RimWorld

RimWorld

129 ratings
Ideo Roles Don't Forbid Work
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.5
File Size
Posted
Updated
140.046 KB
8 Jul @ 7:44am
11 Jul @ 11:05am
6 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Ideo Roles Don't Forbid Work

Description
"Hey, we really need some help building these walls here!"

"Nope, can't help you. I'm a Shooting Specialist. Don't know how to build. Don't know how to mine, either."

Enough of that nonsense! This simple patch removes the forbidden work from all specialist roles. Specialists no longer have some sort of hatred for other work types just because they're good at what they do. This requires the Ideology DLC. Safe to add or remove mid-game. Feel free to request support for a specific mod, and I'll see if I can patch it.

(The in-game role descriptions still say they will refuse to do other work types. Simply ignore it, they'll work.)

===Special Thanks!===
SP4RTAN: Took the time to help add mod options!

You refuse to cook because you're good with melee weapons? Okay, buddy.
42 Comments
VentaExtera  [author] 14 Jul @ 12:55pm 
Robosium Currently, it only works with vanilla roles, and roles added by "Vanilla Ideology Expanded - Memes and Structures". If there's a specific mod you want supported, I can try to add it.
Robosium 14 Jul @ 12:40pm 
hey does this work with modded roles as well or not?
The Banana Man 14 Jul @ 8:53am 
Made the mod yourself because you didn't know another one already existed that did the same thing: absolute madlad. Great job though! It takes effort to do it yourself if you know how!
VentaExtera  [author] 14 Jul @ 5:27am 
Sera Yeah, I'm aware. I originally made this mod for myself, but decided to put it on the workshop, just in case other people wanted it. At the time, I didn't know that mod existed. So, my fault for not checking

Ultimately, there's not really anything stopping people from installing that mod, if they prefer it. If my mod is seen as a backup or something similar, I'm perfectly okay with that.
Sera 13 Jul @ 11:15pm 
not to rain on the parade here but
All specialists can work exists since 2022 - a continuation of "Specialists can work"
What I'm trying to say is that there is something out there that does exactly the same thing and its out there for over 3 years
abdel.soto85 12 Jul @ 7:17pm 
finally.
someonesneaky 11 Jul @ 9:27pm 
Finally, I can have a mining specialist that won't lose his level 18 construction!
Frasht 11 Jul @ 5:31pm 
Million dollar idea here for you since you made a mod that should allow this level of functionality. Add an option for it to use a value for mood vs low food status vs amount of peeps/percentage of peeps unable to move. Essentially, stress thresholds tuned to the world around them where a reasonable person would cave in and do a thing if they knew their survival was paramount on it. It could be a custom type of break that has a negative mood buff when the break is over. They're productive for a while but they're really stressed/tired after the effort. You could probably set up in few ways to really add complexity to the individual colonists. Maybe a set list of colonist backgrounds and traits could change the threshold in ways that would make sense with the story.
SP4RTAN 11 Jul @ 9:29am 
@basedleua it's safe.
basedleua 11 Jul @ 9:26am 
Is it safe to add mid game where my colonists already have roles melee specialists or do I need to remove their roles first and then add again?