RimWorld
[FSF] Complex Jobs
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Update: 9 aug om 2:39

- Dubs Bad Hygiene: Moved the task Do Bills at Burn Pit from Maintenance to Mortuary.

Update: 7 aug om 20:38

- Added support for Pick Up And Haul 1.6 Forked.

Update: 4 aug om 5:06

- Added support for ABF: Artificial Beings Framework.

Update: 3 aug om 16:29

- Project Rimfactory Revived: Fixes an issue with the Mini Fishing Station when Odyssey is present. Fix provided by feeddanoob.

Update: 29 jul om 23:25

- Core: Moved the task Remove Foundations from Construct to Deconstruct.

Update: 29 jul om 3:09

- Fixed a serious error with the previous Mechanoid fix which for some reason didn't throw hundreds of errors when the patch added these workpriorities to every entity in Rimworld. The patches should now properly check for the worktype before adding the workpriorities as it was originally intended.

Update: 28 jul om 5:15

- Added a series of patches with XML Extensions that could potentially fix the long standing issue of Mechanoids randomly losing worktypes.

Update: 27 jul om 17:35

- The Dead Man's Switch: Relabelled DMS_DoBill to Operate artifuscle chamber and changed the worktype to Smithing.
- The Dead Man's Switch: Removed the duplicate WorkGiver for Operate Machinery Printer and relabelled and changed the worktype on the original workgiver DMS_Operate to it which uses Smithing.
- The Dead Man's Switch: Changed the giverClass on the new WorkGivers for DMS_ReactionChamber and DMS_Furnace to use Fortified.WorkGiver_DoAutonomousBill.
- The Dead Man's Switch: Made a new WorkGiver for DMS_LabReactor assigned to Refining and added a patch to remove DMS_LabReactor from the fixedBillGiverDefs.
- The Dead Man's Switch: Made a new WorkGiver for DMS_LabFurnace assigned to Smelting and added a patch to remove DMS_LabFurnace from the fixedBillGiverDefs.

Update: 23 jul om 23:28

- Removed a number of patches for Medieval Overhaul to add duplicate tasks to Production. The patches are for the Millstone, Spinning Wheel and Trestle.

Note: The Production worktype is in a bit of an odd place. Ideally it should be for all production tasks but the problem with that is certain things are attached to actual skills. This can create the issue where a pawn can do something they should be incapable of doing making them work super slowly and try to use a work speed stat they don't have causing the game to throw an error. Removing the skill stuff means a lot of patching and losing the XP gain these things provide. It's an annoying and difficult problem which doesn't have a perfect solution. With that in mind I'm thinking that it would probably be best to shift Production toward "Skillless Dumb Labour". It will be less useful but with mods should still be useful enough to split off as a worktype. It would also resolve the myriad of issues the current setup causes.

Update: 23 jul om 16:51

- Fixed an issue with the Haul Urgently patch for Asimov as it was missing a MayRequire.