RimWorld

RimWorld

[FSF] Complex Jobs (Legacy Version)
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.
Zakool 6 Mar @ 12:18am 
hey was wondering if this mod adds age limits to jobs? i'm using it along side AP Skeletons Skeletons Skeletons and they spawn as age 0 and the hauling work type is set to age 3 yrs old as is some others like delivering, was wondering if you had any idea for a work around?
K.Plotnikof 5 Nov, 2024 @ 12:09am 
@frozensnowfox
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.
FrozenSnowFox  [author] 4 Nov, 2024 @ 1:43pm 
@K.Plotnikof
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.
K.Plotnikof 4 Nov, 2024 @ 12:26pm 
After i installad this mod, my colonist will be stuck in place when they try to repair stuff and the game starts to lag, any recommendations on what this could be?
Duke6610 8 Oct, 2024 @ 5:03am 
OK That worked
Duke6610 8 Oct, 2024 @ 4:58am 
@FrozenSnowFox
Thanks for the reply I'll try this solution:steamthumbsup:
FrozenSnowFox  [author] 8 Oct, 2024 @ 4:39am 
@Duke6610
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.
Duke6610 8 Oct, 2024 @ 4:36am 
Why my lifter just walking around and doesn`t work, I've checked the area restrictions and other mechanoids work fine. Is anyone have same problem?
Dust 27 May, 2024 @ 1:58am 
Will do.
FrozenSnowFox  [author] 26 May, 2024 @ 3:21pm 
@Dust
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.
Dust 26 May, 2024 @ 12:13pm 
Is there a setting to move maintenance higher like the older versions had? With it so far down the line now everything in my colony keeps running out of fuel.
Gordo Teta Triste 22 May, 2024 @ 5:07pm 
thank you Frozen, you're the best
FrozenSnowFox  [author] 22 May, 2024 @ 3:19pm 
@Gordo Teta Triste
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.
Gordo Teta Triste 22 May, 2024 @ 11:30am 
the brew job its no more available?
Koro 21 Apr, 2024 @ 5:44pm 
Oh, that's helpful! I did make a change, thinking I was safe. Hah. Thanks man!
FrozenSnowFox  [author] 21 Apr, 2024 @ 5:41pm 
@Koro
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.
Koro 21 Apr, 2024 @ 5:39pm 
Yeah, the problem is back. It's either vanilla or one of the other mods I'm running. What a shame. I really like your mod. :'/
FrozenSnowFox  [author] 21 Apr, 2024 @ 5:17pm 
@Koro
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.
Koro 21 Apr, 2024 @ 4:48pm 
I used to mod games, and when this happens a good course of action is thinking "How can I do the same thing with less lines of code?" And then start streamlining the mod. Worst case scenario, it runs slightly better.

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.
FrozenSnowFox  [author] 21 Apr, 2024 @ 3:03pm 
@Koro
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.
Koro 21 Apr, 2024 @ 9:36am 
The issues this mod is causing is related to a circular error which may or may not be in this mod but in another popular one. I bet that when very specific conditions are met, certain mod combinations breaks saves.

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!
Ben 18 Apr, 2024 @ 4:35pm 
Thank you very much for your swift response. I will look into which mods interact with that, but I wouldn't really know where to begin. I can simply do without for now, and slowly try to untangle the issue. I use many mods, and am not particularly programming literate. I believe I will stick with this version, if it is not the cause of my issues.
FrozenSnowFox  [author] 18 Apr, 2024 @ 3:45pm 
@Ben
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.
FrozenSnowFox  [author] 18 Apr, 2024 @ 3:44pm 
@Ben
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.
Ben 18 Apr, 2024 @ 1:43pm 
I know you do not update this mod regularly by design, but I wanted to seek your input. I hesitate to shift over to the non-legacy version, both because it may break my save now, but also because it could break my future colonies.
Ben 18 Apr, 2024 @ 1:42pm 
The issue has to do with the insect hives that spawn insect jelly, which need to be maintained semi-regularly by insect herders or they disappear. The insect herder role prevents the pawn from performing many kinds of labor, but normally this isn't a problem. With the Apini mod, however, a new work type known as honey making is created by this mod, which despite the insect herder not having anything directly to do with bees, the hive maintenance falls into. Honey making unfortunately does not fall into the category of jobs that insect herders are allowed to do per their role.
Ben 18 Apr, 2024 @ 1:42pm 
Hello FrozenSnowFox. I recently ran into an issue with a strange interaction between this mod, vanilla ideology expand's insect herder role, and the New Age Apini Mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3219632807&tscn=1713470325) . I contacted the creator of the Apini mod, but their initial analysis indicates that this mod might be the cause. I use this version due to previous experience and your warning about updates to the non-legacy version breaking saves, but wanted to check anyway.
FrozenSnowFox  [author] 16 Apr, 2024 @ 11:55pm 
@commandermerik
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.
commandermerik 16 Apr, 2024 @ 11:04pm 
I found that this was keeping my mechanoids from doing their jobs normally after a while. At the start of a colony, everything did their jobs, but over time they stop doing certain tasks.
Saotorii 15 Apr, 2024 @ 8:42pm 
Thank you for keeping this mod updated. you da real MVP
Maxene 15 Apr, 2024 @ 5:19am 
Yeah it's the 1.2 version. If someone made those two things for the more modern version, I'd not use it.
FrozenSnowFox  [author] 14 Apr, 2024 @ 9:03pm 
@Maxene
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.
Maxene 14 Apr, 2024 @ 8:53pm 
That very well may be the case @frozensnowfox

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!
FrozenSnowFox  [author] 14 Apr, 2024 @ 2:38pm 
@Maxene
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.
Maxene 14 Apr, 2024 @ 6:52am 
My colonists are butchering when not assigned to it...?
FrozenSnowFox  [author] 12 Apr, 2024 @ 2:48pm 
There was an issue with the Vanilla Genetics Expanded patch so I had to push an update. This could be an issue for anyone using VGE in their game since it moves the worktypes around. If need be I can provide a version for you to roll back to.
FrozenSnowFox  [author] 11 Apr, 2024 @ 4:31pm 
The steam workshop is being hammered right now and my downloads are timing out. I've managed to upload an update but if there's issues let me know and I'll try to reupload it.
FrozenSnowFox  [author] 11 Apr, 2024 @ 2:06am 
I'll be updating this mod tomorrow for 1.5 once I've reviewed everything and made any necessary changes. The dlc comes out at 3am in my timezone so please be patient.
FrozenSnowFox  [author] 14 Mar, 2024 @ 5:42pm 
Just a notice for anyone wondering. Since the Legacy Version of Complex Jobs is supposed to be set in stone it will be updated after the new dlc releases. That way I can do any necessary changes for the new dlc and I won't have to worry about breaking peoples saves by performing an update.

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.
SpaceDorf 24 Dec, 2023 @ 6:26am 
I think I had one of those for Misc. Robots once, but I don‘t know which RW Version that was and when. So many Versions so many mods 😳