RimWorld

RimWorld

[FSF] Complex Jobs
1,528 Comments
kuberkengyry Oct 28 @ 11:44pm 
@FrozenSnowFox
Thanks
FrozenSnowFox  [author] Oct 28 @ 11:26pm 
@kuberkengyry
Try doing what's suggested in the known issues section. That should hopefully fix it.
5150 Oct 19 @ 2:48pm 
Using the vanilla schedule, settings, and this mod actually allows you to gain both performance and efficiency simultaneously, instead of using multiple hardcoded QoL (Quality of Life) mods that consume TPS (Ticks Per Second). Of course, everyone is free to use whatever mods they want, and it's certainly not appropriate to definitively say which mod is better, but I discovered this fact through experimentation while playing on my laptop out of curiosity.
PapaRockett Oct 15 @ 9:07am 
@FrozenSnowFox that worked! Thanks man
FrozenSnowFox  [author] Oct 14 @ 9:59pm 
@PapaRockett
That happens to some people sometimes for whatever reason. You'll find information and a fix listed under the known issues section of the description.
PapaRockett Oct 14 @ 9:49pm 
I think this mod is making my mechs (lifter) just wander? They're no longer hauling?
Haraise no Tenshi Oct 12 @ 3:23am 
Awesome thanks for the quick fix :) I just wanted to let you and others know as I could live with the "work around" knowing what caused it ^^
FrozenSnowFox  [author] Oct 9 @ 2:56pm 
@Poindexter1985
As multiplayer_rocks said its a steam issue that's been ongoing for a quite a long time. If you can't get steam to download it properly there's a link to my github in the description.
multiplayer_rocks Oct 9 @ 12:14pm 
@Poindexter1985. I think you have the same issue a few in the thread including myself have where steam downloads old versions. I switched to the github versions and can confirm 1.6 does exist in those. If you can't access github, then I'd suggest scrolling back a few pages for suggestions to try. I'd also say it happens on other mods, not just FSF ones.
Poindexter1985 Oct 9 @ 8:06am 
I think something went wrong with the last update. The latest download from Steam has an About.xml that no longer claims 1.6 compatibility. There's no 1.6 subfolder, either.
FrozenSnowFox  [author] Oct 8 @ 6:15pm 
@Haraise no Tenshi
Alright I've uploaded a fix. Technically Maintenance is the vanilla Hauling renamed which works for 99% of mod added tasks. Except those which specifically add hauling related tasks, those need to be patched to move the tasks to the new Hauling worktype.
Haraise no Tenshi Oct 8 @ 5:30pm 
Hey FSF yeah you were right apparently "Maintenance" has some hauling from Please Haul Perishables that seem to just trigger the pick up and haul behaviour. removing Maintenance as well from the work assignments stops my crafters etc from hauling all the time ^^
FrozenSnowFox  [author] Oct 7 @ 6:21pm 
@TripleX
This mod is entirely xml based and doesn't have any code. As such it can't cause such issues. Assuming a mod didn't screw something up with how they coded things to interact with new worktypes the issue likely still exists. Its just now buried as the tasks are no longer split into smaller worktypes.
TripleX Oct 7 @ 6:08pm 
This mod was causing all of my pawns to have pathing errors, not sure what mod it was conflicting with but getting rid of it fixed it.
The Stalker Oct 6 @ 8:55pm 
Yeah I have no clue any more. Im still getting it even with adjustments. The error seems tied to mechanoids, in what way I do not know. Ill probably have to experiment further.
The Stalker Oct 6 @ 8:21pm 
Now I wonder how to prevent it since I have a feeling its related to VE Androids given VE androids have a thing that disables 'needs'
The Stalker Oct 6 @ 8:16pm 
@frozensnowfox
Notably on regard to that it seem that errors occured referencing "dummy(Stringofnumbers)" that only became present with a mechanoid of some kind. NGL Wouldn't be surprised since the mechanoid I listed can equip armors and weapons

More to research also very bizare getting rid of more mechanitor as I have other options.
FrozenSnowFox  [author] Oct 6 @ 7:35pm 
@The Stalker
You have quite a lot of errors but I'm not seeing any that should have any relation to this mod. This mod is entirely xml based so the issues it can cause are fairly limited. I might have missed it but I couldn't find anything relating to the DMS mechanoid Lady.

Most of the errors I see are the game throwing a fit because it can't decide if a pawn of some kind should have numerous needs. It all starts after something called CF.ShouldHaveNeedPatch+ShouldHaveNeed.Postfix which I think its saying is coming from com.communityframework.harmonypatches. Which should be the Community Framework mod in your list.

For mechanoids there's some errors coming from Combat Extended's patches. Also there's one from More Mechanitor Mechs 2.0 which is trying to remove research from fabricors for some reason.
The Stalker Oct 6 @ 6:03pm 
Further of note the issue of error spam is referencing if it should or should not have menu bars for limited resources like VE Killtracker or reliance on chems
The Stalker Oct 6 @ 6:02pm 
Hello, wanted to let you know my testing of my current mod list has found that the DMS mechanoid "lady" tag a strange error when ran together.
https://gist.github.com/HugsLibRecordKeeper/f8d014e8832220e653c6ae9f6c7d7d2b

Its notable as this is only mechanoid it occurs to
Wrath Sep 30 @ 10:01pm 
@Narcessa , how was it ?
Dracon Sep 23 @ 12:37pm 
@Frozen SnowFox: Thanks!
Now I just have to find out why they don't do it cross level :/
Narcessa Sep 22 @ 4:26pm 
Okay thanks 😄 I'll give it a try.
FrozenSnowFox  [author] Sep 22 @ 2:45pm 
@Narcessa
I haven't tried it with those other two mods so I can't say for sure. However this is a pure xml mod so it should be compatible with pretty much everything. I personally use Better Pawn Control and I've never experienced any issues. Although I do not make sure of the mod for swapping work priority controls.
Narcessa Sep 22 @ 11:56am 
I am thinking of switching to this mod and getting rid of better pawn control. Is it compatible with automatic work assignment and more mechanoids work modes? I think the 3 mods are causing the biggest performance issues in my 30+ prisoner 20+ colonist colony. It's all the random jobs causing issues. Hoping switching to this mod will help with that.
FrozenSnowFox  [author] Sep 22 @ 2:15am 
@Dracon
It's given a very high priority under Maintenance which is used as a sort of manage colony operations worktype.
Dracon Sep 22 @ 1:17am 
What kind of work does refueling fall under in this mod?
budget ronin alpha Sep 15 @ 4:21pm 
got a suggestion here, add one for auto hacking
Draco Dej Sep 13 @ 8:21pm 
Thank you
FrozenSnowFox  [author] Sep 13 @ 3:25pm 
@FluffDragon
I can't code so I'm sorry that's a no. If you need more priority numbers I'd suggest taking a look at the mod PriorityMaster. It should be compatible with Complex Jobs.

@Haraise no Tenshi
The vanilla game has a form of While You Are Up built in and has for a long time. That might be the cause. A lot gets added with mods so its possible a hauling type task was added and not reassigned. If you mouse over the worktype names it'll display a list of tasks inside that worktype. You can check if there's a haul type of task listed in one of them which isn't sorted properly. If so I can fix it with a patch.
FluffDragon Sep 13 @ 1:46pm 
This is a neat mod, but i am finding it's wider categories are hard to use for colonists with a lot of different skills due to the lack of granularity of priority levels. Would it be feasible to add more levels, the way work tab does?
Haraise no Tenshi Sep 13 @ 1:10pm 
Any idea why pawns still haul stuff even when hauling is disabled? (and no I do not have while you are up and such active as its not yet updated to 1.6 ^^)
FrozenSnowFox  [author] Sep 13 @ 1:13am 
@Princess Katsume
Just saw a post on reddit that might be of help. It mentioned the following mods have some reports of work priorities resetting.

Multitending
Better Pawn Control
[SF] Priority treatment 1.1
FrozenSnowFox  [author] Sep 12 @ 3:04pm 
@Princess Katsume
This mod can't do that as it's entirely xml based. I suggest you check through your mod list, it sounds like you have a mod like Free Will.
Princess Katsume Sep 12 @ 12:02pm 
my colonists job priorities are changing on their own
SpoonMan Sep 12 @ 12:27am 
Love this mod. The recommendation for the Mech work tab was really helpful. Had a problem where all of my lifters were aimlessly wandering around doing nothing. Disabling complex jobs worked only because it reset their priorities list. Using the mech work tab mod you mentioned showed something else had broken them and set hauling to never. Fixed that and life is good. Now to figure out what bjorked my bots.
FrozenSnowFox  [author] Sep 11 @ 3:37pm 
@Draco Dej
The vast majority of people can add or remove the mod without issues. If you are using the normal version then you should be one of those because if you aren't you risk updates causing save issues.

Looking at the files Elementals would need some support patches. However, I can't find anything for Undead suggesting the worktypes they have are limited. As far as I can tell without trying the mod they should be normal pawns with limitations added via hediffs and Traits. Niether of which should be a problem.

@Aargh Tenna
That sounds like a mod messing with the job driver system which this mod does not do.
Draco Dej Sep 11 @ 10:23am 
This mod has an issue with undead from Rimworld of Magic, where the undead don't spawn with the proper work types (construct but not deconstruct or repair, cook but not butcher, etc.). I am not asking for a patch of any kind, since I suspect Rimworld of Magic scripts the work priorities for the undead, but I would like to know if this mod is safe to uninstall. Would it brick my current game, or should I be able to keep playing?
Aargh Tenna Sep 11 @ 5:18am 
However, it started for me not from the latest update but a bit earlier.
Aargh Tenna Sep 11 @ 5:10am 
@Sentar Yes, I noticed it as well. 2 possible causes: either "work" time allocation prevents them somehow from doing something they need (i.e. regain psyfocus) or zone allocation prevents them from doing particular work. However, in one instance it was not enough cloth to build carpet tile, but pawn still was trying to build it, instead just standing.
FrozenSnowFox  [author] Sep 11 @ 4:15am 
@Sentar
This mod is entirely xml it only shuffles around tasks and moves them into new worktypes. Also the last update was for the mod MultiFloors. So unless you have that nothing has changed for you. The issue you're encountering will be coming from something else.
Sentar Sep 11 @ 4:09am 
After last small game patch, this mod started to cause my pawns appointed to any producing jobs to just stand (literally "Standing"). Does anyone experience same thing? I'm not really sure if it's just this mod, or this mod in pair with something else. But disabling Complex jobs is "healing" the game.
I don't want to say goodbye to this awesome mod. Maybe someone can help me to solve this problem.
FrozenSnowFox  [author] Sep 10 @ 6:59pm 
@turol
While its true it make sense based on the naming. I think pretty much all the tasks put under drilling tend to result in gaining resources. Meanwhile Mining is a lot more of a mixed bag especially with mod added tasks. So in a lot of ways its more fitting under mining since that's what you usually use for mining out rooms, mining obstacles and so forth.
turol Sep 10 @ 6:09pm 
"Supervise drilling operation" from Rimefeller is under mining but I think it should be under drilling.
Bherdani Sep 10 @ 4:56pm 
Loving these change notes, ty ty ty!
Sanswer Sep 7 @ 6:29pm 
@FrozenSnowFox thanks for the help
FrozenSnowFox  [author] Sep 6 @ 11:05pm 
@Sanswer
It moves the brewing tasks from Cooking to Production.
Sanswer Sep 6 @ 11:01pm 
Does this job touch brewing? I can't get my pawns to prioritize brewing. I think it may be broken since when I turned off all jobs for this pawn I could still prioritize brewing even though she wasn't assigned to anything.
Mee Goreng Sep 6 @ 7:36pm 
@Axiom, I had the same bug after the last Rimworld update and the solution was to use dev mode to kill/res the mech and they were fine after that. Give that a try?
FrozenSnowFox  [author] Sep 6 @ 4:02pm 
@Axiom
There are patches for Biotech's mechanoids and a number of mods to fix that issue. Although sometimes for some reason it can bug out for mechanoids. See the known issues section for a fix. Alternatively you can grab a copy of Mech Work Tab.