RimWorld

RimWorld

[FSF] Complex Jobs
1,237 Comments
1Paulus6Gaulus1 Jun 28 @ 6:35am 
this worked perfectly with my agrihands they didnt harvest on their own if the Plants were ready for harvest, always had to assign them to do so, now it works again thx
FrozenSnowFox  [author] Jun 25 @ 2:55pm 
@Frozen_Starfall
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.
Frozen_Starfall Jun 25 @ 8:49am 
i like this mod but using it will cause the lifter not working,and when i disable this mod it work again,please fix this
MountSwolmore Jun 24 @ 8:25am 
I think you're right because I just set everything to 1 for everyone, hit alert and turned it off and everything was cleared out. I've been messing with it for hours and I'm just at a loss. I think BPC is the issue because it's still wiping without Achtung now.

BPC is pretty essential to managing their gear and basically everything... but that's all pointless if they don't remember their jobs.
FrozenSnowFox  [author] Jun 24 @ 5:13am 
@MountSwolmore
Did you by any chance use BPC for swapping worktype assignments? I've used a lot of its features but I've never actually used it to specifically change work assignments. If so that could potentially be the root of the problem.
MountSwolmore Jun 24 @ 5:01am 
I've had the same job resetting issues with BPC and it didn't stop until I removed Achtung which has been abandoned.
FrozenSnowFox  [author] Jun 22 @ 1:52pm 
@Phiolin
I've used both mods together for years and never had any issues. For reference I always load Complex Jobs after Better Pawn Control. There's also no reason there would be any incompatibility if the mod supports modded worktypes. Complex Jobs itself is a pure XML mod, so if there is any issue it would have to be fixed by the dev of Better Pawn Control.
Phiolin Jun 22 @ 2:11am 
From the comments section over at Better Pawn Control it seems like there are a couple of people who would be happy if Complex Jobs could be made to work together with Better Pawn Control. Currently it looks like when both of the mods are installed, job priorities will no longer be saved and will reset when leaving the work tab.
Hence complex jobs is now mentioned as being incompatible with Better Pawn Control. Not sure if/how that can be fixed on this side of the table?
FrozenSnowFox  [author] Jun 20 @ 6:28pm 
@Tyrant
No XML Extensions hasn't been updated and I doubt it'd work without an update. I posted about it to Mlie so we'll see if he picks it up. If not I'll have to work something else out for mod settings.

@Korvon
Thank you for the kind words.
Tyrant Jun 20 @ 6:21pm 
I see that this mod is updated. Is XML Extensions working for 1.6? It hasn't been updated yet.
Korvon Jun 20 @ 5:08pm 
just wanted to drop a thanks for being an absolute f*cking rimworld hero
VitaKaninen Jun 20 @ 4:02pm 
@Paprikahörnchen, you can use Personal Work Categories, if you want to customize the work tab.
Paprikahörnchen Jun 20 @ 3:12am 
Wish you could decide which extra jobs you want. Otherwise amazing mod <3
FrozenSnowFox  [author] Jun 15 @ 4:52am 
@yawolodzya
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.
yawolodzya Jun 15 @ 4:43am 
My constructoids can't deconstruct something because they're "not assigned to deconstruction job" when I try to do this as prioritized job and when I deactivate the mod, it works as it should be
El Psy Kongroo Jun 13 @ 3:54pm 
this one is a must
NOT_YOUR Jun 12 @ 4:58am 
Thanks for your mod and update!
FrozenSnowFox  [author] Jun 11 @ 12:51pm 
@EpiX
I unfortunately woke up at 3am and well I wanted to check out all the new things. I made sure to do mod updates first.
EpiX Jun 11 @ 12:37pm 
wow 1.6 so fast <3
Tom Jun 1 @ 5:07pm 
I LOVE YOUR MODS!
Demi May 26 @ 5:39am 
ah i see thank you!
FrozenSnowFox  [author] May 16 @ 3:17pm 
@Demi
There's already an option for doing so. It's in the mod settings menu which is available when using XML Extensions.
Demi May 16 @ 12:36pm 
you should separate smoothing from construction.
梦里何曾说梦 May 8 @ 10:24pm 
Got it, thanks!
FrozenSnowFox  [author] May 8 @ 3:46pm 
@梦里何曾说梦
I don't plan to change the order of them for the foreseeable future. You can use priority numbers or VitaKaninen's suggestion. Hunting is intentionally placed where it is in Vanilla Rimworld so its done only after food gathering and food cooking jobs are exhausted. Also I think regardless of order you're likely to see that happen due to how Slaughtering jobs are suddenly assigned with animals ageing. If this is an issue the best idea would be to leave handling work to someone who doesn't leave the base.
VitaKaninen May 8 @ 7:52am 
I would recommend using Personal Work Categories if you want to change the order of the jobs, or split them up differently.
梦里何曾说梦 May 8 @ 6:28am 
Can we switch the order of hunting and slaughtering? The current pattern is always hunt once, then slaughter once.:steamhappy:
Evono May 1 @ 9:10pm 
Ah thanks ! , and thanks for all your mods i use them since years !
FrozenSnowFox  [author] May 1 @ 8:55pm 
@Evono
No it does not. There is a mod called PriorityMaster listed in the description for that however.
Evono May 1 @ 8:50pm 
does this mod give you the possibility to do priorities from 1 to 10 instead of vanilla 1 to 4 ? rebuilding my modlist and not sure if i need a worktab fork for this.
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
FrozenSnowFox  [author] Apr 5 @ 12:59pm 
@tuxfuh
There's already an option for that in the mod settings menu. The settings themselves require the mod XML Extensions.
tuxfuh Apr 5 @ 4:58am 
Thanks for this mod!
May I ask if you can separate snow shoveling work from cleaning work?
FrozenSnowFox  [author] Mar 26 @ 1:38am 
@Arctic Miku
I'm afraid you're going to have to be a bit more specific with what you're asking. Is this from a mod or the vanilla game? From the vanilla game there's no mechanics work. The closet I can think of is machining or the work mechanitors do. Machining is already split off by default and mechanitor work can be split off by enabling a mod setting which are added by having XML Extensions active.
车车 Mar 26 @ 1:32am 
请问能不能将机械师工作从锻造里面分离出来?
May I ask if it is possible to separate the mechanic's work from forging?
FrozenSnowFox  [author] Mar 14 @ 2:56pm 
@Leenbow
Once a upon a time Stone Cutting did indeed give crafting experience. However that was changed aeons ago. If that were still the case the worktype would reflect it. There are mods floating around that change it back if you'd like.
Asep_Hejo Mar 12 @ 6:32am 
i see, thanks for the answer
FrozenSnowFox  [author] Mar 11 @ 3:14pm 
@Vulcan
I think you mean from an existing save? That depends on the person. As mentioned in the description a small amount of people have save breaking issues when mods change the work tab. It'll either work fine or it'll break your save. I can't say for certain if it'll be an issue for you or not because I've never been able to pin down the exact cause of the issue. I'd suggest backing up your saves before trying anything and monitoring your pawns behaviour afterwards. If you added t midsave without issues you can likely remove it without issues.
Vulcan Mar 11 @ 7:38am 
Can this mod be safely removed from an existing archive?
FrozenSnowFox  [author] Mar 11 @ 12:03am 
@Marcus Aurelius Antoninus
Looking at it I think the bulk of the problem is probably the tasks are so low priority they're done after everything else. Wouldn't it be fine if they prioritised this learning before anything research related?

In regard to your editing. You'd want to copy the Research WorkType def from the Core files and give it a new defname. Then you change the Worktype listed in the Workgivers added by this mod to the defname of the Worktype you created.
Asep_Hejo Mar 10 @ 5:52am 
Hello @FrozenSnowFox , can u please make a patch for this mod?

https://steamcommunity.com/sharedfiles/filedetails/?id=1264778930

if possible to seperate the 'studying' and 'mentoring' from 'research'? I tried editing the files but it just doesn't work. Thanks in advance and for the mod!