RimWorld

RimWorld

[FSF] Complex Jobs
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Update: Jul 23 @ 11:28pm

- Removed a number of patches for Medieval Overhaul to add duplicate tasks to Production. The patches are for the Millstone, Spinning Wheel and Trestle.

Note: The Production worktype is in a bit of an odd place. Ideally it should be for all production tasks but the problem with that is certain things are attached to actual skills. This can create the issue where a pawn can do something they should be incapable of doing making them work super slowly and try to use a work speed stat they don't have causing the game to throw an error. Removing the skill stuff means a lot of patching and losing the XP gain these things provide. It's an annoying and difficult problem which doesn't have a perfect solution. With that in mind I'm thinking that it would probably be best to shift Production toward "Skillless Dumb Labour". It will be less useful but with mods should still be useful enough to split off as a worktype. It would also resolve the myriad of issues the current setup causes.

Update: Jul 23 @ 4:51pm

- Fixed an issue with the Haul Urgently patch for Asimov as it was missing a MayRequire.

Update: Jul 18 @ 10:56pm

- Removed requiredGiverWorkType from RimLife Expansion Production Plus's Meat Blend recipe so it works with the Butcher worktype.

Update: Jul 14 @ 3:52pm

- Changed the worktype of the tasks Pipe System Pick Up Processor and Pipe System Bring To Processor from Vanilla Expanded Framework in Maintenance to Production. Note: These should have been in Production to begin with. I think I accidentally deleted the patch sections instead of swapping the DefNames when I did the update for the Vanilla Expanded Framework.

Update: Jul 12 @ 8:50pm

- Increased the priority of Hack Buildings from Core so its always above everything. Note: Hacking stuff in Odyssey is very important and comes with lockout timers. So getting it done above every other Research task seems best.

Update: Jul 12 @ 7:17pm

- Added an optional Fishing worktype for the Odyssey DLC.

Update: Jul 11 @ 9:26am

- Added a patch to change the description when Rescue In Firefighting is active.
- Made a minor wording change on Harvest worktype description.

Update: Jul 10 @ 6:01pm

- Changed the work priority of the FSFSnow worktype (Snow Clearing Worktype) from 205 to 215 to adjust its position for the mod Categorized Cleaning - Split.

Update: Jul 5 @ 1:44am

- Added the alwaysStartActive tag to the Rescue worktype.
- Removed the alwaysStartActive tag from the Harvest worktype. I might have changed one or two others that didn't need it and I didn't note down. I also removed a bunch of alwaysStartActive False tags from custom worktypes, they shouldn't be needed to begin with because its never used in that way.

Note: The way the game assigns the initial worktypes is kind of weird. Spawning in random colonists results in some people with no skill or passion being assigned to some jobs for whatever reason, regardless of these tags. Fixing this or disabling them entirely is sadly beyond my skillset.

Update: Jul 1 @ 5:21pm

- Changed the patch for adjusting the priority of Vanilla Fishing Expanded's Fishing worktype to conditional as the worktype does not exist for the Odyssey version.