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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.
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.
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.
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 :)
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.
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.
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.
I will try starting a new save and damage something and then see if it works.
I have tried looking at the log and I get some issues but i can't seem to decode what mod it is.
Turn on dev mode and check the error log. It's probably spamming something. If you added the mod midsave its possible your game dislikes new worktypes being added midsave. Its an issue for some people for whatever reason and it can result in some rather weird game breaking bugs.
Thanks for the reply I'll try this solution
See the known issues section. The mechanoid might need its worktypes reset. For whatever reason I've encountered mechanoids losing their worktypes once before with an ongoing save. I'm still not clear on what can cause it.
No, it's been grouped with the hauling tasks now because it involves a lot of back and forth and hauling. I'd suggest having it on priority 1 with other critical tasks so it's done before other things.
I removed the Brew worktype and replaced it with the Production worktype as Brew was too narrow and specific. The more dlc and mods you added the less useful it became. The Production worktype now covers all the various tasks like brewing, filling empty processing machines and so on.
As far as I'm aware the issue should only occur if you add the mod midsave. If you start the save with it active it shouldn't be an issue.
This mod is entirely xml based. So the issue itself is coming from the vanilla game. It's only obvious though with mods as outside of the Anomaly dlc nothing else adds new worktypes. The vanilla game also doesn't have the issue of changing worktypes or their priorities with updates midsave.
I personally only mod for myself and throw things up for others to use. I try to be accommodating for people, adding mod support and helping with issues. The legacy version exists for people to enjoy the mod while not having to worry about potential issues.
I recently overhauled Complex Jobs streamlining the file structure for ease of use and retooling all the work tasks for better efficiency. I'm very pleased with how things are after that and I think the overhaul workflow of pawns works so much better now.
In the end, no work is ever truly done. But if this mod runs ok for you, and you do this for free. Who cares if people get mad? hah.
Interesting, I had always assumed the error might be related to the actual game version windows, mac, linux. I've never been able to pin down the exact cause since its so random.
I had been using this mod with no problems until 1.5 launched, but I do recall losing some saves to circular errors. It's impossible to know which modder screwed up, but I think it's related to a "labrador" unit. Hope this helps!
In regards to Complex Jobs and its versions. Due to the issues that can arise for some people I had some complaints arise that I broke peoples saves when making updates. In the end I made two versions to prevent this. One that will remain unchanged and stable. The other that I specifically state this can cause issues, so even if people do cry I broke something I can say "well I did warn you".
If you ever want to play with the newest version and you have issues with updates. All you need to do is make a local copy and use that for your game. That way it won't update and won't cause you issues. Making a local copy of the newest version each time you make a new game would be the ideal thing to do since you then have all the important updates.
Just make sure to unsubscribe from the workshop copy as two mods with the same id confuses Rimworld about which it should load.
Complex Jobs does not change the task for maintaining insect hives in any way and I certainly didn't patch it to go into the Honey Making worktype from that mod. This issue must be coming from another mod although I really can't say which one. You'll have to go through your mods that interact these things to pin down which one is causing it.
That shouldn't occur unless you add this mod or new worktypes midsave. I also haven't heard of anyone having that issue before. The only thing I can suggest is trying to replace your mechanoids because there's nothing I could change to fix it.. You can do that with dev mode. First spawn the mechanoid, use the recruit command then control it with a mechinator.
If it's the one for v1.2 then I'm afraid that's far too old to support. If you don't mind fixing it yourself though you'll just need to change the worktype on the workgiver related to butchering things from Cooking to FSFButcher. Then the task should be put under the Butcher worktype.
It's the old version of Military Furniture that still works (mostly).
Sue me, I like the VR trainers and the black hat stations. I just wish they still made the challenging FBI raids happen. It was a great source of armor and guns to sell!
They shouldn't be. Try unsubscribing and resubscribing maybe there's an issue with your mod files. Also do not use Rimpy's strip mods option it breaks things. If you've done that have steam verify your game files.
If the butchering table is from a mod it might need patching to work, so if that's the case let me know what mod it is. If there's still an issue after everything you can try posting a log, maybe something is erroring. Make sure you have hugslib active. You can link a Hugslib log by clicking the Share button on the logging window, uploading the log and sharing the link here or in the bug reports thread.
Until then there's the normal branch of the mod. However it does come with the caveat that I will update it whenever I please which could potentially cause save issues. If such a thing worries you then I suggest you simply make a local backup and play from that.