RimWorld

RimWorld

[FSF] Complex Jobs
Showing 61-70 of 177 entries
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Update: 5 May, 2024 @ 3:59pm

- Changed the worktype of the Do Bills at Omni Core Drill task from Omni Core Drill (Continued) in Mining to Drilling. Reason: Fits the worktype.
- Increased the priority of the Process Seeds task from SeedsPlease Lite in Cooking so its above cooking food. Also added support for SeedsPlease: Lite Redux. Reason: Having it lower just doesn't cut it as the veggies can end up getting used in meals. If its a problem people can use bill settings avoid cooks wasting their time.

Update: 4 May, 2024 @ 3:44pm

- Fixed an issue where the Tame task wasn't moved to Train as it was intended. It seems like the patch for this got lost when I did the overhaul.

Update: 4 May, 2024 @ 6:06am

- Changed the worktype of the Do Bills at Serum Centrifuge task from Anomaly DLC from Crafting to Drugs. Reason: Fits the worktype.

Update: 30 Apr, 2024 @ 4:30pm

- Lowered the priority of Insert Genepack Into Centrifuge from ReSplice Core in Maintenance to fit just above banking Genepacks. Reason: This task is not more important than critical base operation tasks and it fits neatly with Genepack related things.
- Lowered the priority of Insert Xenogerm Into Duplicator from ReSplice Core in Maintenance to fit just above Altered Carbon tasks of Inserting Genepacks and Xenogerms. This task is not more important than critical base operation tasks. Keeping it above Altered Carbon's stuff will ensure xenogerms are duplicated before use.
- Shuffled the priority numbers of some tasks slightly to fit the above.

Update: 28 Apr, 2024 @ 3:04pm

- Changed the worktype of the Help Gathering Items For Vehicle Caravan task from Vehicles Framework from Hauling to Transport. Reason: Fits the worktype.

Update: 22 Apr, 2024 @ 1:10am

- Added MayRequire to all the necessary mod settings so they only show if you own the related dlc.
- Added MayRequire to mod setting patches to ensure they only run if the appropriate dlcs/mods are enabled. Previously they would error if you enabled an option that required say Ideology then removed Ideology without turning off the setting.
- Removed some obsolete patch nodes that were for adding optional worktypes to mechanoids. These may or may not have been able to cause errors.

Update: 21 Apr, 2024 @ 8:28pm

- Changed the task Fill In Pits from Anomaly DLC from Construction to Deconstruct. Also increased the priority so its prioritised first. Reason: I'm not certain if there are pits you can fill in that continue to spawn enemies however the pit itself acts as a construction blocker. So putting it highly prioritised and having it in deconstruction makes sense.
- Added the mod setting Warcaskets Are Capable. It removes the worktype restrictions from the Warcasket trait. The patch includes support for Alpha Mechs.
- Rearranged the mod settings to group X Are Capable settings together.

Update: 15 Apr, 2024 @ 7:21pm

- Changed the task Do Bills at Ammunition Bench from [LTS] Ammunition Framework from Task to Crafting. Also increased the priority so its directly below War Casket Welding so its always done first. Reason: The recipes require crafting, so its better to put it in crafting where dedicated crafters can work on it. It's prioritised because you can't kill things without ammo.

Update: 12 Apr, 2024 @ 2:36pm

- Fixed an error with the Vanilla Expanded Genetics patch, the worktype name was wrong.
- Moved Take Bioferrite Out Of Harvester from Anomaly DLC in Maintenace to Production. Reason: Fits the worktype.

Update: 11 Apr, 2024 @ 3:21pm

- Increased the priority of Managing from Colony Manager and Genetics from Vanilla Genetics Expanded to make room for Dark Study from Anomaly DLC.
- Increased the priority of Release Entity task in Warden from Anomaly DLC. Reason: This task was below basically everything. It is now just above releasing slaves and prisoners. If you want an entity released it should be prioritised.
- Increased the priority of Execute Entity task in Warden from Anomaly DLC. Reason: This task was above everything in Core and DLC. I've restored that by moving it above all mod added tasks except Calm Down Pawn from Snap Out! as finishing off dangerous entities is critical high priority.
- Increased the priority of Suppress Entity task in Warden from Anomaly DLC. Reason: This task was pretty far down. Considering their danger I think it should probably be done above everything else. Note: This is subject to change, I'll need to play a bit to see how it works.
- Increased the priority of Interrogate Identity task in Warden from Anomaly DLC. Reason: This task was above everything even execute entity. Given the previews this should be related to the REDACTED. So I've putting it after Execute Entity and Suppress Entity. The logic being entities breaking out are probably more important than dealing with a currently safe and contained prisoner.
- Increased the priority of Take Entity To Holding Platform task in Maintenance from Anomaly so its above all mod added tasks. Reason: It was above all Core and DLC tasks and I'm guessing you want these entities captured asap.
- Increased the priority of Transfer Entity task in Maintenance from Anomaly DLC. Reason: I've put it above everything right below capturing entities. The idea being these are dangerous creatures and transferring them to a more secure area is more important than anything else.
- Increased the priority of Doctor Tend to Animals in Doctor from Core so it's above Doctor Tend to Entities. Reason: Most on discord at the time said tending colony Animals are more important than tending entities, I personally agree. But this is something you can debate to death. Ludeon had it as Humans > Entities > Animals.