RimWorld

RimWorld

Many Jobs
126 Comments
The Exterminator May 25, 2024 @ 5:39pm 
Update, please?
CEO of Greed Apr 24, 2024 @ 1:52pm 
Any idea when this will be updated to 1.5?
GuamXV Apr 17, 2024 @ 1:47pm 
Patiently waiting for this essential mod to be updated to 1.5. :steamhappy:
Luv N Hugz |UwU| Apr 12, 2024 @ 9:48pm 
I wait.
nako Apr 6, 2024 @ 1:26pm 
@Patricia You can use Priority Master for that.
nako Apr 6, 2024 @ 1:25pm 
Can you add support for Vanilla Plants Expanded - More Plants ? They add aquatic/sandy growing zones, which aren't moved to this mod's Harvest work.
Frenchy Mar 13, 2024 @ 10:52pm 
I think there may be a bug where Royal colonists who should have skilled labour disabled can still craft things. However, tailored items are "wooden" and when work is complete they phase out of existence.

It looks like work types aren't being disabled properly for royals
Jakkariah Mar 10, 2024 @ 1:35pm 
Uhh Is there a way you can add 9 priorities? Like Work Tab, god i feel like a prick sayin this.
Naturtok Mar 2, 2024 @ 8:24pm 
Does this mod prevent the "Haul+" work type from Allow Tool from showing up? Or is it included in the "Priority Haul" worktype? I like to have haul+ set to 1 for everyone so I can get important haul jobs completed fast, but if it's included in Priority Haul it just leads to non-haulers refueling torches and whatnot.

Sidenote, it doesn't appear like i can remove worktypes after i've added them. After unchecking them in Many Jobs it has me restart, but it doesn't remove them. I can add them with no issue though.
acerew2436 Jan 16, 2024 @ 1:09pm 
What happens if you disable a work type from being displayed in the work tab? Is that work now no longer done or is it simply absorbed back into it's overall category? (e.g. convert goes back into warden)
Cosmo Corban Jan 4, 2024 @ 7:52pm 
Nice mod, with options and all!
I should ask, why did you preserved the crafting skill as relevant for refining, smelting, and stonecutting?
ΔTØM Jan 1, 2024 @ 7:43am 
@CaptainArbitrary facing some issues with burning apparel and every other bill related to crematorium. Besides burning corpses, even right clicking, there is no option, no matter undertaking is available. No error, no use of incompatible mods.
Luv N Hugz |UwU| Dec 15, 2023 @ 5:05pm 
With the mod TD Enhancement Pack, and it's "Urgent Refill" setting ticked, I notice that refill urgently (a job separate from normal urgent haul) disappears, no longer having a job assigned to it.
Pozitivizd Nov 22, 2023 @ 7:43am 
@Reverie do you have "Better Pawn Control" installed?
ΔTØM Nov 22, 2023 @ 6:31am 
@CaptainArbitrary Hey man! Any chance of allowing us to reorganize job positions in Job Tab? For example, I think deliver and caregiver would be better next to contruct and warden. Tks anyway, great job
Reverie Nov 22, 2023 @ 1:19am 
I figured it out. For some reason restarting the game isn't enough, you gotta disable this mod, launch RW, quit, and then re-enable it and then tit works. Same with any sort of settings change :P Not a big deal, just leaving it here in case someone else has this issue.
Reverie Nov 21, 2023 @ 4:31pm 
Hey, I have freshly downloaded the mod, turned all the jobs on in the settings, the game restarted, they're all ticked green but I still can't see any of them :<

I only have "compact work tab" from the mods that edit it. It's a freshly made test colony, as I'm setting up UI and the like before actually playing anything. Do you know what could be the cause?
ΔTØM Nov 18, 2023 @ 4:50pm 
@CaptainArbitrary magnificent job, man. I have 4k hours of gameplay, and, after allowing us to select wich job we want to appear, you mastered it. Played with all other similar mods, and u have my preference!
Goose Nov 18, 2023 @ 4:38pm 
Any planned support/fixes for Medieval Overhaul? Was trying to setup dedicated Stone Cutting colonists for the basic Stonecutting spot it adds, colonists with solely stonecutting assignedare not able to cut stone at it, attempting to prioritize prompts: "not assigned to crafting"
Phrozehn Nov 13, 2023 @ 6:44pm 
Hey, is there any chance of having nursing separated out as a separate job?
VolatileGlitchAviator Nov 8, 2023 @ 3:49pm 
I am not even sure where the recue job orginally comes from.
Daevinski Nov 2, 2023 @ 1:40pm 
Thank you so, so, so much for adding a menu to allow us to select which jobs we want to enabled. You have no idea how I'm happy with this feature. :cherrypie::spiffo:
Nishe Oct 24, 2023 @ 7:59pm 
@Italnerd Oooo I think I've done very well!
Italnerd Oct 16, 2023 @ 7:56pm 
@AuntyDonna Look at this Fancy man with his fancy bugs. Haven't you done well?
Kittenpox Oct 7, 2023 @ 8:53am 
Thankyou for the comment about stuff having been toggled off with the update. I've only recently switched to this mod (which is pretty great btw!) and was worried I'd ruined my save or something.
Nishe Oct 7, 2023 @ 6:44am 
That's not what I said lol. I said lifter mechs won't empty toxic wastepacks with the mechanitor job enabled, even if you enable the mod/job before making the mechs.
Juniper Soda Oct 7, 2023 @ 4:20am 
AuntyDonna is right, all the jobs are suddenly toggled off by default after the update. Activating them again fixes it. Annoying having to redo everyone's work priorities on a large colony though.
Dummies 4 Cummies Oct 6, 2023 @ 8:45pm 
The mod stopped working last night and now I'm sad uwu
Nishe Oct 6, 2023 @ 1:27am 
Hey, just so you're aware, activating the mechanitor job type stops lifter mechs from being able to extract toxic wastepacks from chargers and gestators. This is something they will do in vanilla.
Banditul Oct 5, 2023 @ 1:54am 
Is working but you need to enable in the settings the jobs in order for them to show up. They seem to be off by default
CEO of Greed Oct 5, 2023 @ 1:06am 
Just stopped working for me too
ÁS - EN/PT Oct 4, 2023 @ 6:07pm 
Stopped working after update
CEO of Greed Oct 1, 2023 @ 11:25am 
How does priority clean/haul work? Can I set something/somewhere as higher priority? If so, how?
tw_boring Sep 14, 2023 @ 11:03am 
Add Prune Job Please. :steamthis:
WordsHere Sep 4, 2023 @ 7:43am 
I'm just going to go ahead and try it and see I guess lol.
WordsHere Sep 4, 2023 @ 7:43am 
Maybe I'm the only one who doesn't know this since there's no comment about it yet and it's not mentioned in the description. What is the "priority clean" job? I did Google it and found the mod Cleaning Priority (Continued). Is that compatible?
blitz Sep 4, 2023 @ 7:40am 
What mod is it that adds more numbers for the work? Like 1-9 instead of 1-4.
jefferyharrell  [author] Sep 1, 2023 @ 9:54am 
For anybody following along, the issue reported by @Tourman has been identified and fixed in version 1.6.1, which is now on the Workshop.
jefferyharrell  [author] Aug 31, 2023 @ 6:00pm 
@Tourman Huh! I need to add my Discord to the above description. It's this: https://discord.gg/4SrvKaQTB3
Tourman Aug 31, 2023 @ 5:55pm 
Same save file, different computer using 1.5.0 - no errors. Where's your discord info?

https://gist.github.com/HugsLibRecordKeeper/19c7e5b730952bf4d8ee5a8d13cad8cd
Tourman Aug 31, 2023 @ 3:41pm 
I will come on tonight. It may be a save issue, though I started a new save with your work tab mod.

I may still have the old .DLL version on my laptop and I’ll test that as well.
jefferyharrell  [author] Aug 31, 2023 @ 3:19pm 
@Tourman Yeah, and I just pushed an update a few hours ago. It's CONCEIVABLE that my update broke your game in such a catastrophic way, but I'm not sure how it could've. Any more info you can provide would be welcome. Meanwhile, try (just as an experiment) starting a new game to see if things behave normally or not. I'm curious if this problem is linked to your specific save file (and I suspect it is).

Feel free to join my Discord if you want to talk about this in real time. I'll be around most of this afternoon and evening, give or take.
Tourman Aug 31, 2023 @ 3:11pm 
I will reproduce again later tonight and get you a better log. I just see worktab errors and removing your mod fixes it, but I've been using it for days with zero issues until today.
jefferyharrell  [author] Aug 31, 2023 @ 2:38pm 
@Tourman Yes, something's definitely wrong with your game, no doubt about that. I don't see anything in the log specifically related to Many Jobs though (except one line where it notes that Many Jobs is active). Can you post a rentry mod list that I could look at?
Tourman Aug 31, 2023 @ 2:36pm 
last one...I tested removing the ManyJobs mod and everything is back to normal.
Tourman Aug 31, 2023 @ 2:26pm 
Pastebin log - it was working at like 2am last night and this is one of the 4 mods updated in the last 24 hours.

https://pastebin.com/jirpfuPj
Tourman Aug 31, 2023 @ 2:11pm 
As of this morning all of my job tasks are broken. It was working last night prior to updating this mod today. Seems I get exceptions whenever there's work to be handed out.

[code]
Exception in Verse.AI.ThinkNode_ConditionalWorkMode TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at WorkTab.Pawn_WorkSettings_CacheWorkGiversInOrder+<>c.<Prefix>b__5_3 (RimWorld.WorkGiver wg) [0x00000] in <af80248bef7c47129c5fc81e0208ed49>:0
[/code[
BIG SOUP Aug 29, 2023 @ 1:58am 
Work Tab solely improves upon the vanilla work manager, increases possible priority levels, adds timed tasks, but it does not add new job types.
ShinUon Aug 28, 2023 @ 11:13pm 
Question: Why is Fluffy's Work Tab listed as compatible (when FSF's Complex Jobs is listed as not). I thought all three mods do the same thing, or am I missing something about Work Tab?