RimWorld

RimWorld

Personal Work Categories
323 Comments
VitaKaninen Aug 31 @ 3:33am 
Sure, it's possible. Are you using the mod and experiencing issues?

If not, then I am not sure what you are trying to accomplish here. Are you warning people about the dangers of using outdated mods? You will have a lot of posts to make.
You might have a look at No Version Warning , since it disables the in-game warning for mods that people report as working.
Aquiles Aug 31 @ 2:31am 
You might eventually. As a general rule of thumb is not safe to use mods not properly updated to the newest game version.
VitaKaninen Aug 31 @ 2:11am 
I have not had any trouble yet.
Aquiles Aug 31 @ 2:08am 
this mod needs to be recompile first to work safely in 1.6
惠惠 Aug 27 @ 12:53am 
1.6
VitaKaninen Aug 21 @ 12:15am 
@Lobanych It works just fine in 1.6.
Lobanych Aug 20 @ 8:39pm 
Что насчёт 1.6?
тетеря, блин Aug 5 @ 2:44pm 
you were right, thanks.
VitaKaninen Aug 1 @ 4:13pm 
@тетеря, блин, I would recommend deleting your config file, and making a new one. Your config is probably corrupted.
тетеря, блин Aug 1 @ 4:10pm 
on startup:

SaveableFromNode exception: System.NullReferenceException: Object reference not set to an instance of an object
[Ref F74CAA77]
at HandyUI_PersonalWorkCategories.PersonalWorkCategoriesSettings.setSelectedPreset (HandyUI_PersonalWorkCategories.Preset preset) [0x00008] in <189bd427876e48af8a81a41f85d60026>:0


https://gist.github.com/HugsLibRecordKeeper/fc8ce9df304d8553b70e6b496a9ecd37
Nezit Jul 30 @ 10:53pm 
In my case, there was no issue with tree cutting. However, I encountered problems when trying to place graves or construct floors.
The issue occurred after I separated damaged building repairs and damage repairs into a new "Repairs" category under construction. Restoring the construction menu to its original state resolved the problem.
VitaKaninen Jul 30 @ 9:30pm 
I have ben using it ever since 1.6 came out, and have had zero issues. It works perfectly fine.
kongkim Jul 30 @ 3:03pm 
@Densevoid Will you be updating it,? Or can you try to get Miles to do it?
kongkim Jul 17 @ 10:16am 
This is on my list of most importent mods :S
созерцатель Jul 17 @ 8:13am 
Приветствую. Спасибо за труд:knlcrown:. Есть надежда на обновление, или можно поправить about и пользовать как есть?
VitaKaninen Jul 16 @ 4:24pm 
There are several mods that add tree chopping as a separate work category, and if you were using one of those, you also have to enable cutting plants, or they will not cut trees.
Ionarch Jul 16 @ 4:12pm 
@Mockingcrow I am using this mod and have so far not encountered any issues with it in 1.6. It is highly unlikely that your issue was caused by this mod.
Mockingcrow Jul 11 @ 8:05pm 
95% positive it was this mod, but it appears it was not in fact working with 1.6. My pawns were unable to chop wood, and I couldn't right click a pawn on a task to force chop either.

I disabled this mod, nice hands, and a texture mod for nice hands, and suddenly was able to chop down trees again.

Unless its a mod conflict issue, I'll have to wait until 1.6 to see which scenario was the issue.
青道 Jul 8 @ 7:54am 
This Mod causes an issue with Mech Work Tab that priorities changes do not save between each loading save.
Mlie Jun 16 @ 11:47am 
Since this mod has been reported working in 1.6 I added it to the No Version Warning-mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2599504692
pug Jun 11 @ 4:00pm 
This mod seems to be working fine on 1.6 unstable branch. It's not throwing errors for me and people are doing the jobs (I have tending/surgery separated from the other doctor jobs and building separated from the other construction stuff).
VitaKaninen Jun 4 @ 12:18pm 
@Raccorn23, there is a mod that sets certain items into their own haul category. I don't think you can edit the list of items it considers high priority, though.
Please Haul Perishables (Continued)
Raccorn23 Jun 3 @ 7:32pm 
can you set it to haul specific items?
ThatUserDeleted May 30 @ 12:13am 
Суперский мод, имеющий одно "но", а именно: отсутствие возможности применить настройки без перезагрузки игры. В остальном мод работает отлично.
thos grol May 18 @ 1:19pm 
For anyone looking, found out this is incompatible with insectoids 2 if you modify the construction category - insects will not build.

I set it up, so there was a construction category and a construction support category for people who can't build, but seems like you can't split it this way.
Schockocraft Dec 21, 2024 @ 6:09am 
I don't think it is a bug, more of a missing feature, but a pawn that is incapable of violence can still be set to do a job that has only the "Slaughter Animals" task in it, even tho they won't do it.
Schockocraft Dec 21, 2024 @ 5:04am 
This is really great!

If only there was a way to split some of the task into even more specific ones...

Ideally it would be like this imo:
cut plants = cut tree, remove tree stump, remove weeds from growing area, cut designated plants outside of growing area, cut designated crops in growing area
harvest crops = harvest crops on growing area, forage plants outside of growing area

Does anyone maybe know of a mod that does that that is compatible to this one?
DemoniX20 Dec 13, 2024 @ 10:53pm 
то есть когда цифровой приоритет стоит, то будут сыпать ошибки?
KatieDante Nov 3, 2024 @ 6:19pm 
i'm not forcing her to tend them, she's doing it by herself. i think you have another mod letting you force them to tend when not assigned, honestly >< thanks for your help anyways, and sharing your setup :)
VitaKaninen Nov 3, 2024 @ 6:14pm 
I can force people to tend others when they are not assigned to it. They just won't do it automatically. I think you are thinking of self-tend. If self-tend is disabled, then they will not do it even if you tell them to.
KatieDante Nov 3, 2024 @ 6:10pm 
They are able to tend, that's the thing ehe. Lucky is assigned "Vet" with the animal related doctoring. No humanlike work types. But she can still tend to Corey (a baseliner)
VitaKaninen Nov 3, 2024 @ 6:07pm 
Duplicates do not hurt anything. You can delete the duplicates manually or add them to other categories if you want more than one set of people to do those things.

By default, I don't think you can tend in the field without a mod, and that sleeping spot is not set to medical. I could be wrong, since I use a mod to allow me to tend anywhere.
KatieDante Nov 3, 2024 @ 5:56pm 
Ah I thought it meant for my own pawns, is there a way to stop them going to rescue my pawns?

For the duplicates, I mean within the same category - https://imgur.com/a/9gUauLI there are several "bringing ingredient" within haul.

Also I don't think you're the modder(?) but just in case, lol, I also have a bug to report - doctors can't tend to patients unless they also have the "tend to animals" enabled. I split the jobs up but only the "vet" can tend to my downed pawn's injuries - images for that are also in the imgur link :)
VitaKaninen Nov 3, 2024 @ 5:54pm 
@KatieDante here is what I am currently using: https://pastebin.com/hDy7P5hA
This is what it looks like in-game: https://imgur.com/a/VSITBVn

Bear in mind that you can not just copy and use my settings unless you have all the same worktypes in your game.
VitaKaninen Nov 3, 2024 @ 5:48pm 
@KatieDante Change the default medicine settings to "no medical care" for neutral and friendly factions, and your people will not rescue them
https://imgur.com/a/GelY9lO .

There are duplicates for things like deliver to frames and blueprints so that people who are assigned to constructing will also haul materials even if they are not assigned to hauling.
KatieDante Nov 3, 2024 @ 5:38pm 
https://pastebin.com/4fJvZCJ0 this is my current config :)
also! the haul category has many duplicates, of things like "bringing ingredient". i assume these are actually different, based on what ingredient/building they're going to, but is there any way for us to distinguish them?
KatieDante Nov 3, 2024 @ 5:36pm 
hello :) with everything unchecked in the work tab, pawns will still go and rescue downed allies, even with the rescue downed allies as its own work type. i was hoping to be able to stop my doctors from going to get downed pawns instead of working on existing patients. do you have any advice?

it would also be neat if there were some example templates set as presets in the mod, maybe things commonly used? such as separating the taming/training and ranching parts of handle & splitting doctor and nursing tasks.
VitaKaninen Oct 10, 2024 @ 3:45pm 
@Vril, I meant to upload your configuration file to pastebin. You would just look through the file till you see "Welding at Warcasket" and see what is next. If it really is just a blank entry, then you would manually delete it.

Your config file is located here: C:\Users\yourusename\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config\Mod_2722053051_PersonalWorkCategories.xml

My config file looks like this: pastebin.com/ddNrMBtK
Vril Oct 10, 2024 @ 1:06pm 
Oh and inform/throw exception about duplicates too.
Vril Oct 10, 2024 @ 1:03pm 
My proposals how to upgrade the mod to next level
-add searchable field to find job/activity
-add disclaimer from which mod the activity come from
-throw exception/explanation that a mod brings a blank/faulty job
VitaKaninen Oct 8, 2024 @ 6:05am 
@Vril Can you take a screenshot, and also upload the config file to something like Pastebin? You should be able to just go through the config file and see what entries are there, and either manually delete them or at least diagnose what they are.
Vril Oct 8, 2024 @ 3:09am 
Why i get some blank activities in the far right tab? Like under crafting job. How do i check whats causing issue?
RED11RUS Sep 22, 2024 @ 9:32am 
Наконец-то, я нашел его. Мод, который позволяет переместить переноску к пожаротушению, что-бы не переделывать каждой пешке её приоритеты. Жаль конечно, что игру приходится перезагружать, и в Work Tab самом это не сделать. Я вообще, долго искал, в пабликах спрашивал, Никто не знает как подобный мод назывался. Точно помню, в ХСК в стародавние времена такой был. Открыл конкретный тип работы, поменял что надо, Зажал тип работы на ЛКМ, перетащил куда надо, сделал дела, вернул обратно. Но всё равно спасибо, костыльно конечно, Но работает.
kongkim Jul 1, 2024 @ 2:04am 
For some reason i have x2 of do research, and x2 hunt in the same categories? anyone know way that is?
Kasa Jun 18, 2024 @ 4:04pm 
As cool as this mod is it absolutely breaks biotech mechs added by other mods.
Peifmaster Jun 1, 2024 @ 9:59pm 
Same issue as grablau, with the addition that i cannot make simple meals either. Eventually narrowed it down to this mod. Used a test build with just: core+DLC, harmony, visible error logs, hugslib, and this mod. Was unable to make any of the base game meals.

https://gist.github.com/HugsLibRecordKeeper/b6598b7a5a7c01e4a16f286fe3ee1459
graublau May 30, 2024 @ 11:55am 
Somehow using my own categories (which are basically just separating all of the 'help'/delivery kind of works into their own categories) makes it so that I can't smoke meat (using https://steamcommunity.com/sharedfiles/filedetails/?id=1542364782) and I think it might also be the cause of not being able to paint floor paintings (from https://steamcommunity.com/sharedfiles/filedetails/?id=3079786283) :( I'll try loading this mod after all those that add workgivers tomorrow, maybe that'll solve it.
VitaKaninen May 29, 2024 @ 10:50am 
Also, linking this mod in case anyone wants all the vanilla work categories to start with capital letters: https://steamcommunity.com/sharedfiles/filedetails/?id=2755709818
VitaKaninen May 29, 2024 @ 10:46am 
So, empty categories will be empty, even if they are vanilla default categories?