(http://i.imgur.com/bSHZWkg.png)
Updated for Beta 18!
Inspired by the "Everyone Can Haul" mod, this mod ignores the restrictions of colonists caused by their backstories and/or personal traits. Everyone can do all types of work!
Please note: this mod does not change the requirements needed for certain tasks. For exmaple, if your colonist could not previosly grow, they won't be able to grow strawberries if level 6 in growing is needed, even if they now have the ability.
Also, this does not require a new save.
Steam Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=945450583 (http://steamcommunity.com/sharedfiles/filedetails/?id=945450583)
If you are a non Steam player, you can still download this mod by downloading clicking this link:
https://drive.google.com/drive/folders/1o7urstabWI9Jx5MmM8VMKndsTHa0TwIG?usp=sharing (https://drive.google.com/drive/folders/1o7urstabWI9Jx5MmM8VMKndsTHa0TwIG?usp=sharing)
Noice mod but it seems al litte too over powered
Thanks. It is a little bit but some people might like it, not everyone will though. Also, the skills that were previously disabled will now be at 0, so it is not completely overpowered.
The backstories system has three things it can do with work
- Skill buffs/nerfs
- Work prerequisite(s) to be eligible for a given backstory
- Work(s) forbidden by a given backstory
My opinion is that the forbid hammer got/gets over-used by backstory authors, where skill nerfs could be more appropriate. For example why is it that the medical professionals and researchers are incapable of clean and hygienic behavior one might expect of surgeons and laboratory professionals?
Generic modification is of course a loss of resolution and detail to the stories, but I never take characters with forbidden work backstories anyway. So on to the suggestion
What if there were some sort of swap, so that wherever someone has written 'Thou shalt not xyz' the story gets instead a nerf to skills used by xyz. Maybe -10 so that the result is almost always a starting level of skill-0 in the pertinent fields. That way a character can have a backstory and then adapt to their new environment.
Does this work like "Everyone Can Haul" in that if someone is physically incapable of doing the work, they still can't?
I'm speaking of someone without arms being able to haul or grow, for example.
QuoteWhat if there were some sort of swap, so that wherever someone has written 'Thou shalt not xyz' the story gets instead a nerf to xyz. Maybe -10 so that the result is almost always a starting level of skill-0 in the pertinent fields. That way a character could have a backstory and then adapt to their new environment.
I approve of this suggestion. It would also be neat if there was an option to also have backstories give mood buff/debufs on doing certain types of work (traits can do this, after all). This may be beyond the scope of the mod, but is something to think about.
Quote from: GrumpyProgrammer on June 12, 2017, 03:52:45 PM
It would also be neat if there was an option to also have backstories give mood buff/debufs on doing certain types of work (traits can do this, after all).
If the backstories data structure also stored changes to passions and burning passions, it would be a step in that direction.
Dammit! You beat me to it! Lol
I'm working on a similar mod, but have introduced traits instead of the incapabilities. See Pawns Are Capable! in my sig.
Thanks for the suggestions everyone. Let me address each individually:
AngleWyrm: I agree with your idea with the backstories and swapping. I will look into that and see if I can do that.
GrumpyProgrammer: This works exactly like "Everyone Can Haul" except it adds more abilities. If you have an injury then you can't do it, i.e., if your colonist is physically unable to they won't be able to.
Quote from: Mrred1 on June 12, 2017, 02:12:59 PM
Thanks. It is a little bit but some people might like it, not everyone will though. Also, the skills that were previously disabled will now be at 0, so it is not completely overpowered.
You should make it a negitive passion like lower learning and a debuff when doing that dissabled job
That's a good idea, however, if I make the points go too low and the passion negative, it would sort of defeat the purpose of this mod. I'll take your idea into consideration and figure out how to better balance this.
Quote from: Mrred1 on June 12, 2017, 07:15:20 PM
That's a good idea, however, if I make the points go too low and the passion negative, it would sort of defeat the purpose of this mod. I'll take your idea into consideration and figure out how to better balance this.
Thanks ;D
Quote from: Rimrue on June 12, 2017, 04:16:16 PM
Dammit! You beat me to it! Lol
I'm working on a similar mod, but have introduced traits instead of the incapabilities. See Pawns Are Capable! in my sig.
I've tried "Pawns are Capable" and if you think it's better, its not in my opinion, as - 50, -75 debuff are nothing but you can't use this skill, it is impossible to recover from debuffs like that, when your playing a very hard game, they flat kill your colony. Just try it on the frozen ice sheet or extreme desert, and see how you far you get. Sorry I wont be using your mod either, because I don't use the Steam ver of the game. So I can't get it. I don't think your mod is OP, in the survival setting, you'd have to let those people go. there is no free lunch, unless that person offers you some over the top skill that you'd be willing to use them. Its the one glaring error of this world. You just let them go and you can't, your forced to use them, when they are a totally worthless person, that is in fact, walking dead that steals from your colony.
I will keep my eye out for this being availiable to the non steam user.
I absolutely agree with you! The -50 rebuffs are insane,especially in a life or death situation. I like the idea of that mod, but it needs major adjusting. Also, this mod is available for non steam users but to have to be logged in to ludeon.
The pacifists can shoot but cant melee
Hi Rei-No, if you have feedback for Pawns Are Capable! could you post on its Release thread (see my sig) so as not to detract from Mrred1's mod thread?
But since it's been brought up, I should mention it is getting an overhaul to the mood debuff system. Being a new modder yourself, I'm sure you can relate to the difficulty of making your idea work in the game the way you first envisioned it. ;)
Thanks!
Yes absolutely! I have to say your mod is great in terms of potential, and I think after the rebalancing it will be even better!
Sorry I'd just tried ver 2 of their mod. and when I ran across him basically running an ad for his mod like it better then yours, I forgot myself.
as his idea is worse then not doing anything.
I'd much prefer yours to thier's.
Oh its in the fine print. hehe I got it thanks ... I totally missed it.. If you add any thing add a negitive to how fast they do the work, until they learn to do that work. make the mod unplayable in some area's of the game is a no no. giving them over the top debuffs or driving them to over the top. doesn't help the problem, it compounds it. I tend to get only these type of people from the storytellers or people that refuse to do violence. That would be ok if they had one really great stats to offset the lack of others, but they generally don't. Which will at some point shut down my game. If you choose to start with one, and the game keeps giving them to you. you eventually come to the end of the game, because of them.
FYI my mod wasn't even released when mentioned it in this thread. I realize now I shouldn't have. And I apologise to mrred1 for doing so. :/
No problem guys, it's not your fault. It's all a matter of making the best mod for the player and tuning it to their preferences. I think once you balance the debuffs I would even use your mod!
Yes, there are so many different play styles, so that's why more mods is never a bad thing. Something for everyone. ;)
Since you mentioned it, the new update is out. Give it a try. Let us know what you think! We are always open to constructive feedback. :)
I think the new update it great, especially with the configurable debuffs. However, the only thing that I don't particularly like (others may disagree, this is just my opinion), is that over time the debuffs increase in severity. I would think that the pawns would get used to the job and maybe become less annoyed about doing it, but that's just my two cents. Great job though!
Quote from: Mrred1 on June 27, 2017, 04:29:32 PMI think the new update it great, especially with the configurable debuffs. However, the only thing that I don't particularly like (others may disagree, this is just my opinion), is that over time the debuffs increase in severity. I would think that the pawns would get used to the job and maybe become less annoyed about doing it, but that's just my two cents. Great job though!
I responded, but I did so on our own thread, so as not to keep tying up your mod's thread with commentary about our mod. :)
Thanks, Mrred1. I think you have given Rainbeau some good ideas. ;) Come on over if you want to continue the conversation. :)
Cool I will thanks!
there is a bug that colonists will not produce drugs at the drug lab if the`re "unable" of crafting plz fix
I don't understand what you're saying. Your issues are not with my mod, they're with your colony. Please rewrite what you are trying to say properly so I can understand you. Sorry if you are having any issues.
colonists that are not capable of crafting can still craft stuff but they cant make drugs at the drug lab but was it intended
No this mod should not affect the drug lab or anything else at all, it just be an issue within your game save or maybe you don't have skilled colonists. Remove, if they are not skilled enough to make drugs they won't be able to, this mod merely allows for the capability, as explained in the despcription of the mod which I highly suggest you read. Sorry for any issues, let me know if anything else comes up.
Maybe it's because the game treats crafting drugs as "intellectual" job rather then "crafting"?..
Kind of, but remember, if you need a minimum skill to do something, e.g., 6 in growing to grow strawberries, your colonist still needs to have 6 skill regardless of their ability.
Quote from: Mrred1 on July 02, 2017, 09:47:40 PM
Kind of, but remember, if you need a minimum skill to do something, e.g., 6 in growing to grow strawberries, your colonist still needs to have 6 skill regardless of their ability.
Dude, I have a colonist who has a crafting level of 17 and med level of 10 and they cant make meds
here is a picturehttps://www.dropbox.com/s/dy37h02maxs5f7o/Screenshot%202017-07-03%2008.50.09.png?dl=0 (https://www.dropbox.com/s/dy37h02maxs5f7o/Screenshot%202017-07-03%2008.50.09.png?dl=0)
Does this mod remove the incapability tag or just make it not do anything?
Ok that's super weird. All my mod does is gives everyone the capability to do every type of work. There's nothing I could do that in aware of to solve your issue, as my mod shouldn't affect that. Are you running other mods?