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Compatibility Notes
jptrrs edited this page Jan 5, 2021
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You need one of those installed to run Human Resources (beyond HugsLib, of course). Why? Read the description.
We did something to comply with these mods: comment: * Ammunition: disabled pawn animation when training with weapons in order to prevent ammo use during that task.
- Android Tiers: see Humanoid Alien Races
- Baby and Children and Babies and Children: patched so the toy doesn't require training to equip.
- Borderlands: prevented weapons from being considered universally known. comment: * Bullet Casings: disabled pawn animation when training with weapons in order to prevent ammo use during that task.
- Children, school and learning: its Study work type will replace ours. On the Work tab, ours will be hidden even if you're using Fluffy's Work Tab. Other mods that also replace that tab might still display a doubled Study type, but in that case only the one from CSL will be valid. comment: * Combat Extended: disabled pawn animation when training with weapons in order to prevent ammo use during that task.
- Dual Wield: patched.
- Go Explore: When a pawn succeds on a Research Request event, instead of your faction progressing toward the discovered tech, that is added to the pawns individual expertise. In order for the colony to benefit as a whole, he will have to write a book about it!
- Humanoid Alien Races: for compatibility reasons, only races that are marked as human-like will be treated as such. This should cover most of the race mods that use HAR
- Material Filter: patched.
- Medieval Patches: patched.
- Pawnmorpher: pawns on the Escaped Morphs scenario know how to use all starting weapons.
- Polarisbloc: prevented weapons from being considered universally known.
- Recipe icons: patched.
- RimmuNation: prevented weapons from being considered universally known.
- Rimsenal: prevented weapons from being considered universally known.
- Simple Sidearms: patched.
- Stargate: prevented weapons from being considered universally known.
- Vanilla Factions Expanded - Insectoids: all starting pawns on the Mercenary Squad scenario know how to use all starting weapons.
- Vanilla Factions Expanded - Vikings: prevented weapons from being considered universally known.
- Vanilla Storytellers Expanded - Perry Persistent: made the Man in the Coat know how to use his weapon.
- Vanilla Factions Expanded - Settlers: all starting pawns on the Bandits scenario know how to use all starting weapons.
- Weapon Tech: prevented weapons from being considered universally known.
- ZARS Tribalism & Production Spots: patched.
Those mods conflict directly with Human Resources, the ideas simply don't work together. Please, don't insist.
- Tech Advancing: all it does is increase your research speed when you hit certain milestones. With Human Resources, your research speed is slower on purpose, and it increses slightly on each book you add to your library. Also, the pawn's research speed will improve accordingly when they master a technology that's more advanced than their initial faction's tech level. This superseds TechAdvancing.
- TechBlock
- Tech Sales
- No Job Authors: transfering knowledge through books requires a pawn to be able to resume working on a book only he knows about, therefore the mod needs the vanilla author system to work properly.
There are issues when running these mods alongside Human Resources and we can't solve it on our end (or we're still working on it, and if that's the case it will be noted). They're mostly harmless, though.
- Prison Labor: It's been patched before, but some unclear change on our side or theirs' made it impossible for prisoners to resume working on books they already started documenting. The issue is they don't receive ownership over recipes, so the unfinished books end up with no author. Last working version was v0.15.3. (reported by DarkSlayerEX and issue #96 )
If you find any issue with another mod, please report it here