RimWorld

RimWorld

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[FSF] Complex Jobs
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
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1.355 MB
21 Apr, 2020 @ 2:47pm
11 Jul @ 9:26am
156 Change Notes ( view )

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[FSF] Complex Jobs

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 be updated whenever I please and may add or change things. This version of the mod may break saves for some people or in some cases mess up your work priorities requiring them to be reset. If you are a person who experiences save issues when the work tab changes or you just want to be safe please use the legacy version at the link below or make a manual backup to prevent further updates.

Complex Jobs (Legacy Version)


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 (16)
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6 Jul @ 6:49pm
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Suggestion Box
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1,239 Comments
FrozenSnowFox  [author] 23 minutes ago 
@Cringe Shaymin
Alright, I'll put it on my to do list for later.
Cringe Shaymin 4 hours ago 
Is there a chance we could get Hunting and Fishing (from Odyssey) split into multiple worktypes? The skills required and risk involved are so vastly different I'm surprised they were released as the same worktype in the first place.
1Paulus6Gaulus1 28 Jun @ 6:35am 
this worked perfectly with my agrihands they didnt harvest on their own if the Plants were ready for harvest, always had to assign them to do so, now it works again thx
FrozenSnowFox  [author] 25 Jun @ 2:55pm 
@Frozen_Starfall
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.
Frozen_Starfall 25 Jun @ 8:49am 
i like this mod but using it will cause the lifter not working,and when i disable this mod it work again,please fix this
MountSwolmore 24 Jun @ 8:25am 
I think you're right because I just set everything to 1 for everyone, hit alert and turned it off and everything was cleared out. I've been messing with it for hours and I'm just at a loss. I think BPC is the issue because it's still wiping without Achtung now.

BPC is pretty essential to managing their gear and basically everything... but that's all pointless if they don't remember their jobs.
FrozenSnowFox  [author] 24 Jun @ 5:13am 
@MountSwolmore
Did you by any chance use BPC for swapping worktype assignments? I've used a lot of its features but I've never actually used it to specifically change work assignments. If so that could potentially be the root of the problem.
MountSwolmore 24 Jun @ 5:01am 
I've had the same job resetting issues with BPC and it didn't stop until I removed Achtung which has been abandoned.
FrozenSnowFox  [author] 22 Jun @ 1:52pm 
@Phiolin
I've used both mods together for years and never had any issues. For reference I always load Complex Jobs after Better Pawn Control. There's also no reason there would be any incompatibility if the mod supports modded worktypes. Complex Jobs itself is a pure XML mod, so if there is any issue it would have to be fixed by the dev of Better Pawn Control.
Phiolin 22 Jun @ 2:11am 
From the comments section over at Better Pawn Control it seems like there are a couple of people who would be happy if Complex Jobs could be made to work together with Better Pawn Control. Currently it looks like when both of the mods are installed, job priorities will no longer be saved and will reset when leaving the work tab.
Hence complex jobs is now mentioned as being incompatible with Better Pawn Control. Not sure if/how that can be fixed on this side of the table?