RimWorld

RimWorld

Look At Me, I'm The Worker Now
272 Comments
"The" SeanMacLeod 28 Oct, 2018 @ 7:10pm 
@megaboto
You're correct; "1" means "First priority, do this first"; other numbers fall in the queue the same way.
megabot 28 Oct, 2018 @ 12:07pm 
...isn't it the way that the higher the number the less priority with 4 the least and 1 the most?(could also be from fluffy's worktab,i dunno)
tiberiansun371alexw 24 Oct, 2018 @ 6:34pm 
Man, I remember when I started in V 15 and I really wish you were there in those days! Where were you when I needed you?

Thank goodness it's in the game now. Well mostly. I usually have pawns set a work to priority 4 for stuff they might need to do in an emergency (like tending to the prisoner by the a lesser doctor) so other than priority forcing they usually have cleaning to do instead.
Daxo 9 Oct, 2018 @ 2:33pm 
@megaboto - this might be what you want,
megabot 29 Sep, 2018 @ 7:57am 
no prob!is just anoying if they always do something else because they can(mood and research speed debuff for unclean research room,but everything is dirty so if i say "you are allowed to do it" they do EVERYTHING EXEPT that piece of dirt.i played 6 hours,have inteligence 9 and only researched tree sowing,because they do ALWAYS something else.#priority) also,maybe you could implement or make another mod so that you can prioritize research(if there is/are none). by the way,love your mods,keep it up!
"The" SeanMacLeod 28 Sep, 2018 @ 3:33pm 
Then I stand corrected.
I am sorry for my intemperance, @megaboto. (:steamfacepalm:self)
ZorbaTHut  [author] 28 Sep, 2018 @ 12:08pm 
@megaboto, this is true; it's something missing in the core implementation. Someone else used to have a mod that reimplemented that part, but I'm afraid they removed it; I think redesigning that feature might be *surprisingly* difficult, unfortunately.
megabot 28 Sep, 2018 @ 9:09am 
but i still cannot assign colonists to do stuff that they are not assigned to.
"The" SeanMacLeod 24 Sep, 2018 @ 1:30pm 
@megaboto
LITERALLY the first sentence in the description.
megabot 24 Sep, 2018 @ 10:19am 
ummm...will it be updated?
King Bird 19 Jul, 2018 @ 12:25am 
"The final straw was: Talked to fellow colonists" I laughed harder than I should've.
A_buckyo Bro 30 Jun, 2018 @ 11:07pm 
Awesome
Samissa 29 Apr, 2018 @ 6:57am 
"2 hour later"

"emu , now you can?"

"nop"

"why?"

"he is dead"

me : :steamfacepalm:
Amon 15 Jan, 2018 @ 12:57pm 
lmao dude I love your dialogue stories there fucking priceless X-D
ZorbaTHut  [author] 11 Aug, 2017 @ 12:16pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=937170538 is the link - not my mod, can't vouch for it, but it's the best match I know of!
Teneombre 10 Aug, 2017 @ 11:23pm 
"force do job"
Monta 9 Aug, 2017 @ 6:17pm 
@ZorbaTHut oh dang it, that's exactly why I want this mod :(...... any idea on the name of the other mod?
ZorbaTHut  [author] 25 Jul, 2017 @ 8:50am 
@Monta, mostly no longer needed - one small part of the functionality isn't included, but it's a royal pain to implement and isn't worth it just for that.

(It's the part that lets you assign a worker even if they aren't allowed to do that work type. I think there's another mod that allows this.)
Monta 25 Jul, 2017 @ 8:49am 
pardon my stupidity, is an alpha 17 version coming its way or is this mod no longer needed , I'm a bit off the loop of what's new on A17
ZorbaTHut  [author] 2 Jul, 2017 @ 10:09am 
@Aegis, https://github.com/zorbathut/imtheworkernow - note that it's basically wholesale replacement of several major functions, all of which have been modified in A17. You'll be near-rewriting-from-scratch.

There's a reason I haven't updated it ;)
Aegis 1 Jul, 2017 @ 7:19pm 
@ZorbaTHut I still really need some of the functionality in this mod in A17. Do you mind sharing the code for me to take a stab at updating it? =P
Voice, The Artist 1 Jul, 2017 @ 6:18am 
Or At Least Add My Axe :<
ZorbaTHut  [author] 1 Jul, 2017 @ 4:59am 
@Ticci Toby, can't you already do that?
Voice, The Artist 30 Jun, 2017 @ 11:44pm 
Maybe Add a Kill Anyone Mod So I Can Play As One Of My Colonist And Kill Everybody Maaaayyyyybeeeeeee Totaly Not Trying To Murder
Dex Enfvaras 10 Jun, 2017 @ 1:28am 
Congratulations for your mods becoming Vanilla Default! That's so awesome to hear!
The Master Spoon 6 Jun, 2017 @ 8:39pm 
Got Months of good play out of this. I'm happy to see it officially implemented, but sorry to see you drop off my mods list. Best of luck on your other projects, I really appreciated this one.
Bryan=0101 4 Jun, 2017 @ 8:56am 
A17 has this now i believe and this mod is for a16

It's going to conflict
Drunsy 2 Jun, 2017 @ 4:43am 
Used this mod and saved me from those "final straw" moments i used to have, thank you for keeping it up (until a17)
KiameV 31 May, 2017 @ 10:39pm 
I couldn't live without the ability to force pawns to do tasks they were not assigned to.
I've put together a mod to do just that: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=937170538
ZorbaTHut  [author] 31 May, 2017 @ 12:55am 
@Donldof, I guarantee this mod does not work properly on A17, and I do not recommend using it. A17 includes much of its functionality by default; the rest, you're realistically just going to have to live without.

Sorry :)
Professional Pro 29 May, 2017 @ 8:00pm 
The mod seems to make colonist think there isn't steel on the map to work with.
Also, it doesn't work, A17 probably made it buggy.
ZorbaTHut  [author] 28 May, 2017 @ 8:03pm 
@DJ Ben, most of it is core in A17. The only exception is the force-pawn-to-do-thing-that-they-don't-have-listed-in-work feature, and frankly, I don't think that's important enough to justify the big messy mod that this turned into.
DJ.Ben 28 May, 2017 @ 5:51pm 
A17 please
Teneombre 27 May, 2017 @ 11:25pm 
The major problem it is they are only partially implemented
Jeffsikles 26 May, 2017 @ 9:31pm 
I love that Zorba's mods are being implemented into the base game with each new Alpha, but it bums me out because it means I'm not adding the mods to my game, does anyone else feel this way?
Omnom 26 May, 2017 @ 4:56pm 
You have too many good ideas, @ZorbaTHut
RedSaintNino 25 May, 2017 @ 9:02am 
I <3 ZorbaTHut common A17!
ZorbaTHut  [author] 13 May, 2017 @ 5:12am 
@Kiosuke, unfortunately, these are not easy problems to solve; this mod is extremely invasive and relies on some barely-functioning techniques. I'm actually surprised it works as well as it does.

That said, Rimworld A17 includes a more-polished version of the basic concept; if you wait until it's out, you should find that a lot of things get better :)
Kiosuke 9 May, 2017 @ 6:19pm 
Hello, i've a problem with this mod...
When I try to manually haul something (anything), if that thing is already reserved by someone else then no information box appears and i just can't interact with it... same thing with operations that need an object (for example implant a peg leg), if i try to manually prioritize then the game just tell me that i lack the component (the component is reserved by the pawn that automatically wanted to do the operation)... how could i solve it?
The mod itself is a "must have", but this problem is really bothering me :(
Thank you very much
helldwarf 18 Apr, 2017 @ 9:03am 
@ZorbaTHut Good to here we can still have a few laughs, even if it'll take a while.
ZorbaTHut  [author] 18 Apr, 2017 @ 9:01am 
@helldwarf, probably not to such an extent - there isn't as much room for it within the game, and it would kind of spoil the mood.

I did some creative writing (links to it on my patreon) but I haven't had time to do more, unfortunately. I will do more! Just . . . might take a month or two to clean up some other ongoing projects.
helldwarf 18 Apr, 2017 @ 8:43am 
@ZorbaTHut, if you're working at Ludeon, does that mean we will get more funny descriptions within the games themselves?
ZorbaTHut  [author] 18 Apr, 2017 @ 6:59am 
@Bharg, yeah, I don't have a good answer for you here, I'm afraid. For what it's worth, it's hard to imagine how this mod could break things to the extent that the game would stop working even with the mod disabled. I'm *pretty* sure it's the fault of some other mod. But besides "disable everything, see if it works" - which may not even be possible, depending on how modded your game is - I'm not sure I have useful advice.
Bharg 16 Apr, 2017 @ 11:55am 
So far I've just been switching things off and on again, but I can't really pin point the cause. Can't really see any errors in development mode either. I noticed that I can't treat people in medical beds as well.
ZorbaTHut  [author] 16 Apr, 2017 @ 10:47am 
@Bharg, sounds like something's kind of broken. My gut feeilng is that you've got an issue in some other mod - you may want to turn Development Mode on (it's in the options) and see if something is spewing errors. May or may not help fix those problems, but at least you should be able to figure out which mod it is.
Bharg 15 Apr, 2017 @ 1:42pm 
You working at Ludeon sounds amazing. I'd love for most of your mods to become vanilla asap. Currently I am struggling with something like the jobs being messed up.
Colonists can no longer be treated in beds that aren't assigned as medical and guests not being treatable as tall. I tried switching "Look at me off", but that didn't seem to help.
ZorbaTHut  [author] 15 Apr, 2017 @ 4:13am 
@BioVenom, that page is mostly for content additions - new creatures, new objects, that sort of thing. The mods I write are entirely contentless, they're just code tweaks.

That said, it may be worth pointing out that I've been working full-time at Ludeon for the last two months or so. :)
BioVenom 13 Apr, 2017 @ 2:21pm 
Have you thought about adding this to the game officially? In fact, most of your mods are vanilla improvements.
Ludeon Forums [ludeon.com]
Its_juice 3 Apr, 2017 @ 8:18pm 
kkkk
Its_juice 3 Apr, 2017 @ 8:18pm 
Hey, Chef?:steamhappy: