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
1.354 MB
Apr 21, 2020 @ 2:47pm
Jun 12 @ 7:12pm
151 Change Notes ( view )

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[FSF] Complex Jobs

In 1 collection by FrozenSnowFox
[FSF] FrozenSnowFox Mods/Update Info 1.6
26 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 can be changed in the XML Extensions menu. It can be accessed via the plus icon next to the mod options in the main menu. 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]



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 (16)
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May 27 @ 4:24pm
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1,222 Comments
El Psy Kongroo 5 hours ago 
this one is a must
NOT_YOUR Jun 12 @ 4:58am 
Thanks for your mod and update!
FrozenSnowFox  [author] Jun 11 @ 12:51pm 
@EpiX
I unfortunately woke up at 3am and well I wanted to check out all the new things. I made sure to do mod updates first.
EpiX Jun 11 @ 12:37pm 
wow 1.6 so fast <3
Tom Jun 1 @ 5:07pm 
I LOVE YOUR MODS!
Demi May 26 @ 5:39am 
ah i see thank you!
FrozenSnowFox  [author] May 16 @ 3:17pm 
@Demi
There's already an option for doing so. It's in the mod settings menu which is available when using XML Extensions.
Demi May 16 @ 12:36pm 
you should separate smoothing from construction.
梦里何曾说梦 May 8 @ 10:24pm 
Got it, thanks!
FrozenSnowFox  [author] May 8 @ 3:46pm 
@梦里何曾说梦
I don't plan to change the order of them for the foreseeable future. You can use priority numbers or VitaKaninen's suggestion. Hunting is intentionally placed where it is in Vanilla Rimworld so its done only after food gathering and food cooking jobs are exhausted. Also I think regardless of order you're likely to see that happen due to how Slaughtering jobs are suddenly assigned with animals ageing. If this is an issue the best idea would be to leave handling work to someone who doesn't leave the base.