RimWorld

RimWorld

Job Splitter [1.1]
45 Comments
Fuglypump 6 Aug, 2021 @ 10:19am 
I have updated the mod for 1.3, sorry for the long wait everyone.
The Blind One 31 Jul, 2021 @ 6:56pm 
Is this compatible with 1.3?
PoofyGummy 25 Jul, 2021 @ 6:08pm 
1.3?
solFlare 10 Jul, 2021 @ 2:56am 
This mod doesn't need an update, still works perfectly fine for 1.2, and all it needs is an 1.2 tag. Compatible with allowtool, priorityclean, fishing, books expanded, any mod that adds work to the work tab.
tuk0z 18 Dec, 2020 @ 1:11am 
@saltyswallow that one is simplier to use while giving ya most of the usefull granularity.
Despacitus 18 Nov, 2020 @ 4:51pm 
this continues to work fine in 1.2
makoaluveaux 27 Oct, 2020 @ 9:51pm 
Is there any way this could get updated for 1.2?
PoofyGummy 22 Oct, 2020 @ 9:23pm 
Pretty please update this!
platinumhawkzz 2 Oct, 2020 @ 8:15am 
If anyone's tried complex jobs as well, how does it compare?
PoofyGummy 28 Sep, 2020 @ 5:13pm 
1.2?
Latex Santa 10 Sep, 2020 @ 3:05am 
Quick question: What's the load order if I want to use both Job Splitter and Complex Jobs? Which one goes on top?
Trajda 30 Aug, 2020 @ 10:36pm 
@Codeoptimist

Is there any way how to move the whole column to the left or right? Or how difficult would it be to change it manually in the code?
Think3r 10 Aug, 2020 @ 5:58am 
Hey @codeoptimist, is your own job mod making progress? I'd like to ask for compatibility to Vanilla Books Expanded, if I may? Also, RimWorld 1.2 is about to be released. You can already make your mods compatible to it before it gets released.
Liwet 3 Jul, 2020 @ 8:52am 
Can you separate research from other tech jobs?
Enlonwhite 15 Jun, 2020 @ 1:58pm 
I have been trying to get my mods all back in order and up and running since I havent played before royalty an actual game, yet.

so off and on this month been loading mods in Fluffy's Mod manager, and it was fine with things until Today.....recently Jobsplitter and VGP Gourmet started having a job conflict error.
I will see about posting it in discussions if you want.

NOTE: both were loaded before at near the start of my attempts as such, makes no sense they would start having an error now.
Think3r 22 Apr, 2020 @ 9:58am 
Just mentioning that FSF has updated Complex Jobs . The one you linked is the legacy version. It has quite a nice compatibility list to other mods. Since you do not plan to update this mod, I look forward on your own version. The mentioned mods, especially the big ones like the Vanilla...Expanded series and Dub's Bad Hygiene are probably a good place to start if you're in to maximizing compatibility. Greetings
Geethebluesky 21 Apr, 2020 @ 10:48am 
Thanks @NRFBToyStore!
NRFBToyStore 21 Apr, 2020 @ 9:50am 
@Geethebluesky If you read description above, modcheck is no longer required for this mod. You are using modcheck. It's trying to manage a 1.0 patch and failing. It's suppose to. Just ignore.
codeoptimist  [author] 21 Apr, 2020 @ 7:14am 
Hi friends! I appreciate the interest. This isn't my mod and won't be updated as-is because its method of implementing mod compatibility is too tedious. (I welcome the original author to continue it however.) It does work fine with only vanilla and the mods mentioned on the original author's page, @Breckenridge. The main intent of this mod is to keep save games working.

I do have my own mod planned that should be more compatible automatically if you guys will stay tuned @NRFBToyStore, @Geethebluesky. 😉 (I may also include "from Job Splitter" and "from Complex Jobs" import capability so you can get going immediately.) Join my Discord [discord.gg] if you want to see what mod I'm currently working on and encourage me to get to this one. 😅
Zipperneckfronkenstein 21 Apr, 2020 @ 1:54am 
So this is great, almost. The jobs are not really separated out. If I want a colonist to butcher they have to be assigned cooking or they will NEVER butcher. If I assign pawns to harvest a field it's the cut assignment, not harvets, same with bushes. If I tell them to handle they will automatically train first even if it's not assigned. if we could get these bugs worked out it will be an amazing mod!
Geethebluesky 18 Apr, 2020 @ 2:39pm 
I get an error from this mod in conjunction with VGP Garden Tools and Garden Gourmet:

https://gist.github.com/HugsLibRecordKeeper/68bcecb1e9ac78f8e215e91059342a9f

(line 992)

Should I ask about these under the VGP mods instead? Thanks for pointers.
NRFBToyStore 16 Apr, 2020 @ 6:22pm 
So, found a conflict between this and Prison Labor. The prisoners actually work the jobs fine, but anyone Colonist assigned Jailor will instantly take ANY prisoner back to their cell. Does not happen with Fluffy Work TAB of Complex Jobs, just happens here on this one...and I prefer the ordering on this one SO just disabled all "jailor" work for the moment, heh.
pinbuck 12 Apr, 2020 @ 11:04am 
Fucking praise
troopersmith1 5 Apr, 2020 @ 7:36am 
I figured as much. Well, if/when you release a revamped version of this mod, just post in this comment thread. I'll subscribe to the thread and watch this space.
codeoptimist  [author] 5 Apr, 2020 @ 7:25am 
@Ben2069, you're very welcome! 😊
@Batleth777, as I just typed to @troopersmith1, might be a new mod that fixes this coming.
codeoptimist  [author] 5 Apr, 2020 @ 7:24am 
@troopersmith1, Oh, crash and burn probably. I didn't make this mod. I can't imagine how it possibly could work with other mods without manually patching them.

However I think I am going to create my own that is automatically compatible with all of them. 😉 Maybe I will make it a little customizable. I'm already familiar with saving versioned data to make user changes (e.g. rearranging built-in work priorities) be save-game compatible.

I actually think it should be much more obvious what tasks are unskilled, what tasks skill influences only speed , and what tasks skill influences quality . There are a lot of jobs, for instance, that that entire colony can easily do with enormous benefit, like planting seeds.

Part of my goal in updating this specific one was not to wipe the work priorities of those who were using this mod in 1.0 (like myself 😁).
troopersmith1 5 Apr, 2020 @ 5:44am 
Just out of curiousity, what happens if you use this alongside an "unsupported" mod that adds a job or job type? Unique job types should probably be alright, if I had to guess, but what concerns me are mods that add new jobs to the existing job types like "Smithing". Any info would be appreciated.
Ben2069 4 Apr, 2020 @ 10:27am 
Sweet. Works like a charm. Thank you so much for updating this mod. :)
Ben2069 3 Apr, 2020 @ 12:14pm 
omg! Thank you. Just subscribed. Will try it and let you know if i find any problems. Been using this mod for quite a while (before 1.1). Thanks again!
Batleth777 2 Apr, 2020 @ 8:17am 
Yeah I have it loaded at the bottom of the list.
codeoptimist  [author] 2 Apr, 2020 @ 7:39am 
@Batleth777, never mind I had a think and that probably doesn't help.... XML patches applied before C#.
codeoptimist  [author] 2 Apr, 2020 @ 7:33am 
@Batleth777, looks like it checks for the original workType in a HarmonyPatch [gist.github.com]. I could patch their patch, but what happens if you move JobSplitter to load after? Does that fix it?

@Randware, :D
@RneWulv, Agreed! yw
RuneWulv 2 Apr, 2020 @ 4:40am 
finallllyyyyyy! This is the best work tab mod on workshop in my opinion. My biggest gripe is how Complex jobs doesnt separate taming and training, drives me nuts. Thanks for updating!
Randware 2 Apr, 2020 @ 4:38am 
Now I can command everything effectively!!
Batleth777 1 Apr, 2020 @ 2:18pm 
Could you add a patch for Android Tiers? That mod uses the smithing job for tending to and operating on androids. It creates a new work type called android surgery that's linked to the crafting skill. I really like this mod but it resets the job so doctors (doctor skill), not smiths (crafting skill), operate on androids with obviously catastrophic results.
codeoptimist  [author] 1 Apr, 2020 @ 11:45am 
Just added all my links to the description. 👍😉
codeoptimist  [author] 1 Apr, 2020 @ 11:36am 
better (non-comparison) link for how it supports other mods [github.com]

Thanks @Think3r. 😉 All excellent questions. Feel free to find me on Discord as well if you have more feedback on any of my mods.
Think3r 1 Apr, 2020 @ 11:33am 
You have put the right amount of brain into your version, which is why I subscribed to yours. ;)
codeoptimist  [author] 1 Apr, 2020 @ 11:31am 
My exact code changes which I submitted as a pull request to Fuglypump's GitHub are here: https://github.com/Fuglypump/Job-Splitter/pull/2 :) So this is how the work type is set for other people's mods to support them: https://github.com/Fuglypump/Job-Splitter/pull/2/files#diff-83361f3c99bed0af4cd07baa8d19667e

I haven't looked at Complex Jobs so I'm not sure if it uses DLLs, or what for. Maybe I'll look later. ;)
Think3r 1 Apr, 2020 @ 11:30am 
Great work! Thank you.
codeoptimist  [author] 1 Apr, 2020 @ 11:28am 
Having never looked into how these worked before tackling this, I was surprised to see it's 100% XML Def patches. There is no C# code. So modifying it is very easy. It just patches WorkGiverDefs [github.com] to use the new work types [github.com].
(And adds some of its own work givers [github.com].)

A little background:
Job Splitter 1.0 used ModCheck.dll (which in turn needs 0Harmony.dll), to support other mods, but this functionality was added to vanilla with PatchOperationFindMod [ rimworldwiki.com ] so it can be done entirely in XML. Which is exactly what I did when updating this to 1.1, and I dropped the DLLs entirely.
Think3r 1 Apr, 2020 @ 11:08am 
Thanks for the explanation! Indeed, differentiation between animal and human corpses would be a neat feature. Additionally, what about the coding? Do you think Job Splitter's code is more stable or compatible to other mods than Complex Jobs' code?
codeoptimist  [author] 1 Apr, 2020 @ 11:03am 
Thanks for asking. :) Description updated.
codeoptimist  [author] 1 Apr, 2020 @ 10:58am 
@Think3r
Unique to Complex Jobs: Refuel, Machining, Cremate, Scan
Having these separate is of very little use IMO.

Unique to Job Splitter: Nurse, Tame, Mortify
Having these separate is amazing. Taming can be very distant from base.
Mortify, i.e. able to prioritize hauling of corpses is incredibly useful. (Granted it counts animal corpses and I almost wish it were only human corpses... but still.)
Think3r 1 Apr, 2020 @ 10:39am 
Any thoughts on why one should prefer this mod over [FSF]Complex Jobs or the other way around?