RimWorld

RimWorld

Disable Newcomer's Jobs
45 Comments
Three Apr 20 @ 12:41am 
Due to compatibility reasons, I recommend using Plug and Play Joiner (Continued) mod, that does same thing and more. Recently updated by Mlie.
Mlie Oct 28, 2024 @ 1:21am 
Since this mod has been reported working in 1.5 I added it to the No Version Warning-mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2599504692
blood_guts Oct 26, 2024 @ 8:56am 
this is going to be amazing with the undead thralls from rimworld of magic
The Dutchman May 1, 2024 @ 6:10pm 
Works fine in 1.5
Three Apr 28, 2024 @ 3:57pm 
Is it safe to use this in version 1.5? :guard:
Bobibobibu Apr 15, 2024 @ 9:47pm 
Any update?
actual trash Apr 11, 2024 @ 1:35pm 
excited for an update
Deadmano Jan 19, 2024 @ 8:53am 
Would love to know how @Planetace and @Smiley Face Killer are troubleshooting this mod resetting all jobs for a pawn. I currently have 185 mods active, and have tried repeatedly to troubleshoot this, but I can't seem to replicate the issue. I use the "Damage until downed" dev tool, wait for them to be recovered from bed rest, and when they get up they retain all set jobs. If this is indeed an issue (and not simply an incompatibility with an outdated/poorly written mod), it'd be nice to know how to replicate before I commit to a long playthrough.
Smiley Face Killer Oct 8, 2023 @ 11:04pm 
Ah, okay just had this issue that @Planetace posted
Glad to see I wasn't going crazy
Planetace Aug 16, 2023 @ 3:38pm 
This mod would be useful if it doesnt reset jobs every single time your pawn is downed, because for some reason it thinks they are "new"
Shakesthespeare  [author] Jun 21, 2023 @ 9:47pm 
What Barotrauma ship?
Crunch May 27, 2023 @ 8:33pm 
Your barotrauma ship led me to this mod, thanks! This is such a good quality of life mod to have
Three Apr 10, 2023 @ 5:37am 
Just subscribed to this interesting mod. :HKIndustry:
I hope you let the RimPy team know what order it should be loaded in. :floppy:
Thanks for the great job. :steamthumbsup:
Vartarhoz Jan 2, 2023 @ 2:59am 
I wish there is an option to ignore skills with passion, I would like newcomer immediately sow plants even if they have level 1 planting and if they have passion for it.
Rince Dec 15, 2022 @ 8:08am 
THANKS, how do i not installed it years ago, so mane neuro tissue was burned for nothing, big thumbs up
Demognomicon Oct 12, 2022 @ 5:48pm 
It would be cool if we could set the priority of the jobs.
Eclipse Oct 12, 2022 @ 12:44am 
Could you implement custom job types support?
CrackaJack Sep 26, 2022 @ 6:27am 
"eager to show off their lv 4 doctoring skills during the next heart surgery" xD these minor weirdnesses are the reason this game isnt relaxing, half my modlist is quality of life stuff that shouldnt have to be a mod in the first place. this, for example, common sense ofc, puah, rain washes filth and so on. people bleeding to death, im the only doctor, lets get a smokeleaf joint and then slowly walk to bed.
everybody is on the edge due to starving, but hey we caught a deer, lets just eat it raw.
i have an infection 98%, but i reaaaaally have to haul that rock chunk even if it kills me.
oh an lets just sadly walk into a gunfight, cause im oh so depressive i dont even notice gunshots(regular suicide would be more honest and time saving)
and an all time favourite would be: im nearly dead starved, theres food coming right this moment- fuck this, run wild, berserk, sad wander, daze, slaughterer take ur pick but it will make me drop due to starvation- tho im the cook
nothing to see here Sep 19, 2022 @ 1:35pm 
To answer UntouchedWagons' question on the previous page, no, this does not support Complex Jobs. Split off work types like Surgery and Harvest, subtypes of Doctoring and Growing from the base game, will still default to 3 for new joiners, along with many other job subtypes. You'll still need to manually fix some jobs for every new pawn.
iforgotmysocks  [author] Aug 25, 2022 @ 7:32am 
@test yup, that's most likely it. If the colonist "disappears" fully, my mod may lose track that they've been checked already.
test Aug 24, 2022 @ 8:42am 
@iforgotmysocks might be related to vanilla outposts expanded now that i think about it, it unloads the colonists and maybe it does that when i reform the resting outpost (whatever it is called) into caravans
iforgotmysocks  [author] Aug 23, 2022 @ 11:25am 
@test hmm, just tested it and colonists seem to keep their assignments once they're part of the faction, just as intended. Can't reproduce, sadly.
test Aug 23, 2022 @ 6:49am 
seems to disable jobs of people coming back from caravans
Azure Jul 22, 2022 @ 4:11am 
Another excellent idea. Going from "Competency? What's that?" to "All workers in this field must be at the very least vaguely competent."
Wolf Renegade Jul 21, 2022 @ 5:34pm 
To be honest I thought it could work that way but I wasn't sure if it would recheck it later, resetting all pawns work types Including the ones you set up to disabled.

I didn't know how to explain it since I don't know how the mod checks for work types and how many times it does that, add that to my basically non existing coding knowledge, resulting in an odd question I didn't know how to phrase sorry about that. :B44HS:
iforgotmysocks  [author] Jul 21, 2022 @ 4:50pm 
@Wolf Renegade well simply setting all jobs to be disabled when under lv 20 should do what u have in mind, if i understand correctly.
Wolf Renegade Jul 21, 2022 @ 3:10pm 
This is an amazing idea, Can I ask; on top of what this mod offers is it possible to have pawns start with no work type checked or does it require a separate mod?

i.e when you get new recruits or guests, there work tab is usually a mess until I fix it.
jjdinkle Jul 19, 2022 @ 2:17pm 
Wonderful mod, fluffy's work tab which is neccessary, but kind of broken, is an awful experience when you're constantly getting new pawns, like refugees, or outpost recruits.
iforgotmysocks  [author] Jul 19, 2022 @ 1:38pm 
@Chara sure. ^^
Chara Syrilium Jul 19, 2022 @ 1:08pm 
Safe to add mid-save? I've needed this kinda mod for so long :(
iforgotmysocks  [author] Jul 19, 2022 @ 9:51am 
@UntouchedWagons it may not, would you be willing to try and let me know? :)

@TheSevenSins ah okay, yeah, if there's mods for that already then i'm gonna steer clear.
UntouchedWagons Jul 18, 2022 @ 5:21pm 
Oh sweet I've been looking for something like this for a while. Does it support Complex Jobs?
ReyMachine Jul 18, 2022 @ 12:02pm 
@Forekast That would be a nice QOL addon.
TheSevenSins Jul 18, 2022 @ 11:35am 
@forekast Many mods already do exactly that, but I agree that if this mod did as well it allows for one less mod to need to download.
TheSevenSins Jul 18, 2022 @ 11:07am 
I think it would fit any playtrough that makes you regularly loose and gain pawns. Any heavy prison playtrough, or wave base survival playtrough (or both? :P ) could use it. thank you for considering the idea! ^-^
iforgotmysocks  [author] Jul 18, 2022 @ 10:38am 
@Forekast could probably squeeze that in with the next update. ^^
iforgotmysocks  [author] Jul 18, 2022 @ 10:17am 
@TheSevenSins may aswell name it "Configure Newcomer's Jobs" then. xD I'll give it some thought. Possible - sure, but probably not something most people would need.
Forekast Jul 18, 2022 @ 9:24am 
This may or may not fall within the scope of the mod, but it'd be incredible if Night Owls had their sleep schedules automatically set, too. Thanks!
TheSevenSins Jul 18, 2022 @ 8:30am 
can it do te opposite? what if I want everyone joining to be set to stonecutting and research with priority of 9? Would help micromanagement a lot, especially with prisoner labor
iforgotmysocks  [author] Jul 18, 2022 @ 6:49am 
@nikita150u good idea, i'll tinker some when i have some time. Thanks!
nikita150u Jul 18, 2022 @ 4:36am 
Could you also add passion dependency?
iforgotmysocks  [author] Jul 17, 2022 @ 5:36pm 
@KemonoAmigo sweet, thanks. :)
KemonoAmigo Jul 17, 2022 @ 4:48pm 
Update: It does work with Work Tab, even when using manual (numbers 1 - 9) priorities. Awesome!
iforgotmysocks  [author] Jul 17, 2022 @ 11:49am 
@KemonoAmigo that's a good question. The long list of options may not fit into the mod options currently. Lemme know and i'll adjust it if needed. :)
KemonoAmigo Jul 17, 2022 @ 11:45am 
Very good. I'll just use it to disable all jobs. Let me handle it, game.

Does it work with Work Tab? Guess I'll find out.