RimWorld

RimWorld

[FSF] Complex Jobs
1,210 Comments
Evono 3 hours ago 
Ah thanks ! , and thanks for all your mods i use them since years !
FrozenSnowFox  [author] 3 hours ago 
@Evono
No it does not. There is a mod called PriorityMaster listed in the description for that however.
Evono 4 hours ago 
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.
杂鱼杂鱼~ 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.
Marcus Aurelius Antoninus 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.
Marcus Aurelius Antoninus 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!
FrozenSnowFox  [author] Mar 6 @ 2:11pm 
@Лайд
This version is updated regularly when anything needs changing. The legacy version is only updated every major Rimworld version or when it requires critical updates. As such by this point its quite out of date. I have two versions because some people experience save breaking issues due to changes in updates. This stops them from screaming at me when something goes wrong.

Myself and the vast majority of people don't have issues when it comes to update changes. For anyone worried or for anyone with basic mod knowledge who does experience problems I would simply suggest making a local copy of this mod so they don't need to worry about updates potentially causing issues.
Лайд Mar 6 @ 2:06pm 
I don't quite understand what the difference is between this mod and Legacy Version? What are the specific differences in these mods?
FrozenSnowFox  [author] Mar 5 @ 1:56am 
@[岗] Señiorita woofers
In vanilla there are two sets of tasks for delivering things to construction jobs. The first is in Construction and the second is in Haul. In Complex Jobs there's actually three sets of these tasks to account for Lifters. So there's one set in Construction, one in Deliver and one in Haul. The tasks in Construction are done after all available constructions are built. The tasks in Deliver are always done since they're the only tasks and the tasks in Haul are done after hauling everything.

There's no reason why you're people shouldn't be hauling things to blueprints. However if you want to get it done in a timely manner I'd suggest making use of the Deliver worktype, it exists purely for that reason.
[岗] Señiorita woofers Mar 5 @ 1:43am 
Hey am I stupid or does this mod change construction jobs. They can't deliver to blueprints anymore and I'm pretty sure they can in vanilla. When I set blueprints, lifters have to deliver the resources first in order for the constructions to start building. Played with this mod for a while now and only now realised.
Synthawk Mar 3 @ 1:48pm 
Good to know, thanks Frozen. I was using the Deep Storage mod because of the integration with Vanilla Expanded and it + rim fridge but that might not even be necessary it sounds like. I'll try it out!
FrozenSnowFox  [author] Mar 3 @ 1:19pm 
@Synthawk
This mod is entirely xml so there shouldn't be any sort of conflicts like that. At any rate, you'd be better off running Adaptive Storage nowadays since its better on performance. So you should try giving that a go. The mod Neat Storage uses it and it offers pretty much everything Deep Storage offers and more so there's not much reason not to switch anymore.
Synthawk Mar 3 @ 12:14pm 
Just for reference to anyone else running in to this, it seems to have been a combination of things like Better Pawn Control and Complex Jobs, Achtung, and Deep Storage. I know the Deep Storage aren't normally usable by haulers but it appears as though any storage, including floor storage and fridges, somehow was also getting flagged. Mod settings didn't fix it either. I'd chalk this mod up as incompatible with Deep Storage as the haulers just get stuck wandering and won't ever work. This mod is far more useful so that's fine by me. Without this mod the haulers do work, to any standard storage locations. It might be the prioritization done in this that caused it to break as it was focusing on things that only went in deep ones?
Appliance Mar 2 @ 1:44am 
Thank you :D
FrozenSnowFox  [author] Mar 2 @ 1:43am 
@Appliance
Maintenance, it deals with all the tasks that keep a colony operating. Stuff like refuelling is put at the top of the task list so it gets done before less important work.
Synthawk Feb 27 @ 1:30pm 
Appreciate it FrozenSnowFox! I'll try out both, though that mech work tab looks awesome. I'll start with that.
FrozenSnowFox  [author] Feb 27 @ 3:23am 
@Synthawk
An alternate method would be to use dev mode to replace them. You spawn the mechanoid and then use the recruit function. There's a link in the description for a mech work tab mod. I never got around to testing it but in theory that should allow you to re-enable the jobs that have been turned off on them.
Synthawk Feb 27 @ 3:09am 
I've had complex jobs running since my save was originally created, and my lifter bots just broke about 10 hours in. Is there any way to fix this besides the method you mentioned? Making them feral, recruiting them and assigning them back to my character seems to have no impact. They'll haul harvested food that's marked haul urgently, but ignore it otherwise.
FrozenSnowFox  [author] Feb 25 @ 6:50pm 
@zyzyhasl
The task in the Deliver worktype comes from Hauling originally. Construction also has its own specific deliver task but that's done only after building what's ready to be built. There's a number of arguments that can be made to move it to different positions. However, I think its current location fits quite well since it sits with other haul related tasks and it's typically done after more important work. If it were earlier other trades would have to juggle their priorities around its order.

Personally I have my building crew doing Transport, Mortuary, Maintenance and Deliver as a 1 before construction. While my primary constructor focuses on building. Once the others finish their chores they join the primary constructor quickly building everything.
zyzyhasl Feb 25 @ 5:34pm 
I think the priority of Delivering should be before construction. Delivering is a simple job that needs to be completed as soon as possible before construction can begin, which is different from other irrelevant transport work
FrozenSnowFox  [author] Feb 17 @ 6:11pm 
@skajdiw
If the game is throwing errors the log should pop up (might require dev mode to be on, I can't recall). If you're running hugslib you can also share a log from that window which will give a very detailed readout of things. I'd suggest taking the issue to the troubleshooting channel on the unofficial discord. Maybe someone there has an idea of what's causing the problem.
skajdiw Feb 17 @ 5:58pm 
these artisans are voluntarily abandoning the item they're making and instead going to get materials to make the same item under the same quest. I just can't figure it out.
FrozenSnowFox  [author] Feb 17 @ 5:54pm 
@skajdiw
That's definitely unrelated to Complex Jobs. Its more likely to be something related to crafting items or bench assignments but it might also be something as simple as your setup. One reason I can think for this to happen is if you have unfinished items allowed in stockpiles. In that scenario someone might try to haul it, your crafter then can't access the item and it probably isn't counted while in transit so they start another item.
skajdiw Feb 17 @ 5:16pm 
I notice my pawn will do not finish a crafting by create unfinish things again and again in one task.
how could I can track out a log to making clue?
FrozenSnowFox  [author] Feb 16 @ 1:36pm 
@Monique_L33T
I've put out an update which should fix it. That took far longer than it needed to because somebody didn't post a log or error messages. Also, because steam is being an idiot and not updating the mod files forcing me to go to the github to find the newest update.

Next time I ask you to kindly post a log or error messages. Don't force me to start taking Sarg's approach to handling issues.
Monique_L33T Feb 16 @ 3:17am 
latest update of Medieval Overhaul changed a bunch of its workgivers, which is now causing XML errors in your patches, since the patched workgivers no longer exist
XKDMW Feb 10 @ 1:46pm 
Okay, thank you
FrozenSnowFox  [author] Feb 10 @ 1:30pm 
@XKDMW
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.
XKDMW Feb 10 @ 6:30am 
Will cause gardening robots to not actively harvest
XKDMW Feb 10 @ 6:30am 
会导致园艺机器人不主动收割Will cause gardening robots to not actively harvest
FrozenSnowFox  [author] Feb 2 @ 12:06am 
@Juri Hachiya
This version is updated whenever I have something to update. The legacy version only receives critical updates and is generally not updated at all between game versions. As mentioned in the description updates can cause save breaking issues for a some people for whatever reason. So to avoid people screaming at me that I broke their saves I have two versions. One I update and one that remains unchanged. If you want to use the one that updates all the time and you don't run it from a manual backup copy. You don't get to complain that I broke your saves if something goes wrong.
Juri Hachiya Feb 2 @ 12:00am 
may i ask what is the difference of this version and the "the legacy version"?
Nimrod Jan 28 @ 11:31pm 
Thanks for the quick answer! I did not know about those two and will check them out.
I only knew pawn rules and that comes with some problems of its own.
Thanks for making this mod btw, its fantastic!