RimWorld

RimWorld

Stats Matter(continued)
47 kommentarer
moo 29. juni kl. 15:44 
velcroboy333  [ophavsmand] 27. juni kl. 11:37 
Updated for 1.6. No changes made. Let me know if any bugs pop up.
Cheers.
Kyousuke Azai 8. mar. kl. 14:55 
Oh my god, I've been cruising the workshop because I've been using the "Endless growth" mod and having a level 40 craftsman work at the exact same speed as a 7 year-old with hooks for arms has been irking me for so long. This mod is exactly what I need.
pickpickpickpickpickpickpickpick 5. apr. 2024 kl. 19:30 
I still love you :steamhearteyes:
velcroboy333  [ophavsmand] 5. apr. 2024 kl. 11:32 
Updated for 1.5. No changes made. Let me know if any bugs pop up.
Cheers.
velcroboy333  [ophavsmand] 18. nov. 2022 kl. 14:57 
😊
pickpickpickpickpickpickpickpick 18. nov. 2022 kl. 14:18 
Velcroboy idk if you know this but I love you :O
velcroboy333  [ophavsmand] 18. nov. 2022 kl. 12:39 
OK, updated this with much cleaner conditional patching that should clear things up quite a bit. Let me know if anything pops up.
velcroboy333  [ophavsmand] 18. nov. 2022 kl. 8:19 
PickPick...Yes I've used the two together before.

MysticFelines, I see what's happening. I will need to rewrite the patch for when certain option in Niilo's mod are turned off. Shouldn't take long
MysticFelines 17. nov. 2022 kl. 21:26 
velcroboy333  [ophavsmand] 14. okt. 2022 kl. 8:27 
Updated to 1.4
velcroboy333  [ophavsmand] 29. juni 2022 kl. 10:41 
Yep! :mhwgood:
magborg 29. juni 2022 kl. 10:04 
Ok, so your mod will still take affect as intended depending on pawns skill level alongside with mood matters. I am still working on understanding differences between things, but it sounds like they both work alongside each other.
velcroboy333  [ophavsmand] 29. juni 2022 kl. 9:56 
Short answer : Yes

Long Answer : With Mood Matters, Global Work Speed will be affected by the pawn's mood. Smelting and General Labor(or Tailoring, Sculpting, Smithing if you have one of the mods mentioned above) are then factored by GWS.
magborg 29. juni 2022 kl. 9:47 
Sorry, just trying to make sure i understand. So, that means it will work nicely with Mood Matters. That’s how I took your explanation.
velcroboy333  [ophavsmand] 29. juni 2022 kl. 9:24 
Yep, I just took a look and since MM affects Global Work Speed, that will trickle down to the rest of the work stats.
magborg 29. juni 2022 kl. 8:42 
Hello velcroboy333,

Will your mod work with the mod Mood Matters?
velcroboy333  [ophavsmand] 17. apr. 2022 kl. 20:52 
hmm, This mod does not require nor really affect any of those mods. So, something goofy must be going on.
Zovc 17. apr. 2022 kl. 20:47 
Hey, when I enable this mod, I get errors for not having Vanilla Factions Expanded: Medieval, Vikings, and Medieval Overhaul.

Should that be happening, or is this happening because another mod is not getting along with this one?
reallyhairydave 24. jan. 2022 kl. 18:22 
Awesome, I'll keep an eye on what happens
velcroboy333  [ophavsmand] 24. jan. 2022 kl. 10:04 
It should work fine with that mod. I don't see any reason it would stop working after lvl 20.
reallyhairydave 24. jan. 2022 kl. 9:53 
Any chance it can be extended past level 20 for duck's insane skills?
velcroboy333  [ophavsmand] 24. jan. 2022 kl. 9:15 
No problem :mhwgood:
Hades the King 24. jan. 2022 kl. 9:04 
I love you. thanks for helping out even though i didnt send a log
velcroboy333  [ophavsmand] 24. jan. 2022 kl. 8:59 
OK, Basically Niilo's mods, De-Generalize, and Primitive Tools are all messing with the stats involved. So, it's a lot of "if this mod but not that mod" stuff going on. I had mistaken which mod won when both Niilo and De-Gen are loaded together.

It should be sorted now though and all the mods can play happy together.
Deschain 24. jan. 2022 kl. 2:12 
I'm getting the same error as Hades the King, and I have it after both de-generalize work and Niilo's QoL. https://pastebin.com/wNGfhrCD
velcroboy333  [ophavsmand] 20. jan. 2022 kl. 7:24 
You should be getting a warning to place this mod after Nillo's QoL in you mod list.
Hades the King 20. jan. 2022 kl. 0:56 
Anyone else getting these errors?
[Stats Matter(continued)] Patch operation Verse.PatchOperationFindMod(Niilo's QoL) failed
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2208346459\Patches\Stats_Pawns_WorkRecipes.xml
velcroboy333  [ophavsmand] 21. nov. 2021 kl. 9:28 
Haha, :winter2019happyyul: no worries.
VelxraTV 21. nov. 2021 kl. 8:57 
thanks for the note. dunno how I missed it.
pickpickpickpickpickpickpickpick 21. nov. 2021 kl. 8:55 
hi velcroboy i love you :O :steamhearteyes:
velcroboy333  [ophavsmand] 21. nov. 2021 kl. 8:51 
Geronimo, See the answer I gave just below your comment.
VelxraTV 21. nov. 2021 kl. 5:25 
does this stack for skills above 20?
velcroboy333  [ophavsmand] 26. aug. 2021 kl. 18:21 
Assuming DIS unlocks the level 20 cap for Skills, it should work as is. It will increase the factor by 2.5% per skill level. But nothing in this mod is limiting how high it can go.
pickpickpickpickpickpickpickpick 26. aug. 2021 kl. 16:32 
BUMP for what Delurium said, haha
Delurium 18. aug. 2021 kl. 17:50 
Would it be possible to scale so that it could work with Duck's Insane Skills, which theoretically lets pawns level infinitely?
velcroboy333  [ophavsmand] 19. juli 2021 kl. 23:13 
Updated for 1.3
velcroboy333  [ophavsmand] 5. juli 2021 kl. 16:10 
Attention: I will absolutely be updating all my mods to 1.3. I want to take the time to look at the new code first in order to make sure the code changes are implemented correctly for the new version, as well as make any balance changes, and to implement any relevant new features into my mods,

The upcoming week is going to be busy for me already as the busy season for my real job is just beginning and goes pretty heavy through the fall and holiday season. But I will try to find the time as soon as I am able. My goal is to have all my mods ready for the official release in a couple weeks.

note I will be maintaining support for 1.2 after the update to 1.3 but I a have already moved on from 1.1 or older, so, those versions will not be maintained unless they are naturally compatible.

Thanks for your patience.
velcroboy333  [ophavsmand] 13. mar. 2021 kl. 10:38 
Yes it will.
Miguel V-DF 13. mar. 2021 kl. 10:32 
Would this mod work with the mod "Pep in your Step", that alters global speed and work based on mood?
velcroboy333  [ophavsmand] 29. dec. 2020 kl. 22:02 
Added a patch to work alongside De-Generalize Work. Work stats from that mod will receive the speed bonus from this mod.
AmbiguousMonk 8. sep. 2020 kl. 17:12 
I understand now. Thank you so much for explaining!
velcroboy333  [ophavsmand] 8. sep. 2020 kl. 16:53 
Smelting is still its own job but also does not have the bonus in Vanilla but does with this mod.
velcroboy333  [ophavsmand] 8. sep. 2020 kl. 16:52 
SculptingSpeed, SmithingSpeed, and TailorSpeed in vanilla do not receive the bonus because they were lumped into GenerlLabor Speed which also does not get the bonus.

This mod gives the bonus to GeneralLaborSpeed, which trickles down to the sculpting, smithing, tailoring jobs.

Essentially with this mod, ALL jobs will get the bonus.
AmbiguousMonk 8. sep. 2020 kl. 16:43 
So the description states that Smelting Speed and General Labor Speed both get the stated bonus, but then the note states that Sculpting Speed, Smithing Speed, and Tailor Speed won't receive the speed bonus despite being lumped into General Labor Speed, which does get the bonus. I'm obviously misreading or mistaking something; can you clarify for me?
velcroboy333  [ophavsmand] 28. aug. 2020 kl. 9:09 
Yeah, looks about right.

FYI all the other work jobs already have this bonus it's just the ones above that don't because

"Dumb recipes - not affected by skill because there's no skill component (Smelting)

Standard-speed recipes - speed not affected by skill because there's no skill involved OR because the skill affects product quality instead of production speed" (Sculpting, Tailoring, Smithing, Art Making, Stonemaking, Burning, refining, etc..)