RimWorld

RimWorld

[FSF] Complex Jobs 1.4 Remaster
118 Comments
NRFBToyStore 7 Apr, 2024 @ 4:01pm 
@Fishkeeper01 There is another mod you can do that with. Personal Work Categories, you can combine 4 into 1...or make a WHOLE NEW job, I made one called "BUSY Work" which actually COPIES alot of stuff like plant cutting ,tree chopping, fishing, research...as a "if you have NOTHING LEFT, do this" job.
FrozenSnowFox  [author] 1 Apr, 2024 @ 10:00pm 
@Fishkeeper01
Glad to hear you worked it out. If you haven't played in so long you'll have plenty to catch up on.
Fishkeeper01 1 Apr, 2024 @ 9:55pm 
Yeeeeep. My dumb self had the UI at 1.5 instead of 1, and I've up'd my resolution as well. The things we do wrong when rebooting the game for the first time in years because Anomaly looks awesome and why not, ya'know? Thanks for the hasty reply though haha!
FrozenSnowFox  [author] 1 Apr, 2024 @ 9:30pm 
@Fishkeeper01
I'm afraid adding an option to merge jobs would require quite a bit of reworking. As for something more it'd probably require coding which I can't do. Overall I'm sorry to say its not something I'll be doing anytime soon.

On the default game settings on 1080p you can add a dozen more worktypes and not encounter this issue. So I can only assume this issue comes down to using a lower resolution or using a larger UI scale.
Fishkeeper01 1 Apr, 2024 @ 9:12pm 
My only complaint with this mod is that I ended up with too many jobs listed and it doesn't seem to have a scroll-to-the-right/left option when that happens. Is it possible to collapse some of the jobs into each other? (Like Haul & Load, or Construct, Deconstruct, Repair, & Maintain) as an option offered?
Julian333XD 27 Mar, 2024 @ 6:24am 
I had smoothing on the entire time, yet that helped? i have no idea
FrozenSnowFox  [author] 26 Mar, 2024 @ 11:32pm 
@Julian333XD
Did you by any chance enable the Smoothing Worktype midsave? If so you'll have to replace your constructoids for them to get the new worktype. You can do that via dev mode, spawn the mechanoid, use the recruit command then control it with a mechinator.
Julian333XD 26 Mar, 2024 @ 11:28pm 
constructoids don't smooth despite saying they do
𝒯𝒽ℯ 𝒟ℯℯ𝓉𝓏 26 Mar, 2024 @ 1:08am 
ok great thanks for all the help i love your mods and would hate to go without them:beeped:
FrozenSnowFox  [author] 26 Mar, 2024 @ 1:05am 
@none
I made the remaster version a separate entry for 1.4 due to the sheer amount of changes to avoid breaking peoples saves. The changes from the remaster version have been merged into the normal mod but only for 1.5. So, if you're playing 1.4 stick with the remaster version, if you play 1.5 switch to the normal version.

Since these issues still existed in the 1.5 version I made sure to fix them and update the mod.
𝒯𝒽ℯ 𝒟ℯℯ𝓉𝓏 26 Mar, 2024 @ 1:00am 
so thats good and also have the changes been applied to regular version too? because idk why ive been using this remastered version in the first place.
FrozenSnowFox  [author] 26 Mar, 2024 @ 12:54am 
@none
The issue itself was a faulty patch so your load order should be fine, sorry about that. Just unsubscribe and resubscribe to ensure steam updates the mod files and the issue should be fixed for you.
𝒯𝒽ℯ 𝒟ℯℯ𝓉𝓏 26 Mar, 2024 @ 12:39am 
so it wasnt my load order or i need to go in again and find out?
FrozenSnowFox  [author] 26 Mar, 2024 @ 12:35am 
@none
Sorry for the problem, looking at it again I see what I missed now. The patch should have been changing a task from Combat Extended but it instead had a task from Biotech DLC listed. I must have forgotten to change it when I copy and pasted the patch. I've uploaded a fix.
𝒯𝒽ℯ 𝒟ℯℯ𝓉𝓏 26 Mar, 2024 @ 12:13am 
i dont own biotech so i dont know what subcore encoder does its not in my game
𝒯𝒽ℯ 𝒟ℯℯ𝓉𝓏 26 Mar, 2024 @ 12:12am 
i dont have biotech
FrozenSnowFox  [author] 25 Mar, 2024 @ 3:53pm 
@none
Yes that says a lot. The priorityInType is used for the order of tasks. The error says that the patch is unable to find that node for the task that does bills at the Subcore Encoder. One of your mods for some reason must be removing it because that node is present in the game files. I'd suggest checking over your mods. Its either something to do with work tab changes or something to do with the Subcore Encoder. Loading the mod after Complex Jobs or remove it should get rid of the error.
𝒯𝒽ℯ 𝒟ℯℯ𝓉𝓏 25 Mar, 2024 @ 6:21am 
i found what i think is a patch error with something called smithing core and i dont know what that is but i dont own it: [[FSF] Complex Jobs 1.4 Remaster - Start of stack trace]
Verse.PatchOperationReplace(xpath="/Defs/WorkGiverDef[defName = "DoBillsSubcoreEncoder"]/priorityInType"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=3
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: C:\Users\myshk\Desktop\Steam\steamapps\workshop\content\294100\3019961011\1.4\Core\Patches\475_Smithing_Core.xml

does this mean anything to you? otherwise idk how to send my player.log through steam because my hugslib stopped working.
FrozenSnowFox  [author] 13 Mar, 2024 @ 12:08am 
The next Rimworld update is on the horizon. With that I'd like to remind everyone that this workshop entry will be discontinued. The remaster version of Complex Jobs will be merged with the main branches and updates will continue as normal. This should go without saying but the remaster update will only be available on those branches for the new game version to prevent messing up people's 1.4 saves.
Slikkelas 4 Mar, 2024 @ 8:59am 
If anyone was wondering what mod gave them the rescue worktype before updating this mod, or has a dublicate. It is Achtung!
FrozenSnowFox  [author] 21 Feb, 2024 @ 2:20pm 
@General Profit
The normal version is no longer being updated for now and all updates are being done on the remaster version. I think I'm pretty much done with major updates that could cause issues for people. In the event I make an update that I think might cause issues I'll be posting a manual download for people to roll back their version should they have issues.
General Profit 21 Feb, 2024 @ 9:24am 
Hey FSF fantastic tweak mods, i just wanted to ask should i be using this version or the regular one for a new playthrough (this one: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2069684319) ?
FrozenSnowFox  [author] 19 Feb, 2024 @ 6:21pm 
@Aziz
With the addition of mods and dlcs the worktype name Refuel became very distorted. It has been renamed to Maintenance and now deals with all the tasks that go towards maintaining the operations of the colony. Jobs such as Refueling have been prioritised at the top of the task list to ensure refuelable buildings like generators and growth vats are kept in working order.
Aziz 19 Feb, 2024 @ 6:15pm 
I can't find the "Refueling" job
So the colonists don't refuel anything and I have to click on every refuelable thing every 5 minutes

Maybe it is there but I couldn't find it, but I have searched for it many times

can you tell me where the tab is?
ChrisPikula 5 Feb, 2024 @ 5:26am 
The joys of overcomplicated mod-lists. :-D
FrozenSnowFox  [author] 4 Feb, 2024 @ 8:23pm 
@ChrisPikula
While Complex Jobs does a lot of changes to the work tab its all xml based. It doesn't make any changes to the functionality of the work tab or its priority system. The issue you're describing should be coming from one of the other mods. The most recent update was a minor compatibility patch for Misc Craftable Robots which only added missing worktypes for the robots.
ChrisPikula 4 Feb, 2024 @ 8:10pm 
With this update, I find myself no longer able to change work type priorities lower than 4, via job type. Only by pawn type.

I use priority master, and have it set to 12. If you look here: imgur.com/a/Wx9YDz6 , you can see that while I can set quarry to 12, by doing each manually, and that the number shows up at the top, when I changed drill from nothing to 'up', it defaulted to 4, rather than 12.

I do have the misc robots work patch installed, as well as compact work tab.

Not a huge issue, just mentioning it for mentions sake, tbh.
FrozenSnowFox  [author] 21 Jan, 2024 @ 1:19pm 
@5150
Sorry about that, it looks like I forgot to slap a MayRequire on the patch piece I added so its trying to load it even without the mod. I've uploaded a fix. Unsubscribe and resubscribe to ensure steam updates the mod files.
5150 21 Jan, 2024 @ 7:55am 
FrozenSnowFox  [author] 8 Jan, 2024 @ 1:25pm 
@Lord Dudelsack
The remaster version is a complete overhaul on worktype priority and work task priority. If you check the changelog on the workshop page it should give an idea of what I've been doing. Due to the amount of changes, I made a new workshop entry to ensure I don't break people's saves.
Lord Dudelsack 8 Jan, 2024 @ 12:58pm 
wheres the difference between this and your other complex jobs mod? both are for 1.4 aren t they?
FrozenSnowFox  [author] 7 Jan, 2024 @ 5:30pm 
@Julian333XD
As far as I'm aware mechanoids use the exact same priority system as colonists which complicates things when I make changes. Looking at the files I excluded the Deliver worktype on mechanoids and added a duplicated task so they perform it after hauling. However I forgot to change Merge, which is still added as a worktype for them. I've uploaded a fix which removes the Merge worktype for Lifters and instead adds a duplicate merge task which is done after delivering. That should allow lifters to Haul, Deliver and Merge in that order.
Julian333XD 7 Jan, 2024 @ 5:00pm 
(mechs[lifter]) after some thougt i think changing priority to 1.haul 2.deliver 3.merge would make sense because 1.get it indoors 2.prepare buildings 3.stack, as fabricors use little amounts of resources causing lifters to more-or-less perma merge, especially with pick up and haul. if you want merging higher, force them home. (i think this is roughly vanilla. my sorting issues are more towards lategame - earlygame works ok. i can force them to stay home, i can't force them to deliver)
Z4G x-Tream 2 Jan, 2024 @ 3:50pm 
Alright my bad, thanks for such a detailed and quick answer!
FrozenSnowFox  [author] 2 Jan, 2024 @ 2:56pm 
@Z4G x-Tream
It's probably in the changelog somewhere. It was changed to Production and more was added to its worktype. The problem with the Brewing worktype was the minute you included mods it stopped being just brewing. As many mods rely on the Vanilla Expanded Framework's item processing system. This was initially only used for brewing, making soups and the like. However once mods started using it, then it was for wood, clay, and all sorts of different things. There's unfortunately no way to separate this out as the system itself uses a number of very generic work tasks.

So I had the idea to relabel it to Production and use it for all the menial unskilled labour tasks, brewing, weaving cloth, making seeds and so on.
Z4G x-Tream 2 Jan, 2024 @ 2:48pm 
Anyone know why brewing job is gone?
FrozenSnowFox  [author] 1 Jan, 2024 @ 12:45pm 
@Julian333XD
I've already had some requests for do X for mechanoids. I'm sorry but it's not something I plan to support at this time because its time consuming, cumbersome and any sort of setting requires a restart. I think a solution for mechanoid job issues would be better left to someone more skilled who can make a proper solution rather than a hodge podge job I could.
Julian333XD 1 Jan, 2024 @ 12:38pm 
maybe as a mod option?
FrozenSnowFox  [author] 1 Jan, 2024 @ 12:32pm 
@Julian333XD
Mechanoids use the same work priorities as colonists. Lifters core job is to do hauling tasks so I've set it up as such. Unfortunately someone is going to prefer it one way or the other. I previously had the deliver worktype on them but people didn't like it since they spent all their time delivering instead of hauling. What would be needed is a proper work tab for mechanoids.

@Mad
I also had the thought of bundling Androids and Mechanoids together without the worktype. Either moving Mechanoids to Crafting or Androids to Smithing. Currently I've left it as is since I'm a bit undecided and I don't personally play with the mod.
Julian333XD 1 Jan, 2024 @ 12:16pm 
delivery seems to be at a very low priority for lifters, meaning they sort everything before delivering once, rinse and repeat. that way bigger projects take years, so may i request putting delivery before merge as a fix?
Mad 1 Jan, 2024 @ 4:03am 
oh I never thought of changing the android worktypes from Crafting to Mechanoids but it works perfectly! especially because I usually add an android to my mechanoid scenarios!

many thanks for your continued development of this seemingly simple mod!!
FrozenSnowFox  [author] 21 Dec, 2023 @ 1:54pm 
@Julian333XD
It looks like I made an error when I changed that over in an update. I'm surprised it didn't come up in an error log. I've uploaded a fix, unsubscribe and resubscribe to ensure steam updates the files. Sorry for the trouble.
Julian333XD 21 Dec, 2023 @ 8:25am 
my lifters lost the ability to deliver- with or without 'mechanoids are capable' active
Comrade Cyka 13 Dec, 2023 @ 6:45am 
Didn't have time to check it out yet but thank you for your work and time. <3
FrozenSnowFox  [author] 12 Dec, 2023 @ 1:31pm 
@Comrade Cyka
That'd be because one of my patches removes the inability to do dumb labour on warcaskets already. If I recall correctly I had to add it because it was locking out jobs it shouldn't. Looking at the mod it does more than just dumb labour. I've uploaded a fix so the patch checks for the tag before trying to remove it.
Comrade Cyka 12 Dec, 2023 @ 12:54pm 
Seems to be an issue with Warcaskets can work! It's a red error, no idea if it does anything ingame yet but I thought I'd throw this here for now. Also this error seems to be thrown out twice.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2730151836

[[FSF] Complex Jobs 1.4 Remaster - Start of stack trace]
Verse.PatchOperationRemove(xpath="/Defs/TraitDef[defName = "VFEP_WarcasketTrait"]/disabledWorkTags/li[text()="ManualDumb"]"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=1
[End of stack trace]
FrozenSnowFox  [author] 9 Dec, 2023 @ 5:42pm 
I've added a new mod setting Drafted Work Tasks. It changes all work tasks so they can be done while drafted. Making it so you no longer need to undraft and redraft pawns to perform a task. Note: A few tasks may still not be usable while being drafted and some tasks may forcibly undraft a pawn to perform them.

If you encounter any issues with this new setting like some tasks that shouldn't be allowed to be done while drafted let me know.
FrozenSnowFox  [author] 8 Dec, 2023 @ 7:55pm 
@Morlund
That's an oversight on my part. The bench itself uses a single work task for bills which is under cooking. I'll have to add a duplicate task under butchering however it will result in butchers also cooking meals. To split them apart you'd have to make use of bill assignments or cooking skill requirements. I'll upload a fix a little later on.
Morlund 8 Dec, 2023 @ 7:40pm 
Weird little "bug?" I found, Vanilla Factions Expanded Ancients adds as an Ancient Cooking Station that doubles as both electric stove and butcher station. Pawns can't do butchering bills at this station unless assigned specifically to Cooking, ignoring the Butchering job even if not assigned to it. However normal butcher stations work as they normally should, so its something about the combination station doing multiple work types now that doesn't mesh with this mod.
FrozenSnowFox  [author] 8 Dec, 2023 @ 1:32pm 
@XXX_420_Bad_Boy
That's a game issue I'm afraid but there were some mods that also caused it to do that sometimes, although I can't remember specifics offhand sorry. Usually that happens when worktypes are shifted in priority. For most it simply messes up some work priorities but for others it can outright break the save, hence the multiple versions.

A few of the recent updates may have caused this. Changing Brewing to Production and moving it. Changing the priority slightly of Drugs to make room for the Hack worktype shouldn't have caused issues (unless you used What The Hack) since the order was unchanged but it might have. I think I'm more or less done with overhauling the worktype priorities now. So further updates from me shouldn't cause this.