RimWorld

RimWorld

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More Than Capable
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Mod, 1.1, 1.2, 1.3, 1.4
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243.031 KB
14 Jul, 2019 @ 10:23am
20 Dec, 2022 @ 9:07am
19 Change Notes ( view )

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More Than Capable

In 1 collection by Charlotte
Multiplayer-able!
236 items
Description
Pawns are... More Than Capable! Colonists will do work even if they hate it... with consequences.

This is a fork from Pawns are Capable by Rainbeau Flambe.

=====

Tired of pawns who refuse to do certain types of work, even when their own lives and the survival of the colony depend on it? This mod changes the way in which the game handles "incapabilities." On the pawns' character tabs, you'll see that the "Incapable of" list has been replaced with a list of "Hated work types." These types of work are marked in amber on the work tab, and aren't assigned by default. But they can be assigned if necessary, as any pawn can be assigned to any type of work. Be aware, though, that if you assign a pawn to do hated work, there's a mood penalty (and eventually movement and even manipulation penalties) that will only grow worse the longer the assignment lasts. This mod is intended to allow you to assign pawns to work they hate in emergency situations. It is *not* intended to allow such assignments to be made on a long-term basis.

Note 1: Since "violent acts" aren't a specific work type, pawns who abhor violence are capable of violent acts -- combat, etc. -- if and only if they're carrying a weapon. But so long as they're armed, they will suffer mood debuffs just as if they were assigned to a work type they hate.

Note 2: As there are easy ways to "get around" restrictions on tasks like hauling, anyway, "incapable of dumb labor" is treated a bit differently than other incapabilities. Pawns who hate dumb labor are simply given an extra trait that reduces their carrying capacity and their unskilled labor work speed. They won't be assigned to hauling or cleaning by default, but can be assigned to those tasks indefinitely with only a minor mood penalty, which doesn't get worse over time. For similar reasons, pawns who hate plant work or skilled labor can still be assigned to plant cutting with only a minor static mood penalty.

- Rainbeau Flambe (dburgdorf)

It just works! Multiplayer ready and flexible. You can add your own limits for your modded workType with just xml. There is a whitelist for weapons in the xml config as well for you modpack makers.

Note 3: Conceptually the mod works the same as its predecessor, this is a different implementation and some things are different from the original mod.

Note 4: Anger builds up, the longer a pawn is assigned or forced to do something they don't want, the more anger they get. If you stop bothering them, their anger will decay and eventally disappear. If you keep forcing them they'll reach a point where they explode and submit to your requests... if you or they survived, they'll just be lazy for a while but not so angry. Until they get fed up from you again.

Note 5: If you force a pawn to do a job, it will incurr in a penalty, the more you force them, the more they'll anger. There are checks in place to prevent you from gaming the system so be careful of abusing your newly found powers.

- Notfood

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Compatibility:

"More Than Capable" can safely be added to a game in progress. If you remove it you will get red errors, you can save and reload to make them disappear.

Multiplayer ready.

Achtung has issues by default, disable the "Ignore Forbidden Tasks" in Achtung settings.

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Credits:

- RimRue, original idea
- Rainbeau Flambe (dburgdorf), first implementation
- Brrainz, Harmony

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License:

MIT

=====

Source[github.com]

Encourage me to keep modding
[ko-fi.com]
Popular Discussions View All (2)
0
6 Jan, 2023 @ 10:43am
Bug report
Stormtrooper
0
11 Apr, 2022 @ 6:06pm
russian translation
star
337 Comments
PalmerA 20 May @ 4:22pm 
@portal, sometimes there a pawns that you either use as a harvest farm, or sold to the empire/ransom back to their faction.
void 1 May @ 12:46pm 
https://steamproxy.net/sharedfiles/filedetails/?id=3237083444
recompiled for 1.5, I have no idea what I'm doing but I needed this mod and it seems to be working
crashfly 28 Apr @ 8:54am 
@Portal - sounds like a good character to get purposely get rid of.
Portal 28 Apr @ 2:35am 
Looking forward to 1.5!! God knows i need it, having a pawn that can't do

Construction

Mining

Cooking

Plants

Crafting

Medical

AND Social SUCKS.
Spesh 28 Apr @ 1:41am 
update? this mod is essential
Sir Val von Ra 26 Apr @ 8:10pm 
Is no one more than capable of a 1.5?
Robob 24 Apr @ 2:07pm 
I'm running 1.4 and the game for some reason behaves as if the mod wasn't there,my incapable of caring pawn cannot perform any medical tasks
Psycaster 23 Apr @ 7:25am 
Is there 1.5 continuation equivalent?
Carsteinvania 21 Apr @ 1:46pm 
1.5?
nucleartaco 18 Apr @ 7:32am 
How well does this mod currently work with 1.5?