RimWorld

RimWorld

47 ratings
Many Jobs (Continued)
   
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Mod, 1.5, 1.6
File Size
Posted
Updated
592.215 KB
12 Jun, 2024 @ 6:28pm
26 Jul @ 12:12pm
4 Change Notes ( view )

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Many Jobs (Continued)

In 1 collection by Zaljerem
Zal's Continued Mods
516 items
Description
Original mod by CaptainArbitrary
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3013527266
https://github.com/CaptainArbitrary/ManyJobs
MIT License, but all the same: if the original author requests it, I will remove this update.

Github:
https://github.com/Zaljerem/ManyJobs

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See original mod page for more detail.

Compatibility list:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3013527266/3823047564751095966/
Added since then:
Zen Garden (Continued)

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Original mod notes (1.4):

Many Jobs attempts to improve the Work tab by creating new work types and rearranging how the game's jobs are categorized into those work types.
29 Comments
John Helldiver 1 Aug @ 4:06pm 
Would it be a feasible ask to add a job subtype for VRE Recycling, or would that need to be a change made on their end?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3155781848

It's essentially an endless time-sensitive jobtype which makes working around it without precise control difficult.
Tyrant 30 Jul @ 10:00pm 
Harvest just doesn't seem to be working, I set it to 1 and a bunch of other jobs to 4 and the pawn still won't go harvest berries.
bagelhe 26 Jul @ 12:19am 
hey i get this error at start

[Many Jobs (Continued) - Start of stack trace]
Verse.PatchOperationReplace(xpath="Defs/WorkGiverDef[defName = "AB_DoBillsSmelter"]/workType"): Failed to find a node with the given xpath
[End of stack trace]
Source file: G:\Steam\steamapps\workshop\content\294100\3266719724\Mods\sarg.alphabiomes\Patches\patches.sarg.alphabiomes.xml
llunak 24 Jul @ 1:05pm 
@Protok You probably want https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2245161494 ... if you manage to configure it. If you don't, then there's no mod that will automatically group jobs just in the specific unusual combination you want.
Protok 23 Jul @ 12:40pm 
Oh, really? Could you name that option in the mod setting which "combine Maintain/Deconstruct/Smooth jobs together but separately from Construction" please?
ChrisHatesGeese 23 Jul @ 9:57am 
The mod... already does that. Weird comment, homie.
Protok 15 Jul @ 7:22am 
Hi. I see a significant advantage in this mod and have same idea in the division of works. It would be great to add an option which combine Maintain/Deconstruct/Smooth jobs together but separately from Construction.
Zaljerem  [author] 14 Jul @ 7:56am 
It's in today's set of updates, which I will deploy shortly.
Kitich 14 Jul @ 7:55am 
Despite there are many mods like this, this was the only one working properly for my colony. I would be happy if it's updated to 1.6. Thanks.
llunak 13 Jul @ 9:51am 
Do you have plans to update this for 1.6?

[FSF] Complex Jobs as a "bonus" changes also priorites, which messes up some thing like Dubs Bad Hygiene fertilizing, and Some more jobs is needlessly complex.