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
File Size
Posted
Updated
1.031 MB
Apr 21, 2020 @ 2:47pm
Apr 19 @ 7:29pm
147 Change Notes ( view )

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[FSF] Complex Jobs

In 1 collection by FrozenSnowFox
[FSF] FrozenSnowFox Mods/Update Info 1.5
27 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. 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. 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.

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
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]



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 (16)
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1,207 Comments
FrozenSnowFox  [author] Apr 17 @ 3:49am 
@turol
Good to hear you got things working. I didn't realise there was a button for clearing the cache. No surprise really since I don't even remember the last time I checked Rocketman's settings. This was an issue in the past then it was fixed but now its broken again apparently. It might be worth adding a note about resetting the cache as you suggested.
turol Apr 17 @ 3:26am 
Rocketman has a "clear cache" button which worked. Also I didn't have to rebuild my mechs, the new work type appeared for my constructors and after assigning it they are smoothing away. This might be an effect of the mech work tab mod.
turol Apr 17 @ 3:07am 
I do have Rocketman. I will try that. You should add a note to the options menu about this. Optimally only if Rocketman is actually installed.
FrozenSnowFox  [author] Apr 17 @ 2:41am 
@turol
I've had a lot of reports of Rocketman causing this type of issue. It caches the xml files to speed up loading but doesn't update the cache when you change a mod setting that relies on XML Extensions. To force it to rebuild the cache you can run a basic modlist with Rocketman and then switch back to your normal modlist. The change in the modlist should prompt it to recache the files.
turol Apr 17 @ 2:28am 
I enabled smoothing worktype mid-save and restarted the game. When I loaded the save nothing had changed. There's no smoothing worktype in either work or mech work tab and my colonists and mechs still do smoothing when assigned to construction.
FrozenSnowFox  [author] Apr 12 @ 3:42pm 
@Chaoticrow
I can think of a few things it could be. Load order, something else might be adding worktypes in a destructive way. Complex Jobs should always be loaded near the end to avoid issues. It could be the Biotech issue listed in the description so spawning or creating new "mechanoids" might work. Finally Rocketman has had issues lately as it caches the xml files and then doesn't update them. If you use Rocketman you could try loading it with a stripped down mod list to forcibly reset the cache then load up your normal mod list.
Chaoticrow Apr 12 @ 12:07pm 
Somehow it doesn't work with Asimov. (Well.. not for me.)
My construction droids are not doing deconstructing and repairing 'cos "they're not assigned to"
In the Asimov menu there's no deconstruct and repair.

I've seen the "compatibility patch" for Asimov but somehow it just doesn't work.
Could someone help me with what am I doing wrong?
FrozenSnowFox  [author] Apr 7 @ 7:03pm 
@Realm Imp
Not from me sorry. There's a mod called Compact Work Tab (Continued) which allows you to align the job text vertical or diagonal so it doesn't overlap though.
Realm Imp Apr 7 @ 7:01pm 
is there a way to minimize or change the texts? some of them are overlapping
tuxfuh Apr 5 @ 9:10pm 
@FrozenSnowFox
Thanks for help