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Compatibility Notes

jptrrs edited this page Jul 4, 2025 · 57 revisions

Dependecies

You need one of those installed to run Human Resources (beyond HugsLib, of course). Why? Read the description.

Integrated

We did something to comply with these mods:

  • A RimWorld of Magic: its weapon categories were integrated.
  • Adeptus Mechanicus: Armoury: its weapon categories were integrated. Also, all power weapons will require training.
  • Android Tiers: see Humanoid Alien Races
  • Baby and Children and Babies and Children: patched so the toy doesn't require training to equip.
  • Borderlands: some weapons will require training even if not craftable or locked behind research.
  • 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. (Revised on version 1.2) When active, our Study work type gets renamed to Study(HR) to avoid confusion.
  • Cybernetic Warfare and Special Weapons (Continued): its weapon categories were integrated.
  • Dual Wield: patched.
  • Fluffy Breakdowns: Repair tasks will require appropriate knowledge.
  • 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!
  • Hospitality: Guests won't even consider studying, documenting or researching while visiting. They might want to train with weapons though!
  • 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. The mutanite knife is universally known.
  • Polarisbloc: some weapons will require training even if not craftable or locked behind research.
  • Prison Labor: prisoners will also be able to perform technology-related tasks, depending on the settings. (Former issue solved on Prison Labor v1.2.3)
  • Recipe icons: patched.
  • RimmuNation: some weapons will require training even if not craftable or locked behind research.
  • Rimsenal: some weapons will require training even if not craftable or locked behind research.
  • Semi-Random Research: when active, research assignments are selected on their tab instead of the main Research Tree.
  • Simple Sidearms: patched.
  • Stargate: some weapons will require training even if not craftable or locked behind research.
  • Vanilla Factions Expanded - Insectoids: all starting pawns on the Mercenary Squad scenario know how to use all starting weapons.
  • Vanilla Factions Expanded - Mechanoids: to assign research tasks to the supercomputer, use the same pop-up menu that assigns tasks to pawns. The option will be available once the supercomputer is built. It will also require a functioning Network Server in order to output research.
  • Vanilla Factions Expanded - Vikings: some weapons will require training even if not craftable or locked behind research.
  • Vanilla Furniture Expanded - Art: the techs added by that mod were associated with the artistic skill, to be awarded to artsy pawns during knowledge-generation.
  • 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: some weapons will require training even if not craftable or locked behind research.
  • ZARS Tribalism & Production Spots: patched.

Incompatible

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 increases 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 supersedes TechAdvancing.
  • TechBlock
  • Tech Sales
  • No Job Authors: transferring 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.

Known Issues

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.

  • Combat Extended: Equipping weapons through the loadout bypasses the weapon restrictions.
  • Dubs Mint Menus: On the mod settings menu, the option to "override research tab" must be turned off, or it will hide the ResearchTree/Pal tab and make it impossible to assign pawns to researching.
  • Forsakens: The weapons are neither classified as ranged or melee, meaning they aren't picked up by neither the target stand or the training dummy, which prevents training with them. It can be easily fixed by changing the weapons' def to use 'WeaponsRanged' instead of 'Weapons', under 'thingCategories'.
  • Medieval Overhaul: Block-making recipes at the Stonecutting Spot will still require the worker to master the Stone-cutting tech. If you really feel the need to start being able to make stone blocks, we recommend simply adding Stonecutting as a starting tech for your faction.
  • RimThreaded: Pawns will only perform study jobs if manually forced to. This affects all tasks from Human Resources. The issue is already being tracked, and it seems to affect other types of jobs as well. It's up to them to fix it.
  • Forsakens: The weapons are neither classified as ranged or melee, meaning they aren't picked up by neither the target stand or the training dummy, which prevents training with them. It can be easily fixed by changing the weapons' def to use 'WeaponsRanged' instead of 'Weapons', under 'thingCategories'.
  • Vanilla Apparel Expanded Accessories: causes errors when pawns interact with the target stand.
  • Weapons Sorter: since it completely undoes the vanilla weapon categories, it makes it impossible for HR to separate what weapons should or shouldn't require training. This means all weapons fall back to not requiring any special training, effectively turning off that feature. In that case, discovering new technologies will instantly allow all pawns to equip associated weapons, and the target stand and training dummy become useful only for practicing.

If you find any issue with another mod, please report it here

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