RimWorld

RimWorld

Many Jobs (Continued)
33 Comments
Raygne Aug 6 @ 3:14am 
Found something else. When you have bills in the crematorium for burn drugs, weapons or apparel they just ignore it. They will still burn a corpse. After testing, I removed every mod except Harmony and this mod and it still does it. There are no errors, they just ignore the bills. Normally Haul is responsible for this behavior in vanilla. It works with Complex Jobs mod but it falls under mortuary.
John Helldiver Aug 4 @ 8:39am 
thank you! no rush.
Zaljerem  [author] Aug 4 @ 7:03am 
Thanks, just pushed a fix for VE compat.

I will take a look at VRE Recycling when I get a moment.
Raygne Aug 3 @ 9:09pm 
This mod has an issue with Vanilla Expanded Framework. Line 369-370

Just letting you know.

https://gist.github.com/HugsLibRecordKeeper/5c8c421053031b532cf851d36f2cabf8
John Helldiver Aug 1 @ 4:06pm 
Would it be a feasible ask to add a job subtype for VRE Recycling, or would that need to be a change made on their end?

https://steamcommunity.com/sharedfiles/filedetails/?id=3155781848

It's essentially an endless time-sensitive jobtype which makes working around it without precise control difficult.
Tyrant Jul 30 @ 10:00pm 
Harvest just doesn't seem to be working, I set it to 1 and a bunch of other jobs to 4 and the pawn still won't go harvest berries.
bagelhe Jul 26 @ 12:19am 
hey i get this error at start

[Many Jobs (Continued) - Start of stack trace]
Verse.PatchOperationReplace(xpath="Defs/WorkGiverDef[defName = "AB_DoBillsSmelter"]/workType"): Failed to find a node with the given xpath
[End of stack trace]
Source file: G:\Steam\steamapps\workshop\content\294100\3266719724\Mods\sarg.alphabiomes\Patches\patches.sarg.alphabiomes.xml
llunak Jul 24 @ 1:05pm 
@Protok You probably want https://steamcommunity.com/sharedfiles/filedetails/?id=2245161494 ... if you manage to configure it. If you don't, then there's no mod that will automatically group jobs just in the specific unusual combination you want.
Protok Jul 23 @ 12:40pm 
Oh, really? Could you name that option in the mod setting which "combine Maintain/Deconstruct/Smooth jobs together but separately from Construction" please?
ChrisHatesGeese Jul 23 @ 9:57am 
The mod... already does that. Weird comment, homie.
Protok Jul 15 @ 7:22am 
Hi. I see a significant advantage in this mod and have same idea in the division of works. It would be great to add an option which combine Maintain/Deconstruct/Smooth jobs together but separately from Construction.
Zaljerem  [author] Jul 14 @ 7:56am 
It's in today's set of updates, which I will deploy shortly.
Kitich Jul 14 @ 7:55am 
Despite there are many mods like this, this was the only one working properly for my colony. I would be happy if it's updated to 1.6. Thanks.
llunak Jul 13 @ 9:51am 
Do you have plans to update this for 1.6?

[FSF] Complex Jobs as a "bonus" changes also priorites, which messes up some thing like Dubs Bad Hygiene fertilizing, and Some more jobs is needlessly complex.
Jugger Oct 23, 2024 @ 4:54am 
Also, it's not part of the mod description, but it disables some jobs for children of various ages.

I wish this was configurable, because honestly I feel that children are constrained enough already and making them unable to do jobs that require no skills such as cutting stone, smelting items or carrying corpses makes it hard to find use for them.
Jugger Oct 20, 2024 @ 2:34pm 
Found a bug. When I enable undertaker job in the settings, the non-cremation bills (burn apparel/drugs/weapon) in crematorium stop working. The pawns will never work on them and manual prioritization is also not possible. It's still possible to cremate corpses in the crematorium and it's also possible to burn the items in a campfire.

Otherwise a great mod, thanks for updating it.
Gender Bender Oct 15, 2024 @ 10:59pm 
also I forgot to mention this, there's no error message in the log either and I don't use any mods that are incompatible
Gender Bender Oct 15, 2024 @ 10:57pm 
I still i found a bug? unless this is how the mod is suppose to be. In the mod setting, it looks like the description(?) for each work task is blocked by something. Here's a screenshot of it - https://imgur.com/a/ieNV3dn
Chaos Kitten Sep 26, 2024 @ 5:23am 
Ive replaced them. I do read modpages tyvm. But the same issue persisted.
Jettison Sep 20, 2024 @ 8:00pm 
@DizzyKitty ..
From the original mod page:

Can I add this mod to a save game?

Yes, with one important caveat: Many Jobs patches friendly mechanoids so they can do the new work types. But if you add the mod to a game where you already have friendly mechanoids, they won't start doing the new work types even though their descriptions say they should. (This may be a RimWorld bug, I'm not sure.) The workaround for this is to destroy your mechanoids with dev mode then spawn in new ones to replace them. Or if you prefer, you can just disassemble your mechanoids and gestate new ones.
Chaos Kitten Sep 19, 2024 @ 6:52am 
Noticed some of the jobs wont be done by mechanoids. Any way I can fix that?
llunak Aug 25, 2024 @ 3:45am 
Is there a way to split out Haul Urgently (Allow Tool mod) from the other (IMO less urgent) priority hauls? It is grouped with things like refueling or beer fermenter hauling, which can be considered higher priority than generic hauling, but they can wait longer compared to urgent hauling. If not, could you please add it?
Daevinski Aug 16, 2024 @ 2:15pm 
Thank you for keeping this mod alive. It makes things so much better, with pawns focusing on what really matters. I tried to play without it, but is just too annoying. :cherrypie: :spiffo:
Öffentliches Ärgernis Aug 8, 2024 @ 2:09am 
Thank you for continuing this mod, but I have a small request: Would it be possible to split "Flooring" from constructing?
Especially with Vanilla Expanded Skills it would be great to have a specialised designated floorer, that does all that work, while others don't always run to help him and instead build things like stoves and beds...
KryptekDesign Jul 6, 2024 @ 12:52pm 
Has anyone else had an issue with the Plant cut job doing Harvesting when split out?
Zaljerem  [author] Jun 25, 2024 @ 7:14am 
A further compatibility note: I'll get a list of the patches built in added to the description. I don't see "Personal Work Categories" in there though. I will try to take a look at it also.
graublau Jun 25, 2024 @ 7:03am 
Thank you! :steamhappy:
Zaljerem  [author] Jun 25, 2024 @ 7:02am 
Updated: Support for Zen Garden.

Regarding compatibility, I know only what's been reported (not much).

I'll look at the other mod you linked soon, graublau.
graublau Jun 18, 2024 @ 8:09am 
I unfortunately found one mod of mine seemingly incompatible with this one, as in my pawns won't to the "harvest secondary" from Zen Garden ( https://steamcommunity.com/sharedfiles/filedetails/?id=2777931683 ) plants. I can't force them to either >.< would compatability be possible?
braydengames07 Jun 16, 2024 @ 10:59pm 
does this mod work with the mod personal work categories?
graublau Jun 15, 2024 @ 12:12pm 
Thanks, I love it ^^ I've tried a few, but none was quite right (or didn't work with one of my mods). Only thing I'm wondering is, if it would be possible to add perishables to the "priority haul"? I've been using https://steamcommunity.com/sharedfiles/filedetails/?id=2807630952 but that only adds it to the normal haul category and thus needs the ability to priorize the subcategories :/
Lyn the Cookie Jun 13, 2024 @ 12:17pm 
Thank you, I missed these features so much
tw_boring Jun 12, 2024 @ 10:15pm 
Thank you so much. :steamthumbsup: