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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.
[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
[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.
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.
Otherwise a great mod, thanks for updating it.
From the original mod page:
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.
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...
Regarding compatibility, I know only what's been reported (not much).
I'll look at the other mod you linked soon, graublau.