RimWorld

RimWorld

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[FSF] Complex Jobs (Legacy Version)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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1.220 MB
3 Oct, 2017 @ 9:29pm
11 Jul @ 9:27am
57 Change Notes ( view )

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[FSF] Complex Jobs (Legacy Version)

In 1 collection by FrozenSnowFox
[FSF] FrozenSnowFox Mods/Update Info 1.6
26 items
Description
Description

The original worktypes leaves a lot to be desired when it comes to prioritising jobs across a colony. This mod breaks down the existing worktypes into smaller worktypes allowing you to make things run smoother and more efficiently. It also reorganises the individual tasks in worktypes so they run more intelligently and efficiently.

A full list of worktypes and mod settings can be found here.

Mod Settings

The mod settings require XML Extensions and can be found alongside others in the mod setting section. All mod settings are off by default.

Compatibility

This mod should be loaded near the end of your load order after any mods that add new work types or work tasks. It should be compatible with other mods providing they don’t reconfigure jobs like this one does. It should work fine with Fluffy's Work Tab though. It should be compatible with any mods that add new mechanoids without needing specialised patches however let me know if you encounter issues.

If you'd like extra work priorities I suggest you use a mod like PriorityMaster as adding such a thing is beyond my ability.

If you want a work tab for mechanoids take a look at the mod Mech Work Tab.

Known Issues

Changes to the work tab can cause save breaking issues for some people. This version of the mod will only be updated with critical fixes to avoid that scenario from happening.

Biotech

There's an issue with the Biotech dlc where mechanoids in existing saves will not gain new work types added by new mods even if they are patched to do so. Also, on very rare occasions mechanoids in existing saves might loose the new work types for some reason. The only way currently to fix this problem is to reset the existing mechanoids. This can be done rather easily with the use of dev mode. First enable God Mode (Face Symbol) then click a mech and press the Make Feral button, then click Recruit, then click assign overseer.

Mod Support

You can find a list of mods that have been patched for better support or to fix issues here

If you are using a mod that requires a patch and isn't on the list, post a link to the mod in question in the discussion thread and I'll see about adding it.

Can you do X?

I don't intend to upload this mod in smaller pieces or offload everything to mod options. I don't really intend to do any major changes on how the work type setup is done but I am open to suggestions on improving it. If you have suggestions such as changing the priority of a task, moving it to another worktype, splitting it off into its own worktype or something else I failed to mention feel free to leave a comment.

Languages

I can't support other languages properly since I don't speak them. There's a few probably out of date translations included that have been provided over the years however anyone looking to do a translation should simply upload a translation patch of their own.

German Translation by sarcaustech
Simplified Chinese Translation by Lan
Traditional Chinese Translation by Rakey
Spanish Translation by Azarashi (Esp), Ferchu

Credits

Made by FrozenSnowFox
The mod icon is from Game icons[game-icons.net] and was modified by me. It is used under the CC BY 3.0 Licence[creativecommons.org]



If you enjoy my mods and want to give me a little tip check out the link below.

[ko-fi.com]
Popular Discussions View All (6)
1
12 Jan, 2019 @ 3:50pm
Non Steam
anton
0
11 Apr, 2024 @ 1:57am
PINNED: Bug Reports
FrozenSnowFox
582 Comments
FrozenSnowFox  [author] 11 Jul @ 9:35am 
Alright the only thing in Odyssey was the new Fish task under hunting which doesn't need any changes. I've updated the Legacy version and outside some critical fixes this version will no longer be updated. In regard to shifting from the main version please read the below information.

You should be able to safely switch from Complex Jobs to the Legacy version if Complex Jobs has not updated since its version update right after the Odyssey release date. If you do not have the optional Snow Clear worktype enabled you should be able to switch over from a version as early as July 2 which is when the Vanilla Expanded Fishing Worktype was adjusted. If you did not have Vanilla Fishing Expanded enabled then you should be able to go even further back to June 12 when the initial 1.6 update was released.
DawnsGlow 11 Jul @ 12:05am 
@FrozenSnowFox : Okay, I'll make a local copy of main version. Thanks for the awesome mod !
FrozenSnowFox  [author] 10 Jul @ 11:06pm 
@DawnsGlow
I try to do as little as possible with the Legacy version to avoid breaking peoples saves. I think what tends to do it is changing things with worktypes (like adding new ones or moving them) and not their tasks. However I try to err on the side of caution and not mess with tasks either.

I suggest you make a local copy of the normal version. Its unlikely I'm going to touch any worktypes for the Odyssey update. So you should probably be okay moving from your local copy to the legacy version when its updated. If not you can stick with your local copy until your next game. The changes should be pretty minimal anyway. It'll likely just be shuffling the priority of a few tasks.
DawnsGlow 10 Jul @ 10:58pm 
@FrozenSnowFox : Can you also write a guide on how to switch from main version to legacy version without breaking the save ?
FrozenSnowFox  [author] 12 Jun @ 5:18pm 
Just an update note. As usual the Legacy Version will be delayed until after the DLC releases. This is so I can look over the new tasks added and make some changes without worrying about breaking people's saves. In the meantime I suggest people make a local copy of the main version. It'll be up to date and with a local copy that can't update you shouldn't have any issues.
FrozenSnowFox  [author] 7 Jun @ 1:13am 
@Leave your face behind #1
Well don't get too overly excited. I personally estimate it could be between 1-3 months based on release dates of the previous DLCs but there is of course no gaurentee that's true. It could easily be longer.
Leave your face behind #1 7 Jun @ 1:10am 
@FrozenSnowFox
Thanks for the quick answer. I mean it's not that big of a deal but I will check if I can move to the normal version.
Wow, didn't know that 1.6 is a thing we already consider, you've just bumped by excitement level :)
FrozenSnowFox  [author] 6 Jun @ 2:49pm 
@Leave your face behind #1
Looking into it you're correct, that is indeed a bug in the Legacy Version. That was fixed long ago in the normal version. I think it was introduced when I remastered the mod. I'm not entirely certain if moving tasks between worktypes can also cause issues for people but that's not a risk I'd be willing to take for 1.5 especially with 1.6 around the corner. Once 1.6 comes out everything from the normal edition will be moved over to the 1.6 version of the Legacy Version.

If it bothers you I would suggest switching to the normal version if you can. Also if you are worried about updates breaking the game I suggest you run the mod from a local copy so it can't update.
Leave your face behind #1 6 Jun @ 7:46am 
Hi, Taming animals task is currently under "Handle" work type, however I think it is supped to be under "Train", as the description for "Train" also says: Tame wild animals and train domesticated animals.

For me it would be really useful to move it under "Train" because that way I could designate my pawns with high animals skill to doing the taming, while the newbies do the milking and shearing stuff.
FrozenSnowFox  [author] 6 Mar @ 12:48pm 
@Zakool
Age limits for jobs were added with Biotech and this mod adds age limits for the new worktypes to match it. If that mod isn't working around this limitation then it'll need an update to do so. One way you could work around it is using a mod like character editor to change the age. Everything is unlocked at age 13 since that's when pawns transition to adulthood.