RimWorld

RimWorld

No Job Authors
44 Comments
Rovstam Aug 4 @ 8:09pm 
1.6?
mtg Mar 8, 2020 @ 5:26pm 
KhanKanin Mar 6, 2020 @ 8:53pm 
Thanks a lot for this mod, really excited for the update.
BestCatDragon Mar 4, 2020 @ 12:38pm 
see that github link in the description? the original mod author has a 1.1 update there
Mr-Bandit Mar 1, 2020 @ 9:55pm 
i don't think craftmanship does the same as this...
Gryphonheart Mar 1, 2020 @ 9:06am 
Search Craftmanship 1.1 and you'll have this mod again. Some kind soul updated it.
abenlen Feb 29, 2020 @ 2:16pm 
Any chance of a update to 1.1?
Simmin Feb 29, 2020 @ 1:13am 
this mod seems to bug out when there are more than 1 job going on at once, One unit making a simple helmet at a smithing table, as soon as someone starts making a duster at tailor bench, both stop working, and i cant force the job, until i get rid of the 2 "unfinished" items
frisky13 Feb 26, 2020 @ 11:57am 
"OverkillEngine 13 hours ago
Never realized how much I needed this until I no longer had it."

No kidding.

I just about lost both people in my new game after day 4.
One person became sad because they didn't eat at the damn table again (Seriously???), and the other person was incapable of cooking.
It was like a starvation stand off...
Burnt Feb 26, 2020 @ 11:30am 
This mod really is essential when your omnibots just keep leaving unfinished crafts around
OverkillEngine Feb 25, 2020 @ 10:10pm 
Never realized how much I needed this until I no longer had it.
Tuffi1965 Feb 24, 2020 @ 5:54am 
plz update to 1.1
David Feb 8, 2020 @ 2:15pm 
I had an error too. Thanks for uploading.
pgames-food Nov 21, 2019 @ 10:30pm 
hi i was playing with rim cities and ruins mods, and i found a couple of items, but they just say Unfinished something (like unfinished armour)...

is there any way to see what they will become (so that i can make a bill for it and let someone else finish it)... and is there anything i can actually do with an "unfinished armour"? :)
SoftPoint Nov 20, 2019 @ 10:34pm 
Goood. One more annoying problem in the base game is solved.
scoco Oct 28, 2019 @ 7:40pm 
Is this still working for people? I can't get the mod to load. With only this mod loaded, it still errors out.


RimWorld 1.0.2408 rev750

ReflectionTypeLoadException getting types in assembly NoJobAuthors: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <filename unknown>:0
JotNyangE Oct 10, 2019 @ 1:30am 
can't believe I've played this game for over 1000 hours without knowing this godlike mod existed. Thank you so much!
rjwaters Aug 23, 2019 @ 9:00am 
@scotty there already is, minimum skill level filter
Bubbles Aug 19, 2019 @ 8:39pm 
omg, it's like you read my list for Santa! No more 600 unfinished art projects.
Mistletoe The Bard Aug 14, 2019 @ 9:41pm 
@Scotty You can just set the bill specific to that pawn on the work bench lol
Scotty Fox Aug 2, 2019 @ 9:03pm 
Could there be an added way to assign specific colonists to an item to make sure it's done by competent crafters or to reassign them to a specific colonist?

fatburner Jul 11, 2019 @ 9:36am 
This is neat
Neosuduno Jun 7, 2019 @ 6:36pm 
Perfect for production items, and when someone is in a creative mood, they are placed in specific jobs.
pgames-food Jun 3, 2019 @ 7:54pm 
well done, ive only got about 30 + a few droids.

(and no, these aren't the droids you're looking for) :lunar2019piginablanket:
Klistofklades Jun 2, 2019 @ 6:59pm 
Holy crap! This is great! Was having issues w/ colonists leaving jobs for later, and completely clogged up my component production (42 colonists currently). Completely fixed the issue, thanks.
pgames-food Apr 23, 2019 @ 5:02pm 
now i only get maybe 2 or 3 unfinished items per year (apart from some items that need a lot of work hours)
pgames-food Apr 23, 2019 @ 5:01pm 
hi captain lurmey, if your colonists are doing that often, it might be worth checking the work hours settings.. (i had to put a couple purple recreation blocks far apart so that they didnt disrupt the time for work hours)
Other_Olly Apr 21, 2019 @ 5:19pm 
@dninemfive You could probably achieve that by giving each artist their own sculpture table job restricted to them only.
Lurmey Apr 16, 2019 @ 3:32am 
This is perfect for my tailors shop. They're always leaving unfinished clothing all over the floor in there, it's a nightmare!
dninemfive Apr 14, 2019 @ 10:48pm 
Can we get a version which only applies this to certain unfinished things? For example, I'd love this for components but would prefer that my artists do their own works from start to finish.

You could only apply whatever code you use to recipes with/without a particular ModExtension to implement this fairly easily.
pgames-food Apr 14, 2019 @ 8:11pm 
thats true :)
actually, i guess something in the wood-working trade might be like that too, such as 1 person sawing square wood and smoothing bits off, and then another expert person, does the final engravings :)
xChibi Apr 14, 2019 @ 5:10pm 
if this is like the version from the forum quality is base on the person who finished it. Everything like Art comment story etc is linked to the person who finished it. And yes u can cheat it get low crafter/artist to start n force them to stop n let higher skill person finish it. But that's not the point of the mod. Exploiting mods like that might as well just spam dev mode :D
pgames-food Apr 13, 2019 @ 11:05pm 
i would be guessing that its the person who starts it (otherwise anyone can cheat and let anyone start making it, and then swap to the best crafter at the end... but then again, this mod didnt exist before :)
pgames-food Apr 13, 2019 @ 11:03pm 
thats an interesting question :)
Droknar Apr 13, 2019 @ 1:48pm 
Nice, I am sick of all the unfinished items left all over the place. A quick question though, does the item quality depend on the skill of who finished the item or who started?
AppearAnon Apr 13, 2019 @ 9:11am 
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch4(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch2(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
AppearAnon Apr 13, 2019 @ 9:11am 
at Verse.GenClosest.ClosestThingReachable (Verse.IntVec3,Verse.Map,Verse.ThingRequest,Verse.AI.PathEndMode,Verse.TraverseParms,single,System.Predicate`1<Verse.Thing>,System.Collections.Generic.IEnumerable`1<Verse.Thing>,int,int,bool,Verse.RegionType,bool) <0x0051f>
at (wrapper dynamic-method) RimWorld.JobGiver_Work.TryIssueJobPackage_Patch1 (object,Verse.Pawn,Verse.AI.JobIssueParams) <0x0133a>

Verse.Log:Error(String, Boolean)
RimWorld.JobGiver_Work:TryIssueJobPackage_Patch1(Object, Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
AppearAnon Apr 13, 2019 @ 9:10am 
at RimWorld.FoodUtility.BestFoodSourceOnMap (Verse.Pawn,Verse.Pawn,bool,Verse.ThingDef&,RimWorld.FoodPreferability,bool,bool,bool,bool,bool,bool,bool,bool,bool) <0x00615>
at (wrapper dynamic-method) RimWorld.FoodUtility.TryFindBestFoodSourceFor_Patch1 (Verse.Pawn,Verse.Pawn,bool,Verse.Thing&,Verse.ThingDef&,bool,bool,bool,bool,bool,bool,bool) <0x002fe>
at RimWorld.WorkGiver_FeedPatient.HasJobOnThing (Verse.Pawn,Verse.Thing,bool) <0x002c3>
at RimWorld.JobGiver_Work/<TryIssueJobPackage>c__AnonStorey1.<>m__0 (Verse.Thing) <0x0005e>
at Verse.GenClosest/<ClosestThingReachable>c__AnonStorey0.<>m__0 (Verse.Thing) <0x000fa>
at Verse.GenClosest.ClosestThing_Global (Verse.IntVec3,System.Collections.IEnumerable,single,System.Predicate`1<Verse.Thing>,System.Func`2<Verse.Thing, single>) <0x00214>
AppearAnon Apr 13, 2019 @ 9:10am 
i'm having an issue where doctors aren't feeding prisoners, code is a long one

Araman threw exception in WorkGiver DoctorFeedHumanlikes: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.FoodUtility.AddIngestThoughtsFromIngredient (Verse.ThingDef,Verse.Pawn,System.Collections.Generic.List`1<RimWorld.ThoughtDef>) <0x00015>
at (wrapper dynamic-method) RimWorld.FoodUtility.ThoughtsFromIngesting_Patch2 (Verse.Pawn,Verse.Thing,Verse.ThingDef) <0x00280>
at RimWorld.FoodUtility.FoodOptimality (Verse.Pawn,Verse.Thing,Verse.ThingDef,single,bool) <0x00225>
at RimWorld.FoodUtility.SpawnedFoodSearchInnerScan (Verse.Pawn,Verse.IntVec3,System.Collections.Generic.List`1<Verse.Thing>,Verse.AI.PathEndMode,Verse.TraverseParms,single,System.Predicate`1<Verse.Thing>) <0x001c7>

ubreitfeld Apr 13, 2019 @ 2:31am 
Great idea :-)
DragoonKnight69 Apr 13, 2019 @ 1:48am 
this will make it so much more simple
LittleRedSonja Apr 13, 2019 @ 1:23am 
Great! It should be in vanilla, thank you for the mod!
Victorious 72nd Apr 12, 2019 @ 11:35pm 
Finally.
pgames-food Apr 12, 2019 @ 10:11pm 
that sounds quite cool... i had a visitor from the hospitality mod, who left something unfinished and then they left. i think ive been saving it for a while, just in case they come back to finish the job, or in case there was another way to use the unfinished item in some way :)