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
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979.481 KB
Apr 21, 2020 @ 2:47pm
May 5 @ 3:59pm
117 Change Notes ( view )

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[FSF] Complex Jobs

In 1 collection by FrozenSnowFox
[FSF] FrozenSnowFox Mods/Update Info 1.5
28 items
Description
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. 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.

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 (14)
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May 10 @ 7:07pm
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May 6 @ 12:25pm
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Suggestion Box
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965 Comments
FrozenSnowFox  [author] May 9 @ 3:51pm 
@Whiskey
There's two issues with mechanoids, if you add this mod mid save they won't get the new worktypes and for some reason on rare occasions possibly due to a mod update their worktypes might reset causing them to not have the new worktypes.

You can fix this 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.
Whiskey May 9 @ 3:47pm 
Something has broken the lifters ability to deliver supplies and do overall hauling tasks. My lifters were only pulling tox packs out of gestators, and no other tasks. No errors or anything from dev console, strangely.
CaptArcticWolf May 7 @ 9:33pm 
OMG. I was looking for this type of mod for a while. Deconstruct priority was a NEED. Thanks for both Legacy and Normal FSF mod!!!
FrozenSnowFox  [author] May 6 @ 2:37am 
@joseasoler
Looking at the file the bonus per level is the same for social and intellectual. So either one works, although both is best.
joseasoler May 6 @ 2:35am 
I see! Thank you for the detailed answer. Does that mean that it could also be done by someone with a high Intellectual skill, and free up Social pawns? Suppressing sounds similar to Drugs or Hunting, and not like the rest of the Wardening jobs.
FrozenSnowFox  [author] May 6 @ 2:31am 
@joseasoler
Looking it up the Activity Suppression Rate stat uses Intellectual and Social. It's description "The speed at which this person can suppress unnatural entities. A higher speed means they take less time to suppress each entity.". I think for the most part you'd want to use a skilled person to suppress them, one because it wastes less of the persons time and two because sometimes you just really need to suppress them quickly.

I think its fine in Wardening especially highly prioritised as it is. Although I'm sure in the future people will ask me to add an optional worktype for it because their zoo of 100+ entities is keeping people too busy to do any other tasks in Wardening.
joseasoler May 6 @ 2:23am 
Suppressing anomalous entities is tied to the wardening job. As far as I know, suppressing does not benefit from the Social skill, so I was wondering if it would be possible to move it to a separate work category, similar to what was done for the Nurse jobs. Do you think this would be a good idea?
SLaughterer May 5 @ 5:19am 
Heh, thanks so much, really loving the mod. Keep up the good work!
FrozenSnowFox  [author] May 4 @ 3:44pm 
@SLaughterer
Wow that's probably a pretty old bug. I think the patch for it ended up getting lost when I overhauled the mod in 1.4. I've uploaded a fix.
SLaughterer May 4 @ 3:30pm 
Animal training description says it includes taming wild animals (as I think it should), but the job list from hover over puts it under handling instead.