RimWorld

RimWorld

No Job Authors
43 Comments
mtg 8 Mar, 2020 @ 5:26pm 
KhanKanin 6 Mar, 2020 @ 8:53pm 
Thanks a lot for this mod, really excited for the update.
BestCatDragon 4 Mar, 2020 @ 12:38pm 
see that github link in the description? the original mod author has a 1.1 update there
Mr-Bandit 1 Mar, 2020 @ 9:55pm 
i don't think craftmanship does the same as this...
Gryphonheart 1 Mar, 2020 @ 9:06am 
Search Craftmanship 1.1 and you'll have this mod again. Some kind soul updated it.
abenlen 29 Feb, 2020 @ 2:16pm 
Any chance of a update to 1.1?
Simmin 29 Feb, 2020 @ 1:13am 
this mod seems to bug out when there are more than 1 job going on at once, One unit making a simple helmet at a smithing table, as soon as someone starts making a duster at tailor bench, both stop working, and i cant force the job, until i get rid of the 2 "unfinished" items
frisky13 26 Feb, 2020 @ 11:57am 
"OverkillEngine 13 hours ago
Never realized how much I needed this until I no longer had it."

No kidding.

I just about lost both people in my new game after day 4.
One person became sad because they didn't eat at the damn table again (Seriously???), and the other person was incapable of cooking.
It was like a starvation stand off...
Burnt 26 Feb, 2020 @ 11:30am 
This mod really is essential when your omnibots just keep leaving unfinished crafts around
OverkillEngine 25 Feb, 2020 @ 10:10pm 
Never realized how much I needed this until I no longer had it.
Tuffi1965 24 Feb, 2020 @ 5:54am 
plz update to 1.1
David 8 Feb, 2020 @ 2:15pm 
I had an error too. Thanks for uploading.
pgames-food 21 Nov, 2019 @ 10:30pm 
hi i was playing with rim cities and ruins mods, and i found a couple of items, but they just say Unfinished something (like unfinished armour)...

is there any way to see what they will become (so that i can make a bill for it and let someone else finish it)... and is there anything i can actually do with an "unfinished armour"? :)
SoftPoint 20 Nov, 2019 @ 10:34pm 
Goood. One more annoying problem in the base game is solved.
scoco 28 Oct, 2019 @ 7:40pm 
Is this still working for people? I can't get the mod to load. With only this mod loaded, it still errors out.


RimWorld 1.0.2408 rev750

ReflectionTypeLoadException getting types in assembly NoJobAuthors: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <filename unknown>:0
JotNyangE 10 Oct, 2019 @ 1:30am 
can't believe I've played this game for over 1000 hours without knowing this godlike mod existed. Thank you so much!
rjwaters 23 Aug, 2019 @ 9:00am 
@scotty there already is, minimum skill level filter
Bubbles 19 Aug, 2019 @ 8:39pm 
omg, it's like you read my list for Santa! No more 600 unfinished art projects.
Mistletoe The Bard 14 Aug, 2019 @ 9:41pm 
@Scotty You can just set the bill specific to that pawn on the work bench lol
Scotty Fox 2 Aug, 2019 @ 9:03pm 
Could there be an added way to assign specific colonists to an item to make sure it's done by competent crafters or to reassign them to a specific colonist?

fatburner 11 Jul, 2019 @ 9:36am 
This is neat
Neosuduno 7 Jun, 2019 @ 6:36pm 
Perfect for production items, and when someone is in a creative mood, they are placed in specific jobs.
pgames-food 3 Jun, 2019 @ 7:54pm 
well done, ive only got about 30 + a few droids.

(and no, these aren't the droids you're looking for) :lunar2019piginablanket:
Klistofklades 2 Jun, 2019 @ 6:59pm 
Holy crap! This is great! Was having issues w/ colonists leaving jobs for later, and completely clogged up my component production (42 colonists currently). Completely fixed the issue, thanks.
pgames-food 23 Apr, 2019 @ 5:02pm 
now i only get maybe 2 or 3 unfinished items per year (apart from some items that need a lot of work hours)
pgames-food 23 Apr, 2019 @ 5:01pm 
hi captain lurmey, if your colonists are doing that often, it might be worth checking the work hours settings.. (i had to put a couple purple recreation blocks far apart so that they didnt disrupt the time for work hours)
Other_Olly 21 Apr, 2019 @ 5:19pm 
@dninemfive You could probably achieve that by giving each artist their own sculpture table job restricted to them only.
Lurmey 16 Apr, 2019 @ 3:32am 
This is perfect for my tailors shop. They're always leaving unfinished clothing all over the floor in there, it's a nightmare!
dninemfive 14 Apr, 2019 @ 10:48pm 
Can we get a version which only applies this to certain unfinished things? For example, I'd love this for components but would prefer that my artists do their own works from start to finish.

You could only apply whatever code you use to recipes with/without a particular ModExtension to implement this fairly easily.
pgames-food 14 Apr, 2019 @ 8:11pm 
thats true :)
actually, i guess something in the wood-working trade might be like that too, such as 1 person sawing square wood and smoothing bits off, and then another expert person, does the final engravings :)
xChibi 14 Apr, 2019 @ 5:10pm 
if this is like the version from the forum quality is base on the person who finished it. Everything like Art comment story etc is linked to the person who finished it. And yes u can cheat it get low crafter/artist to start n force them to stop n let higher skill person finish it. But that's not the point of the mod. Exploiting mods like that might as well just spam dev mode :D
pgames-food 13 Apr, 2019 @ 11:05pm 
i would be guessing that its the person who starts it (otherwise anyone can cheat and let anyone start making it, and then swap to the best crafter at the end... but then again, this mod didnt exist before :)
pgames-food 13 Apr, 2019 @ 11:03pm 
thats an interesting question :)
Droknar 13 Apr, 2019 @ 1:48pm 
Nice, I am sick of all the unfinished items left all over the place. A quick question though, does the item quality depend on the skill of who finished the item or who started?
AppearAnon 13 Apr, 2019 @ 9:11am 
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch4(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch2(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
AppearAnon 13 Apr, 2019 @ 9:11am 
at Verse.GenClosest.ClosestThingReachable (Verse.IntVec3,Verse.Map,Verse.ThingRequest,Verse.AI.PathEndMode,Verse.TraverseParms,single,System.Predicate`1<Verse.Thing>,System.Collections.Generic.IEnumerable`1<Verse.Thing>,int,int,bool,Verse.RegionType,bool) <0x0051f>
at (wrapper dynamic-method) RimWorld.JobGiver_Work.TryIssueJobPackage_Patch1 (object,Verse.Pawn,Verse.AI.JobIssueParams) <0x0133a>

Verse.Log:Error(String, Boolean)
RimWorld.JobGiver_Work:TryIssueJobPackage_Patch1(Object, Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
AppearAnon 13 Apr, 2019 @ 9:10am 
at RimWorld.FoodUtility.BestFoodSourceOnMap (Verse.Pawn,Verse.Pawn,bool,Verse.ThingDef&,RimWorld.FoodPreferability,bool,bool,bool,bool,bool,bool,bool,bool,bool) <0x00615>
at (wrapper dynamic-method) RimWorld.FoodUtility.TryFindBestFoodSourceFor_Patch1 (Verse.Pawn,Verse.Pawn,bool,Verse.Thing&,Verse.ThingDef&,bool,bool,bool,bool,bool,bool,bool) <0x002fe>
at RimWorld.WorkGiver_FeedPatient.HasJobOnThing (Verse.Pawn,Verse.Thing,bool) <0x002c3>
at RimWorld.JobGiver_Work/<TryIssueJobPackage>c__AnonStorey1.<>m__0 (Verse.Thing) <0x0005e>
at Verse.GenClosest/<ClosestThingReachable>c__AnonStorey0.<>m__0 (Verse.Thing) <0x000fa>
at Verse.GenClosest.ClosestThing_Global (Verse.IntVec3,System.Collections.IEnumerable,single,System.Predicate`1<Verse.Thing>,System.Func`2<Verse.Thing, single>) <0x00214>
AppearAnon 13 Apr, 2019 @ 9:10am 
i'm having an issue where doctors aren't feeding prisoners, code is a long one

Araman threw exception in WorkGiver DoctorFeedHumanlikes: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.FoodUtility.AddIngestThoughtsFromIngredient (Verse.ThingDef,Verse.Pawn,System.Collections.Generic.List`1<RimWorld.ThoughtDef>) <0x00015>
at (wrapper dynamic-method) RimWorld.FoodUtility.ThoughtsFromIngesting_Patch2 (Verse.Pawn,Verse.Thing,Verse.ThingDef) <0x00280>
at RimWorld.FoodUtility.FoodOptimality (Verse.Pawn,Verse.Thing,Verse.ThingDef,single,bool) <0x00225>
at RimWorld.FoodUtility.SpawnedFoodSearchInnerScan (Verse.Pawn,Verse.IntVec3,System.Collections.Generic.List`1<Verse.Thing>,Verse.AI.PathEndMode,Verse.TraverseParms,single,System.Predicate`1<Verse.Thing>) <0x001c7>

ubreitfeld 13 Apr, 2019 @ 2:31am 
Great idea :-)
DragoonKnight69 13 Apr, 2019 @ 1:48am 
this will make it so much more simple
LittleRedSonja 13 Apr, 2019 @ 1:23am 
Great! It should be in vanilla, thank you for the mod!
Victorious 72nd 12 Apr, 2019 @ 11:35pm 
Finally.
pgames-food 12 Apr, 2019 @ 10:11pm 
that sounds quite cool... i had a visitor from the hospitality mod, who left something unfinished and then they left. i think ive been saving it for a while, just in case they come back to finish the job, or in case there was another way to use the unfinished item in some way :)