RimWorld

RimWorld

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[FSF] Complex Jobs
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.255 MB
Apr 21, 2020 @ 2:47pm
Nov 21 @ 2:53pm
183 Change Notes ( view )

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[FSF] Complex Jobs

In 1 collection by FrozenSnowFox
[FSF] FrozenSnowFox Mods/Update Info 1.6
24 items
Description
Description

The original worktypes leaves a lot to be desired when it comes to prioritising jobs across a colony. This mod breaks down the existing worktypes into smaller worktypes allowing you to make things run smoother and more efficiently. It also reorganises the individual tasks in worktypes so they run more intelligently and efficiently.

A full list of worktypes and mod settings can be found here.

Mod Settings

The mod settings require XML Extensions and can be found alongside others in the mod setting section. All mod settings are off by default.

Compatibility

This mod should be loaded near the end of your load order after any mods that add new work types or work tasks. It should be compatible with other mods providing they don’t reconfigure jobs like this one does. It should work fine with Fluffy's Work Tab though. It should be compatible with any mods that add new mechanoids without needing specialised patches however let me know if you encounter issues.

If you'd like extra work priorities I suggest you use a mod like PriorityMaster as adding such a thing is beyond my ability.

If you want a work tab for mechanoids take a look at the mod Mech Work Tab.

Known Issues

Changes to the work tab can cause save breaking issues for some people. This version of the mod will be updated whenever I please and may add or change things. This version of the mod may break saves for some people or in some cases mess up your work priorities requiring them to be reset. If you are a person who experiences save issues when the work tab changes or you just want to be safe please use the legacy version at the link below or make a manual backup to prevent further updates.

Complex Jobs (Legacy Version)


Biotech

There's an issue with the Biotech dlc where mechanoids in existing saves will not gain new work types added by new mods even if they are patched to do so. Also, on very rare occasions mechanoids in existing saves might loose the new work types for some reason. The only way currently to fix this problem is to reset the existing mechanoids. This can be done rather easily with the use of dev mode. First enable God Mode (Face Symbol) then click a mech and press the Make Feral button, then click Recruit, then click assign overseer.

Mod Support

You can find a list of mods that have been patched for better support or to fix issues here

If you are using a mod that requires a patch and isn't on the list, post a link to the mod in question in the discussion thread and I'll see about adding it.

Can you do X?

I don't intend to upload this mod in smaller pieces or offload everything to mod options. I don't really intend to do any major changes on how the work type setup is done but I am open to suggestions on improving it. If you have suggestions such as changing the priority of a task, moving it to another worktype, splitting it off into its own worktype or something else I failed to mention feel free to leave a comment.

Languages

I can't support other languages properly since I don't speak them. There's a few probably out of date translations included that have been provided over the years however anyone looking to do a translation should simply upload a translation patch of their own.

German Translation by sarcaustech
Simplified Chinese Translation by Lan
Traditional Chinese Translation by Rakey
Spanish Translation by Azarashi (Esp), Ferchu

Credits

Made by FrozenSnowFox
The mod icon is from Game icons[game-icons.net] and was modified by me. It is used under the CC BY 3.0 Licence[creativecommons.org]

Link to Non-Steam downloads for my mods.
Github[github.com]



If you enjoy my mods and want to give me a little tip check out the link below.

[ko-fi.com]
Popular Discussions View All (17)
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Pholith 1 hour ago 
Oh ok thanks for the explainations !
FrozenSnowFox  [author] 1 hour ago 
How about now?

@Pholith
Yes, that's what I meant. Changing how things are structured to make it more modular with proper mod options would be a lot of work. Especially if I'd need to account for worktype B being enabled but not worktype A.

Now for a person to just gut existing worktypes themselves its not difficult. Worktypes generally have two components, the Worktype which is located under Defs and the patches which are located under Patches. To remove the splitting of the medical worktypes you would need to delete the associated worktypes and the patch files. The worktypes are all bundled together so you need to be careful you are only removing the ones you are after. However the patches are all split into individual files so you can just say delete the Surgeon and Nurse file without issues.
Pholith 13 hours ago 
Sorry I can't see your comment it's still under steam analysis :'(
Pholith Nov 28 @ 3:27pm 
Oh sorry no I didn't mean to add more work type, I would like to disable some new jobs of the mod to keep the vanilla job. For exemple keep the medical job instead of surgeon+doctor+nurse
FrozenSnowFox  [author] Nov 28 @ 12:46pm 
@Pholith
Making more of the existing worktypes optional would require quite a lot of reworking. It's not something I'm interested in doing at this time.

@onweerwolf
It shouldn't and I never had that issue myself. The mod is purely xml so it shouldn't be capable of doing that.
Pholith Nov 28 @ 12:12pm 
Hi, Could you please add some options to remove/merge some mods ?
I actually use a lot of your mod options and the job list is sooo wide. I would like to merge all transport job to win some space
onweerwolf Nov 27 @ 2:25pm 
This mod breaks prioritized work.
FrozenSnowFox  [author] Nov 26 @ 12:54pm 
@Salep
Sort of, as far as I know you need to set up Personal Work Categories yourself don't you? This mod is all preset with new worktypes and optional extra worktypes. Also, the priority of tasks inside worktypes is reordered to make them more efficient.
Salep Nov 25 @ 4:01pm 
so this is more or less same thing with Personal Work Categories?
ItsJustForFun Nov 24 @ 5:51pm 
If you have issues with adding the mod mid save with mechs. Kill the ones having issues and then revive them and they will be fixed. You can do this in game by intentionally attacking them or going into dev mode, debug actions menu, search for kill, select your mechs. Then go back to debug actions menu and search for resurrect. Use that on the mechs you killed and then have your mechanator regain control of them and your good to go.