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@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.
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.
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
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.