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
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2.178 MB
21 apr, 2020 @ 14:47
29 aug @ 17:55
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[FSF] Complex Jobs

I 1 samling av FrozenSnowFox
[FSF] FrozenSnowFox Mods/Update Info 1.6
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Beskrivning
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]
Populära diskussioner Visa alla (17)
84
1 sep @ 6:07
KLISTRAD: Bug Reports
FrozenSnowFox
128
18 aug @ 3:05
KLISTRAD: Mod Support
FrozenSnowFox
54
12 aug @ 23:58
Suggestion Box
Panacea
1 469 kommentarer
FrozenSnowFox  [skapare] 1 timme sedan 
@jpinard
Thank you for the tip its greatly appreciated.
jpinard 1 timme sedan 
Thank you for your mods. Forgot to say when I tipped you it's for your wonderful work here.
WhiskersAndCookie 31 aug @ 20:20 
i always got so frustrated because I want my medium medical skill colonists to still tend people when necessary, but not to try and do surgery. thank you for this mod
FrozenSnowFox  [skapare] 31 aug @ 16:05 
@jpinard
No it does not add that feature however it should work fine with mods that do.
jpinard 31 aug @ 12:27 
Does this mod let your assignment numbers go up to 9? If not, does it work well with the mod that does that?
Torin 30 aug @ 15:36 
After the update to Rimworld, my workjobs were all just fine. But with the latest update to I guess Harmony, it's been blanked. But if I set it, save it, exit, and load, everything is still there.
The error was "Demetry did not have work settings initialized."
HugeO 30 aug @ 11:01 
@FrosenSnowFox Aah my bad, thank you for your quick support. And the mod, of course!
-=GoW=-Dennis 30 aug @ 2:53 
Ah, thank you - I was wondering because the descriptions of other work types that move a sub-type to its own worktype explicitly state so, while this one did not.

Keep converting sounds great, thanks for that tip as well!
FrozenSnowFox  [skapare] 30 aug @ 2:51 
@-=GoW=-Dennis
It simply moves the convert task under the Warden worktype to its own worktype. If you want colonists I suggest you grab the mod Keep Converting. It allows you to tag a person with the convert ability and they auto use it whenever its off cooldown.
-=GoW=-Dennis 30 aug @ 2:01 
How does the convert worktype work? Does it only prioritize converting for prisoners or also work for colonists?