边缘世界 RimWorld

边缘世界 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
文件大小
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更新日期
2.243 MB
2020 年 4 月 21 日 下午 2:47
11 月 2 日 下午 7:57
182 项改动说明 ( 查看 )

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[FSF] Complex Jobs

在 FrozenSnowFox 的 1 个合集中
[FSF] FrozenSnowFox Mods/Update Info 1.6
24 件物品
描述
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]
热门讨论 查看全部(17)
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9 月 12 日 上午 4:19
置顶: Bug Reports
FrozenSnowFox
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10 月 27 日 下午 11:20
置顶: Mod Support
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10 月 22 日 下午 4:29
Suggestion Box
Panacea
1,535 条留言
Kay Avalon 11 月 7 日 上午 12:03 
I see i see, I was curious about those three as I associate them with general production but that makes sense
FrozenSnowFox  [作者] 11 月 6 日 下午 9:48 
@Kay Avalon
I suppose I can note it down to add later on. I believe Emergency is when its life threatening and the other one is just when injured. For whatever reason in vanilla self tending is done after tending others. This mod reorders it so the doctor tends themselves before others so you know they don't collapse and die.

As for Production, Smelt and Stone Cut they don't have an associated skill because they're basically dumb labour and the tasks themselves don't use any skill. I could add say a skill blocker for Stone Cut since its originally under crafting but it seems like an unnecessary limitation.
Kay Avalon 11 月 6 日 下午 9:20 
I was also curious if 'Production', 'Smelt', and 'Stone Cut' should have the 'Crafting' Relevant Skill or if it wasn't actually part of the Crafting subtype
Kay Avalon 11 月 6 日 下午 9:06 
Wondering if it was possible to add something like a 'Self Tend' its ow worktype to allow pawns to tend to their own injuries using the self tend option. That way you could have them fix themselves up without them also needing to be set to doctoring. I know theres a DoctorTendToSelf and DoctorTendToSelfEmergency, but I am unsure exactly what each of those do
Vulkandrache 11 月 6 日 下午 1:31 
I have looked at the whole thing myself and found what you are saying. I added a second instance of refueling to Basic, thank you.
FrozenSnowFox  [作者] 11 月 6 日 下午 1:08 
@Vulkandrache
Those tasks were under Hauling previously not Basic. Maintenance is basically the vanilla Hauling worktype renamed with the actual Hauling style tasks moved to another custom worktype. I reorganized the tasks in Maintenance to prioritise importance so things like refueling are right at the top.
Vulkandrache 11 月 6 日 上午 7:14 
Is it because of this mod that refueling of buildings like fires is under maintenance when it used to and should be under basic?
kuberkengyry 10 月 28 日 下午 11:44 
@FrozenSnowFox
Thanks
FrozenSnowFox  [作者] 10 月 28 日 下午 11:26 
@kuberkengyry
Try doing what's suggested in the known issues section. That should hopefully fix it.
5150 10 月 19 日 下午 2:48 
Using the vanilla schedule, settings, and this mod actually allows you to gain both performance and efficiency simultaneously, instead of using multiple hardcoded QoL (Quality of Life) mods that consume TPS (Ticks Per Second). Of course, everyone is free to use whatever mods they want, and it's certainly not appropriate to definitively say which mod is better, but I discovered this fact through experimentation while playing on my laptop out of curiosity.