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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?
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.
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. 😅
https://gist.github.com/HugsLibRecordKeeper/68bcecb1e9ac78f8e215e91059342a9f
(line 992)
Should I ask about these under the VGP mods instead? Thanks for pointers.
@Batleth777, as I just typed to @troopersmith1, might be a new mod that fixes this coming.
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 😁).
@Randware, :D
@RneWulv, Agreed! yw
Thanks @Think3r. 😉 All excellent questions. Feel free to find me on Discord as well if you have more feedback on any of my mods.
I haven't looked at Complex Jobs so I'm not sure if it uses DLLs, or what for. Maybe I'll look later. ;)
(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.
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.)