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
Posted
Updated
2.035 MB
21 Apr, 2020 @ 2:47pm
29 Jul @ 11:25pm
166 Change Notes ( view )

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[FSF] Complex Jobs

In 1 collection by FrozenSnowFox
[FSF] FrozenSnowFox Mods/Update Info 1.6
24 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]

Link to Non-Steam downloads for my mods.
Github[github.com]



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 (17)
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30 Jul @ 3:53pm
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1,383 Comments
FrozenSnowFox  [author] 18 hours ago 
@Tobi
This sounds like its probably steam screwing up the files because none of the patches related to Project Rimfactory change things in that way. They simply patch the drones to add the new worktypes.

Sometimes steam fixes the issue itself after a while. However if it doesn't and you can't manage to get it to download properly by resubscribing or verifying the game integrity you can download a copy of my mods from the GitHub linked in the description.

@Nathaan the hacker
I've never heard that one before. It sounds like its unrelated though if it did all worktypes including vanilla ones.
Tobi 22 hours ago 
Having Project Rimfactory loaded with this mod seems to revert harvesting crops back to the plant cutting work type. The harvest entry still exists in the work tab, just doesn't seem to do anything.
Nathaan the hacker 1 Aug @ 6:51am 
oh it looks like it fucked all my jobs in my colonie too, save the game, quit, and reload the save fixes the issue
Nathaan the hacker 1 Aug @ 6:48am 
I have an issue with complex jobs, when im in a caravan and raiding or beeing attacked, all jobs are disabled, and I just also got a lot of critical errors
FrozenSnowFox  [author] 31 Jul @ 3:58pm 
@Tyrant
I haven't specifically tried removing a patched in worktype but it should work the same as one loaded normally through a Def. Once its in, its in then the game complains if you try to remove it. Its one of the only Def types I know of that will error if you try to remove it via a patch. You might be able to get around that via some coding but that's beyond my abilities.
Tyrant 31 Jul @ 3:53pm 
I figured that's how it works, yes. I'm assuming there's issues with patching those same worktypes back out after the patching is complete? During load, I mean, not from a saved game perspective.
FrozenSnowFox  [author] 31 Jul @ 3:40pm 
@Tyrant
When this comes up it's typically I want to have nothing added and only enable the ones I like. The game doesn't take kindly to trying to disable worktypes after they've been added so the only option is to load them if you enable them. That's how all the current optional ones are done. When enabled the patch adds the new worktype and runs the patches to change priorities or worktypes.
Tyrant 31 Jul @ 3:37pm 
Why would it become a requirement? You don't have to make all the jobs disabled by default. But I can't really say anything to the second point, I suppose.
FrozenSnowFox  [author] 31 Jul @ 3:31pm 
@Tyrant
It's been requested a number of times in the past. The first issue is it'd make XML Extensions a hard requirement which I don't really want to do. The second problem is it would require quite a lot of time and effort to rework things to make it more modular. So in short its probably not going to happen.
Tyrant 31 Jul @ 2:07pm 
Would you consider adding new options to the XML Extensions settings for individually disabling all the added work types?

There are existing options to disable some, but not others.