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
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2.182 MB
21 ABR 2020 a las 2:47 p. m.
6 SEP a las 4:07 p. m.
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[FSF] Complex Jobs

En 1 colección creada por FrozenSnowFox
[FSF] FrozenSnowFox Mods/Update Info 1.6
24 artículos
Descripción
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]
Discusiones populares Ver todo (17)
84
1 SEP a las 6:07 a. m.
FIJO: Bug Reports
FrozenSnowFox
131
6 SEP a las 4:25 p. m.
FIJO: Mod Support
FrozenSnowFox
54
12 AGO a las 11:58 p. m.
Suggestion Box
Panacea
1,483 comentarios
Sanswer 7 SEP a las 6:29 p. m. 
@FrozenSnowFox thanks for the help
FrozenSnowFox  [autor] 6 SEP a las 11:05 p. m. 
@Sanswer
It moves the brewing tasks from Cooking to Production.
Sanswer 6 SEP a las 11:01 p. m. 
Does this job touch brewing? I can't get my pawns to prioritize brewing. I think it may be broken since when I turned off all jobs for this pawn I could still prioritize brewing even though she wasn't assigned to anything.
Mee Goreng 6 SEP a las 7:36 p. m. 
@Axiom, I had the same bug after the last Rimworld update and the solution was to use dev mode to kill/res the mech and they were fine after that. Give that a try?
FrozenSnowFox  [autor] 6 SEP a las 4:02 p. m. 
@Axiom
There are patches for Biotech's mechanoids and a number of mods to fix that issue. Although sometimes for some reason it can bug out for mechanoids. See the known issues section for a fix. Alternatively you can grab a copy of Mech Work Tab.
Axiom 6 SEP a las 3:49 p. m. 
This mod stops my bots from doing their full array of work. I assume because this mod breaks the jobs up into sub jobs without then reassigning those sub-jobs back to the bots who now have portions of their full array of jobs disabled.
FrozenSnowFox  [autor] 4 SEP a las 7:29 p. m. 
@Markurian
The recent official patch caused a lot of problems for people by adding a new worktype. Try what's suggested in the known issues section. Alternatively grab a copy of Mech Work Tab.
Markurian 4 SEP a las 6:09 p. m. 
This is with this mod LAST in my mod order.
(I thought I could edit my original comment...)
Markurian 4 SEP a las 6:06 p. m. 
For some reason, with this mod enabled, my mech Lifters no longer haul... Could this relate to the recent patch that 'fixed' mechs doing jobs they wouldn't 'normally' do?

My Agrihands, Constructoids and Cleansweapers are working fine, however.
Hidesuwa 3 SEP a las 5:04 a. m. 
It works great, thank you for your help!