RimWorld

RimWorld

[FSF] Complex Jobs
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Update: Apr 22, 2024 @ 1:10am

- Added MayRequire to all the necessary mod settings so they only show if you own the related dlc.
- Added MayRequire to mod setting patches to ensure they only run if the appropriate dlcs/mods are enabled. Previously they would error if you enabled an option that required say Ideology then removed Ideology without turning off the setting.
- Removed some obsolete patch nodes that were for adding optional worktypes to mechanoids. These may or may not have been able to cause errors.

Update: Apr 21, 2024 @ 8:28pm

- Changed the task Fill In Pits from Anomaly DLC from Construction to Deconstruct. Also increased the priority so its prioritised first. Reason: I'm not certain if there are pits you can fill in that continue to spawn enemies however the pit itself acts as a construction blocker. So putting it highly prioritised and having it in deconstruction makes sense.
- Added the mod setting Warcaskets Are Capable. It removes the worktype restrictions from the Warcasket trait. The patch includes support for Alpha Mechs.
- Rearranged the mod settings to group X Are Capable settings together.

Update: Apr 15, 2024 @ 7:21pm

- Changed the task Do Bills at Ammunition Bench from [LTS] Ammunition Framework from Task to Crafting. Also increased the priority so its directly below War Casket Welding so its always done first. Reason: The recipes require crafting, so its better to put it in crafting where dedicated crafters can work on it. It's prioritised because you can't kill things without ammo.

Update: Apr 12, 2024 @ 2:36pm

- Fixed an error with the Vanilla Expanded Genetics patch, the worktype name was wrong.
- Moved Take Bioferrite Out Of Harvester from Anomaly DLC in Maintenace to Production. Reason: Fits the worktype.

Update: Apr 11, 2024 @ 3:21pm

- Increased the priority of Managing from Colony Manager and Genetics from Vanilla Genetics Expanded to make room for Dark Study from Anomaly DLC.
- Increased the priority of Release Entity task in Warden from Anomaly DLC. Reason: This task was below basically everything. It is now just above releasing slaves and prisoners. If you want an entity released it should be prioritised.
- Increased the priority of Execute Entity task in Warden from Anomaly DLC. Reason: This task was above everything in Core and DLC. I've restored that by moving it above all mod added tasks except Calm Down Pawn from Snap Out! as finishing off dangerous entities is critical high priority.
- Increased the priority of Suppress Entity task in Warden from Anomaly DLC. Reason: This task was pretty far down. Considering their danger I think it should probably be done above everything else. Note: This is subject to change, I'll need to play a bit to see how it works.
- Increased the priority of Interrogate Identity task in Warden from Anomaly DLC. Reason: This task was above everything even execute entity. Given the previews this should be related to the REDACTED. So I've putting it after Execute Entity and Suppress Entity. The logic being entities breaking out are probably more important than dealing with a currently safe and contained prisoner.
- Increased the priority of Take Entity To Holding Platform task in Maintenance from Anomaly so its above all mod added tasks. Reason: It was above all Core and DLC tasks and I'm guessing you want these entities captured asap.
- Increased the priority of Transfer Entity task in Maintenance from Anomaly DLC. Reason: I've put it above everything right below capturing entities. The idea being these are dangerous creatures and transferring them to a more secure area is more important than anything else.
- Increased the priority of Doctor Tend to Animals in Doctor from Core so it's above Doctor Tend to Entities. Reason: Most on discord at the time said tending colony Animals are more important than tending entities, I personally agree. But this is something you can debate to death. Ludeon had it as Humans > Entities > Animals.

Update: Apr 8, 2024 @ 6:44pm

- The worktype priority number listed in the name of the Maintenance patch file was wrong. This led to me erroneously putting Nuclear Work from Dubs Rimatomics lower than it should be. I've increased the priority numbers for Transport, Mortuary and Maintenance to create gaps and changed the priority of Nuclear Work from Dubs Rimatomics so its above Maintenance as intended.

Update: Apr 8, 2024 @ 4:41am

- Added a patch for Allow Tool that gives mechanoids the Haul Urgently worktype if they have the Hauling worktype. Reason: I saw a mod for this and thought it was a great idea. If you're tagging something for urgent hauling you clearly want it done fast so why shouldn't mechanoids do it?

Update: Apr 5, 2024 @ 7:06pm

- Hopefully properly fixed the Ready Those Guns patch. It was still using the WorkTypeDef's priority node name which is of course different than what WorkGiverDef's use.

Update: Apr 5, 2024 @ 2:49pm

- Fixed an error with the Ready Those Guns patch. It was trying to find things with WorkTypeDef instead of WorkGiverDef.

Update: Apr 4, 2024 @ 4:43am

- Raised the priority of the Resource worktype from Dubs Rimefeller so its above Refining.