RimWorld

RimWorld

X - Really Useful Ideological Roles
7 Comments
Sebster 25 Jul @ 9:35am 
@Graf Thanks for the reply, it would be nice but not critical.
Graf  [author] 25 Jul @ 7:48am 
@Sebster
I've had that idea cross my mind. Some of the skills could really work all the time, that would be logical (and yes, it annoys me too to have to activate them all the time). Alas, I can't implement this feature. The task doesn't look difficult, but it requires some knowledge that I don't have.
Sebster 25 Jul @ 6:06am 
Would it be possible to have pawns auto-cast their abilities every time it refreshes?
Graf  [author] 2 Feb @ 2:40am 
@Art Student
Can I ask which mod you are using?
"Specialists Can Work!" really only works with vanilla roles (the author prescribed a patch for each role separately).
"All Specialists Can Work" is universal, removes work restrictions for all mods.
"Capable Specialists" removes job restrictions for all mods, and also fixes shooting and melee specialists. If that's all you need, I recommend "Capable Specialists", it's the best written (I used it myself until I wrote my own mod with more features).
My mod removes all work restrictions for any mod. And also removes the shooting/close combat restrictions (both vanilla and from the pirate mod). Plus changes the timing of skill application.
More details in the mod description (just updated it).
Graf  [author] 2 Feb @ 2:40am 
@Thundercraft
Yes, you can both add and remove this mod at any time without any problem. There won't even be any one-time errors. All patches are very simple and neat)
Art Student 1 Feb @ 6:23pm 
does this mean this mod does what the other mod doesnt ? i have mod similiar to this but it only unlock the base game specialist (miner,builder/crafter,research)

so like if this mod unlock every VE role instead of the base one i would use this one instead
Thundercraft 1 Feb @ 3:36pm 
Should this be safe to add to an existing game?
Should it be safe to remove?