RimWorld

RimWorld

Many Jobs (Continued)
29 Comments
John Helldiver 1 Aug @ 4:06pm 
Would it be a feasible ask to add a job subtype for VRE Recycling, or would that need to be a change made on their end?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3155781848

It's essentially an endless time-sensitive jobtype which makes working around it without precise control difficult.
Tyrant 30 Jul @ 10:00pm 
Harvest just doesn't seem to be working, I set it to 1 and a bunch of other jobs to 4 and the pawn still won't go harvest berries.
bagelhe 26 Jul @ 12:19am 
hey i get this error at start

[Many Jobs (Continued) - Start of stack trace]
Verse.PatchOperationReplace(xpath="Defs/WorkGiverDef[defName = "AB_DoBillsSmelter"]/workType"): Failed to find a node with the given xpath
[End of stack trace]
Source file: G:\Steam\steamapps\workshop\content\294100\3266719724\Mods\sarg.alphabiomes\Patches\patches.sarg.alphabiomes.xml
llunak 24 Jul @ 1:05pm 
@Protok You probably want https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2245161494 ... if you manage to configure it. If you don't, then there's no mod that will automatically group jobs just in the specific unusual combination you want.
Protok 23 Jul @ 12:40pm 
Oh, really? Could you name that option in the mod setting which "combine Maintain/Deconstruct/Smooth jobs together but separately from Construction" please?
ChrisHatesGeese 23 Jul @ 9:57am 
The mod... already does that. Weird comment, homie.
Protok 15 Jul @ 7:22am 
Hi. I see a significant advantage in this mod and have same idea in the division of works. It would be great to add an option which combine Maintain/Deconstruct/Smooth jobs together but separately from Construction.
Zaljerem  [author] 14 Jul @ 7:56am 
It's in today's set of updates, which I will deploy shortly.
Kitich 14 Jul @ 7:55am 
Despite there are many mods like this, this was the only one working properly for my colony. I would be happy if it's updated to 1.6. Thanks.
llunak 13 Jul @ 9:51am 
Do you have plans to update this for 1.6?

[FSF] Complex Jobs as a "bonus" changes also priorites, which messes up some thing like Dubs Bad Hygiene fertilizing, and Some more jobs is needlessly complex.
Jugger 23 Oct, 2024 @ 4:54am 
Also, it's not part of the mod description, but it disables some jobs for children of various ages.

I wish this was configurable, because honestly I feel that children are constrained enough already and making them unable to do jobs that require no skills such as cutting stone, smelting items or carrying corpses makes it hard to find use for them.
Jugger 20 Oct, 2024 @ 2:34pm 
Found a bug. When I enable undertaker job in the settings, the non-cremation bills (burn apparel/drugs/weapon) in crematorium stop working. The pawns will never work on them and manual prioritization is also not possible. It's still possible to cremate corpses in the crematorium and it's also possible to burn the items in a campfire.

Otherwise a great mod, thanks for updating it.
Gender Bender 15 Oct, 2024 @ 10:59pm 
also I forgot to mention this, there's no error message in the log either and I don't use any mods that are incompatible
Gender Bender 15 Oct, 2024 @ 10:57pm 
I still i found a bug? unless this is how the mod is suppose to be. In the mod setting, it looks like the description(?) for each work task is blocked by something. Here's a screenshot of it - https://imgur.com/a/ieNV3dn
ChaosKitten 26 Sep, 2024 @ 5:23am 
Ive replaced them. I do read modpages tyvm. But the same issue persisted.
Jettison [OP4] 20 Sep, 2024 @ 8:00pm 
@DizzyKitty ..
From the original mod page:

Can I add this mod to a save game?

Yes, with one important caveat: Many Jobs patches friendly mechanoids so they can do the new work types. But if you add the mod to a game where you already have friendly mechanoids, they won't start doing the new work types even though their descriptions say they should. (This may be a RimWorld bug, I'm not sure.) The workaround for this is to destroy your mechanoids with dev mode then spawn in new ones to replace them. Or if you prefer, you can just disassemble your mechanoids and gestate new ones.
ChaosKitten 19 Sep, 2024 @ 6:52am 
Noticed some of the jobs wont be done by mechanoids. Any way I can fix that?
llunak 25 Aug, 2024 @ 3:45am 
Is there a way to split out Haul Urgently (Allow Tool mod) from the other (IMO less urgent) priority hauls? It is grouped with things like refueling or beer fermenter hauling, which can be considered higher priority than generic hauling, but they can wait longer compared to urgent hauling. If not, could you please add it?
Daevinski 16 Aug, 2024 @ 2:15pm 
Thank you for keeping this mod alive. It makes things so much better, with pawns focusing on what really matters. I tried to play without it, but is just too annoying. :cherrypie: :spiffo:
Öffentliches Ärgernis 8 Aug, 2024 @ 2:09am 
Thank you for continuing this mod, but I have a small request: Would it be possible to split "Flooring" from constructing?
Especially with Vanilla Expanded Skills it would be great to have a specialised designated floorer, that does all that work, while others don't always run to help him and instead build things like stoves and beds...
KryptekDesign 6 Jul, 2024 @ 12:52pm 
Has anyone else had an issue with the Plant cut job doing Harvesting when split out?
Zaljerem  [author] 25 Jun, 2024 @ 7:14am 
A further compatibility note: I'll get a list of the patches built in added to the description. I don't see "Personal Work Categories" in there though. I will try to take a look at it also.
graublau 25 Jun, 2024 @ 7:03am 
Thank you! :steamhappy:
Zaljerem  [author] 25 Jun, 2024 @ 7:02am 
Updated: Support for Zen Garden.

Regarding compatibility, I know only what's been reported (not much).

I'll look at the other mod you linked soon, graublau.
graublau 18 Jun, 2024 @ 8:09am 
I unfortunately found one mod of mine seemingly incompatible with this one, as in my pawns won't to the "harvest secondary" from Zen Garden ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2777931683 ) plants. I can't force them to either >.< would compatability be possible?
braydengames07 16 Jun, 2024 @ 10:59pm 
does this mod work with the mod personal work categories?
graublau 15 Jun, 2024 @ 12:12pm 
Thanks, I love it ^^ I've tried a few, but none was quite right (or didn't work with one of my mods). Only thing I'm wondering is, if it would be possible to add perishables to the "priority haul"? I've been using https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2807630952 but that only adds it to the normal haul category and thus needs the ability to priorize the subcategories :/
Lyn the Cookie 13 Jun, 2024 @ 12:17pm 
Thank you, I missed these features so much
tw_boring 12 Jun, 2024 @ 10:15pm 
Thank you so much. :steamthumbsup: