF bionics expansion has mayrequire's that involve VSE, and for some reason, they don't get patched by your mod, even when its below. so i receive could not resolve reference: VSE_TailoringSpeed and VSE_ArtSpeed, technically changing them manually in mod files to TailoringSpeed and SculptingSpeed works, but kinda sucks doing that locally... is there anything you could do? (gonna ask FSF the same :D)
Jet 1. aug. kl. 17:43 
great to hear!
Alias  [ophavsmand] 1. aug. kl. 17:00 
@Jet, I can't speak to compatability between Grab Your Tool and Simple Sidearms, but the auto equip thing it probably on my end (I have a lingering feature request [github.com] from the original author of grab your tool for compatibility). Let me take a look.
Jet 1. aug. kl. 16:02 
is it bad to have both this and grab your tool mod together? im using that, the actual tool mod, simple sidearms and this but notice pawns dont always auto equip so maybe its because im using both this and grab your tool?
GolpeBaixo 19. juli kl. 15:36 
oh my bad i thought was your mod that separated the categories. thank anyway
Alias  [ophavsmand] 13. juli kl. 11:26 
@GolpeBaixo, I'm not sure what you mean by detailed work tree (the screenshot for the mod is just an info box for a random colonist). There aren't any settings/ configurations for this mod. It's mostly a library mod of sorts for traits or items that give role based buffs (chisels that make sculpting faster, forge hammers for smiths, etc.).
Alias  [ophavsmand] 13. juli kl. 11:26 
@Soviet Swede, depends on what you mean by separate. This doesn't break the work tab out, so both jobs are still categorized as "crafting", for that you'd probably want something like Fluffy's Work Tab or FrozenSnowFox's Complex Jobs . What this mod does do is beak out the "general labor speed" that the game uses for all things crafting (and artistic) into separate speed stats to sculpting, smithing, and tailoring so that other mods can change one without messing with the others (for example, my Additional Traits mod has the Natural Tailor trait which buffs tailoring speed at the cost of smithing speed).
GolpeBaixo 13. juli kl. 7:39 
Helo my dudes how to open the more detailed work tree and the mod inst showing on mod config
Soviet Swede 12. juli kl. 13:40 
Holy shit, i’ve been looking for something like this for years

It was always a dream of mine to have tailoring be separate from smithing. Is this it? Or will it still just all be ’crafting’?
Anastasia Eila 13. sep. 2024 kl. 1:27 
@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  [ophavsmand] 6. sep. 2024 kl. 13:24 
@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 kl. 17:39 
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  [ophavsmand] 4. sep. 2024 kl. 7:16 
@"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?
Anastasia Eila 4. sep. 2024 kl. 4:46 
I got error by using this mods, idk why.
Alias  [ophavsmand] 5. apr. 2023 kl. 11:39 
@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 kl. 11:07 
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  [ophavsmand] 21. feb. 2023 kl. 1:25 
@Sage, glad to hear it (I love it when my mod isn't the one breaking things)!
Sage 20. feb. 2023 kl. 9:37 
Actually - turns out it was Separate Tree Chopping Priority! <3
Sage 19. feb. 2023 kl. 23:34 
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  [ophavsmand] 29. aug. 2021 kl. 16:17 
@Stokeling9701, no clue. I haven't heard any complaints...
Stokeling9701 23. aug. 2021 kl. 17:05 
is this compatible with free will?
Trigger 23. aug. 2021 kl. 5:35 
Awesome thank you for the feedback.
Alias  [ophavsmand] 22. aug. 2021 kl. 23:36 
(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  [ophavsmand] 22. aug. 2021 kl. 23:36 
@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 kl. 21:06 
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  [ophavsmand] 8. aug. 2021 kl. 13:52 
@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 kl. 12:10 
@velcroboy333: thanks bro, exactly the thing i was after
velcroboy333 7. aug. 2021 kl. 11:02 
@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 kl. 1:34 
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  [ophavsmand] 1. aug. 2021 kl. 3:13 
@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 kl. 1:59 
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  [ophavsmand] 31. juli 2021 kl. 14:23 
@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. juli 2021 kl. 7:28 
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. juli 2021 kl. 14:29 
Great! Just updated the 5 main mods that I have that uses it:
EM Tools
PG: HoloTools
Thingamajigs
Toolmetrix Redux
Gimmicks
Alias  [ophavsmand] 20. juli 2021 kl. 14:25 
@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. juli 2021 kl. 13:32 
Tested and it works as it should in 1.3
Alias  [ophavsmand] 18. juli 2021 kl. 23:57 
@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)
Ex Ossibus Fumus 18. juli 2021 kl. 18:40 
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  [ophavsmand] 1. juli 2021 kl. 0:35 
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. juni 2021 kl. 12:53 
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 kl. 21:48 
ok thanks alias for the info
Alias  [ophavsmand] 2. apr. 2021 kl. 16:28 
@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 kl. 0:38 
(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 kl. 0:37 
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)