RimWorld
Job Splitter
427 comentarios
Shadowwake 14 JUL a las 21:19 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3526191615

I made a prospective 1.6 fix for this mod, to stop it from throwing VEF / Brewing related errors. If anyone who actually knows what they're doing wants to create a proper update (or if the mod author returns to update it) please let me know and i'll happily remove my hack job of a fix.
Shadowwake 14 JUL a las 18:53 
Would love for this one to have a full return and update... it has a non-overwhelming job split unlike other similar mods so my assignment menu isn't insane.
camelCase by camelCase 12 JUL a las 1:26 
Can confirm, works on 1.6 with minimal mods. (RimHud and MORTIS death sound).

Probably minimal conflicts with other mods.
Saaranir 11 JUL a las 8:18 
1.6 please ?
kkKicker 23 JUN a las 5:32 
it doesnt work ((
Humanesque 27 ABR a las 14:24 
The only thing I want something like this for is to reduce the priority of smoothing walls...
heymegalodon 24 ABR a las 0:15 
1.5 and separate childcare from teaching :steamsad:
BLunT 27 DIC 2024 a las 22:48 
1.5 :'(
ambi 22 NOV 2024 a las 9:49 
1.5?
heymegalodon 28 SEP 2024 a las 9:03 
Still wait 1.5 update
SunGod 20 AGO 2024 a las 6:47 
Desperately need a 1.5 update for this.
Meatball 17 JUN 2024 a las 17:33 
This is a great mod, but I'm having the same issue where Mechanoids, in my case Lifters, do not haul dead bodies. I have disabled various mods and this was the one that fixed when I removed it.
하나 25 ABR 2024 a las 5:11 
yap, it's just a XML mode. and so simple. works perfectly on 1.5.
하나 25 ABR 2024 a las 4:43 
is it working perfectly 1.5? welp, I'll try out
SkylerJames13 21 ABR 2024 a las 10:52 
definitely one of the best qol mods, bought the new DLC today but haven't played rimworld in a bit because i'm waiting for all the mods i'm subbed to, to slowly be updated so i don't have to play without the best ones
oXslothXo 19 ABR 2024 a las 12:43 
ima add this to my mod list and try out, i need this mod back in my life D:
Dracon 14 ABR 2024 a las 16:16 
haven't checked whether pawns actually do the jobs, but they do still get split in 1.5
JACK 12 ABR 2024 a las 9:16 
hoping for 1.5 update!
Toffel 1 FEB 2024 a las 14:18 
I've found a quirk where Vanilla Hauler Bots can relocate furniture via "Reinstall at", but Colonists that are not assigned to building can not; at least not if you try to force it ("not assigned to building")
Pamparampampamparam 27 ENE 2024 a las 20:00 
Didn't prisoners recruiting/converting and basic warden jobs used to be seperate? I liked it cuz it meant I could delegate feeding prisoners to my off-duty soldiers and not waste my leader's time with it.
cawphee.black 26 ENE 2024 a las 10:03 
with this mod, my misc robots++ haulers won't haul corpses. My guess is they don't have the mortify job assigned to them. I tried installing the misc robots work tab mod and haulers don't even have the option to have mortify which specifically lists "haul corpses" as one of it's items.

Can you add this to the misc robots++ patch(es)? so they'll haul corpses?
KeirLoire 29 MAY 2023 a las 12:52 
@warmainiac Made a discussion thread for that. That patch file should be removed.
warmainiac 9 MAY 2023 a las 17:14 
so i found this while finding the source for an unrealated issue, its also related to something @daxx has:

[Job Splitter] Patch operation Verse.PatchOperationFindMod(Vanilla Factions Expanded - Mechanoids) failed
file: F:\New folder\steamapps\workshop\content\294100\1211661009\Common\Patches\Mods\Vanilla Factions Expanded - Mechanoids.xml
daxx 24 MAR 2023 a las 11:52 
Getting error with VFE Mechanoids. This is reproducible with only that mod and Job Splitter installed: https://pastebin.com/ZkYh6Prq

The pastebin link has the minimum amount of mods to get the error.
Enju Silence 18 ENE 2023 a las 4:33 
Fabricors are refusing to work on fabrication bench. Don't mind cooking tho.
Muffintitan 17 ENE 2023 a las 8:24 
hi, haveing the same issue a [CoFR] Codo. it throws up an error in the log on game start. not sure what it is actual doing because everything in game seems fine. ill add the log so you can figure out if its a problem or not.


https://gist.github.com/22409665a69966d084911f4c7065260c
Cloneless 9 ENE 2023 a las 14:26 
Hello, is it possible to add back again rearm traps in Rearm. IDK what happened but it only shows now Rearm turrets and Refuel fuelable buildings.
[CoFR] Codo 24 DIC 2022 a las 10:06 
Doesn't seem to like Vanilla Expanded Factions: Mechanoids

[Job Splitter] Patch operation Verse.PatchOperationFindMod(Vanilla Factions Expanded - Mechanoids) failed
file: D:\Program Files (x86)\Steam\steamapps\workshop\content\294100\1211661009\Common\Patches\Mods\Vanilla Factions Expanded - Mechanoids.xml
Fuglypump  [autor] 7 DIC 2022 a las 19:01 
- Patched lifeStageWorkSettings for Human pawns

Thank you for mentioning
llunak 6 DIC 2022 a las 15:37 
The newly added jobs do not obey age restrictions for children, for example a 7-year-old can be assigned to Surgeon even though can't be assigned to Doctor. I think the mod needs to patch the lifeStageWorkSettings data for human pawn.
Cpt Spaulding 30 NOV 2022 a las 12:25 
got it working, wasnt your mod. Another mod changed something about a tech, so it couldnt be researched at all. I queued it up, so it was stuck. Removed it from the queue, everything normal again. Thanks!
Fuglypump  [autor] 30 NOV 2022 a las 8:57 
It seems to work fine for me, which part doesn't work for you? I enabled both mods and created a research bench in a fresh game and it seems to work.
Fuglypump  [autor] 30 NOV 2022 a las 8:41 
the "Tech" label is just cosmetically renaming research to have a shorter label, the only part of research that is changed are the tasks that are pulled away from it and added to the "Scan" worktype.

I will install that mod and see what happens
Cpt Spaulding 30 NOV 2022 a las 8:21 
I think that mod is not compatible with the research reinvented mod isnt it? Just tried, and the "Tech"-job is never fired, even if you only give a pawn that task.
Fuglypump  [autor] 29 NOV 2022 a las 22:43 
If any mod patches are still broken let me know and I'll fix them.

Also comment with links to any mods which add any workgivers that you would like to see patches for.
Fuglypump  [autor] 29 NOV 2022 a las 22:22 
Updated for 1.4 and Biotech expansion.

Biotech mechanoids are patched to perform modded worktypes and nursing job will perform the "FeedHemogen" workgiver
Deetlemore 25 NOV 2022 a las 11:59 
This mod still works in 1.4 if anyone is wondering.
LookToWindward 2 NOV 2022 a las 11:15 
I agree sadly I'm using WorkTab at the moment because Job Splitter is not updated. JS is so much easier/better. I think the author is busy with real work at the moment which is a real pity.
RuneWulv 2 NOV 2022 a las 6:28 
Any word on an update? I've used this for many builds and hope its not abandoned.
Jack Grey 23 OCT 2022 a las 8:48 
1.4 update?
Toumantre 2 OCT 2022 a las 11:08 
The jobs start going off screen when I use this mod with work tab. I can scroll but it I can't see the copy paste, or favorite button from worktab. It just doesn't see Job Splitter jobs as more jobs and doesn't compensate for it. Is there a way to fix this?
NickNakNok 30 SEP 2022 a las 6:26 
Hi ive just added this mod but have the following error messages for the two 'Vegetable Garden' mods, sorry not a lot to go on and happy to provide more info or logs? do appreciate the great work that goes into great mods!!

[Job Splitter] Patch operation Verse.PatchOperationFindMod(VGP Garden Canning) failed
file: D:\SteamLibrary\steamapps\workshop\content\294100\1211661009\Common\Patches\Mods\VGP Garden Canning.xml

Also for the garden tools

[Job Splitter] Patch operation Verse.PatchOperationFindMod(VGP Garden Tools) failed
file: D:\SteamLibrary\steamapps\workshop\content\294100\1211661009\Common\Patches\Mods\VGP Garden Tools.xml
NRFBToyStore 3 SEP 2022 a las 18:05 
@hottt3 Work tab adds splits jobs into sub catagories. Issue is, if you modify your PRIME category, it DESTROYS all sub catagories. So if I OPEN Doctor, set surgery to 1 but otherwise his doctoring is 3...if I increase his doctoring to 1, his SURGERY also goes to 1. This mod just divides those sub-catagories into smaller primes, so you don't have to micromanage so much.
Meiriona 28 AGO 2022 a las 16:48 
Incompatible with vanilla fishing +?
hottt3 28 JUL 2022 a las 5:15 
It seems to me very similar to the Work Tab mod. So what's the difference? Could somebody tell me. Thank you.
Valerea 23 JUL 2022 a las 10:05 
Thanks kind sentient! (Trying something new instead of "good person")
LD 23 JUL 2022 a las 9:19 
There's a temporary patch in the Discussions section to add missing job tags until author updates it.
Valerea 30 ABR 2022 a las 19:35 
Are the hauling robots from Misc Robots++ not supposed to be able to do mortify jobs? I thought they could seeing mortify jobs were from hauling.
angry orange 20 ABR 2022 a las 2:26 
Great job!

The bug Vortex mentioned still exists:
"I noticed that some of the new jobs miss certain workTags like 'Hauling' & 'ManualDumb', so that colonists can for example still rearm/deliver/refuel etc. despite being incapable of hauling or dumb labor. I don't know if that was intended, so I thought I'd just bring it up :)

In case you'd like to update that, I've listed the workTags I found missing below:
-Rearming / Mortifying -> 'ManualDumb', 'Hauling'
-Loading / Delivering -> 'ManualDumb'"

Is it possible to fix that soonish? :)