RimWorld

RimWorld

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[FSF] Complex Jobs
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.223 MB
21 Apr, 2020 @ 2:47pm
11 Sep @ 1:19am
180 Change Notes ( view )

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[FSF] Complex Jobs

In 1 collection by FrozenSnowFox
[FSF] FrozenSnowFox Mods/Update Info 1.6
24 items
Description
Description

The original worktypes leaves a lot to be desired when it comes to prioritising jobs across a colony. This mod breaks down the existing worktypes into smaller worktypes allowing you to make things run smoother and more efficiently. It also reorganises the individual tasks in worktypes so they run more intelligently and efficiently.

A full list of worktypes and mod settings can be found here.

Mod Settings

The mod settings require XML Extensions and can be found alongside others in the mod setting section. All mod settings are off by default.

Compatibility

This mod should be loaded near the end of your load order after any mods that add new work types or work tasks. It should be compatible with other mods providing they don’t reconfigure jobs like this one does. It should work fine with Fluffy's Work Tab though. It should be compatible with any mods that add new mechanoids without needing specialised patches however let me know if you encounter issues.

If you'd like extra work priorities I suggest you use a mod like PriorityMaster as adding such a thing is beyond my ability.

If you want a work tab for mechanoids take a look at the mod Mech Work Tab.

Known Issues

Changes to the work tab can cause save breaking issues for some people. This version of the mod will be updated whenever I please and may add or change things. This version of the mod may break saves for some people or in some cases mess up your work priorities requiring them to be reset. If you are a person who experiences save issues when the work tab changes or you just want to be safe please use the legacy version at the link below or make a manual backup to prevent further updates.

Complex Jobs (Legacy Version)


Biotech

There's an issue with the Biotech dlc where mechanoids in existing saves will not gain new work types added by new mods even if they are patched to do so. Also, on very rare occasions mechanoids in existing saves might loose the new work types for some reason. The only way currently to fix this problem is to reset the existing mechanoids. This can be done rather easily with the use of dev mode. First enable God Mode (Face Symbol) then click a mech and press the Make Feral button, then click Recruit, then click assign overseer.

Mod Support

You can find a list of mods that have been patched for better support or to fix issues here

If you are using a mod that requires a patch and isn't on the list, post a link to the mod in question in the discussion thread and I'll see about adding it.

Can you do X?

I don't intend to upload this mod in smaller pieces or offload everything to mod options. I don't really intend to do any major changes on how the work type setup is done but I am open to suggestions on improving it. If you have suggestions such as changing the priority of a task, moving it to another worktype, splitting it off into its own worktype or something else I failed to mention feel free to leave a comment.

Languages

I can't support other languages properly since I don't speak them. There's a few probably out of date translations included that have been provided over the years however anyone looking to do a translation should simply upload a translation patch of their own.

German Translation by sarcaustech
Simplified Chinese Translation by Lan
Traditional Chinese Translation by Rakey
Spanish Translation by Azarashi (Esp), Ferchu

Credits

Made by FrozenSnowFox
The mod icon is from Game icons[game-icons.net] and was modified by me. It is used under the CC BY 3.0 Licence[creativecommons.org]

Link to Non-Steam downloads for my mods.
Github[github.com]



If you enjoy my mods and want to give me a little tip check out the link below.

[ko-fi.com]
Popular Discussions View All (17)
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12 Sep @ 4:19am
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1,507 Comments
Dracon 17 hours ago 
@Frozen SnowFox: Thanks!
Now I just have to find out why they don't do it cross level :/
Narcessa 22 Sep @ 4:26pm 
Okay thanks 😄 I'll give it a try.
FrozenSnowFox  [author] 22 Sep @ 2:45pm 
@Narcessa
I haven't tried it with those other two mods so I can't say for sure. However this is a pure xml mod so it should be compatible with pretty much everything. I personally use Better Pawn Control and I've never experienced any issues. Although I do not make sure of the mod for swapping work priority controls.
Narcessa 22 Sep @ 11:56am 
I am thinking of switching to this mod and getting rid of better pawn control. Is it compatible with automatic work assignment and more mechanoids work modes? I think the 3 mods are causing the biggest performance issues in my 30+ prisoner 20+ colonist colony. It's all the random jobs causing issues. Hoping switching to this mod will help with that.
FrozenSnowFox  [author] 22 Sep @ 2:15am 
@Dracon
It's given a very high priority under Maintenance which is used as a sort of manage colony operations worktype.
Dracon 22 Sep @ 1:17am 
What kind of work does refueling fall under in this mod?
budget ronin alpha 15 Sep @ 4:21pm 
got a suggestion here, add one for auto hacking
Draco Dej 13 Sep @ 8:21pm 
Thank you
FrozenSnowFox  [author] 13 Sep @ 3:25pm 
@FluffDragon
I can't code so I'm sorry that's a no. If you need more priority numbers I'd suggest taking a look at the mod PriorityMaster. It should be compatible with Complex Jobs.

@Haraise no Tenshi
The vanilla game has a form of While You Are Up built in and has for a long time. That might be the cause. A lot gets added with mods so its possible a hauling type task was added and not reassigned. If you mouse over the worktype names it'll display a list of tasks inside that worktype. You can check if there's a haul type of task listed in one of them which isn't sorted properly. If so I can fix it with a patch.
FluffDragon 13 Sep @ 1:46pm 
This is a neat mod, but i am finding it's wider categories are hard to use for colonists with a lot of different skills due to the lack of granularity of priority levels. Would it be feasible to add more levels, the way work tab does?