RimWorld

RimWorld

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[FSF] Complex Jobs (Legacy Version)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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899.317 KB
3 Oct, 2017 @ 9:29pm
12 Apr, 2024 @ 2:37pm
56 Change Notes ( view )

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[FSF] Complex Jobs (Legacy Version)

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

Changes to the work tab can cause save breaking issues for some people. If you are one of those people you will likely require a new game if you want to add this mod. To prevent causing issues for people the legacy version of Complex jobs will only be updated on Rimworld version updates (eg 1.3, 1.4, 1.5). All updates except critical bug fixes will be restricted to the normal version of Complex Jobs.

Known Issues

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.

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 can be changed in the XML Extensions menu. It can be accessed via the plus icon next to the mod options in the main menu. 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.

If you'd like extra work priorities I suggest you use a mod like More Work Priorities or 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.

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 for improving the priority of tasks 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
Spanish Translation by Azarashi (Esp)

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]



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 (6)
1
12 Jan, 2019 @ 3:50pm
Non Steam
anton
0
11 Apr, 2024 @ 1:57am
PINNED: Bug Reports
FrozenSnowFox
578 Comments
FrozenSnowFox  [author] 12 Jun @ 5:18pm 
Just an update note. As usual the Legacy Version will be delayed until after the DLC releases. This is so I can look over the new tasks added and make some changes without worrying about breaking people's saves. In the meantime I suggest people make a local copy of the main version. It'll be up to date and with a local copy that can't update you shouldn't have any issues.
FrozenSnowFox  [author] 7 Jun @ 1:13am 
@Leave your face behind #1
Well don't get too overly excited. I personally estimate it could be between 1-3 months based on release dates of the previous DLCs but there is of course no gaurentee that's true. It could easily be longer.
Leave your face behind #1 7 Jun @ 1:10am 
@FrozenSnowFox
Thanks for the quick answer. I mean it's not that big of a deal but I will check if I can move to the normal version.
Wow, didn't know that 1.6 is a thing we already consider, you've just bumped by excitement level :)
FrozenSnowFox  [author] 6 Jun @ 2:49pm 
@Leave your face behind #1
Looking into it you're correct, that is indeed a bug in the Legacy Version. That was fixed long ago in the normal version. I think it was introduced when I remastered the mod. I'm not entirely certain if moving tasks between worktypes can also cause issues for people but that's not a risk I'd be willing to take for 1.5 especially with 1.6 around the corner. Once 1.6 comes out everything from the normal edition will be moved over to the 1.6 version of the Legacy Version.

If it bothers you I would suggest switching to the normal version if you can. Also if you are worried about updates breaking the game I suggest you run the mod from a local copy so it can't update.
Leave your face behind #1 6 Jun @ 7:46am 
Hi, Taming animals task is currently under "Handle" work type, however I think it is supped to be under "Train", as the description for "Train" also says: Tame wild animals and train domesticated animals.

For me it would be really useful to move it under "Train" because that way I could designate my pawns with high animals skill to doing the taming, while the newbies do the milking and shearing stuff.
FrozenSnowFox  [author] 6 Mar @ 12:48pm 
@Zakool
Age limits for jobs were added with Biotech and this mod adds age limits for the new worktypes to match it. If that mod isn't working around this limitation then it'll need an update to do so. One way you could work around it is using a mod like character editor to change the age. Everything is unlocked at age 13 since that's when pawns transition to adulthood.
Zakool 6 Mar @ 12:18am 
hey was wondering if this mod adds age limits to jobs? i'm using it along side AP Skeletons Skeletons Skeletons and they spawn as age 0 and the hauling work type is set to age 3 yrs old as is some others like delivering, was wondering if you had any idea for a work around?
K.Plotnikof 5 Nov, 2024 @ 12:09am 
@frozensnowfox
I will try starting a new save and damage something and then see if it works.
I have tried looking at the log and I get some issues but i can't seem to decode what mod it is.
FrozenSnowFox  [author] 4 Nov, 2024 @ 1:43pm 
@K.Plotnikof
Turn on dev mode and check the error log. It's probably spamming something. If you added the mod midsave its possible your game dislikes new worktypes being added midsave. Its an issue for some people for whatever reason and it can result in some rather weird game breaking bugs.
K.Plotnikof 4 Nov, 2024 @ 12:26pm 
After i installad this mod, my colonist will be stuck in place when they try to repair stuff and the game starts to lag, any recommendations on what this could be?