边缘世界 RimWorld

边缘世界 RimWorld

[FSF] Complex Jobs
1,562 条留言
FrozenSnowFox  [作者] 12 月 3 日 上午 2:05 
@Litcube
If I recall correctly that should be a duplicate task. So it should appear under both cooking and production.
Litcube 12 月 3 日 上午 1:51 
The VFE Condiment Prep table is under "Production". I think the building is expecting "Cooking".
Pholith 11 月 30 日 下午 1:12 
Oh ok thanks for the explainations !
FrozenSnowFox  [作者] 11 月 30 日 下午 12:45 
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 11 月 30 日 上午 1:08 
Sorry I can't see your comment it's still under steam analysis :'(
Pholith 11 月 28 日 下午 3:27 
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  [作者] 11 月 28 日 下午 12:46 
@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 11 月 28 日 下午 12:12 
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 11 月 27 日 下午 2:25 
This mod breaks prioritized work.
FrozenSnowFox  [作者] 11 月 26 日 下午 12:54 
@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 11 月 25 日 下午 4:01 
so this is more or less same thing with Personal Work Categories?
ItsJustForFun 11 月 24 日 下午 5:51 
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.
Abbot 11 月 20 日 下午 7:26 
Very helpful, I will use mech work tab then!
FrozenSnowFox  [作者] 11 月 20 日 下午 7:08 
@Abbot
That's actually a known issue with mechanoids and its due to the new worktypes not being enabled on them. It can happen on rare occasions for whatever reason. However, it probably occured because you added it midsave while having existing mechanoids. Check the information in the known issues section that should help you fix it. Alternatively there's a link in the description for Mech Work Tab which should allow you to fix it by manually enabling the disabled worktypes on your mechanoids.
Abbot 11 月 20 日 下午 7:04 
I really enjoyed the mod, but unfortunately adding it midsave broke my mech lifters, which are the only ones that do hauling in my colony. There's probably no way to fix it, so I'll have to leave it for my next save. Thanks again though! +1 award.
FrozenSnowFox  [作者] 11 月 20 日 下午 6:28 
@Abbot
That's handled by the Refinery in vanilla which is why the worktype is added. If there's any mods that should be using the worktype but aren't people just need to let me know so I can patch it.
Abbot 11 月 20 日 下午 6:26 
Thanks a lot! I'm guessing chemfuel production building also applies.
FrozenSnowFox  [作者] 11 月 20 日 下午 6:06 
@Abbot
There's currently two Dead Man's Switch and Fortification Industrial Citadel. I think both added a type of Refinery workstation so their usage was changed to use the Refining worktype.
Abbot 11 月 20 日 下午 6:03 
Can you give me example of what mods are affected by it?
FrozenSnowFox  [作者] 11 月 20 日 下午 5:36 
@Abbot
The Refining worktype handles tasks for the Refinery building and similar ones added by mods. Similar to Stonecutting it just lets you easier disable it or shift it to a specific person.
Abbot 11 月 20 日 下午 5:32 
What does refining do?
Abbot 11 月 20 日 下午 4:51 
@FrozenSnowFox Thanks a lot! I'm guessing those issues are highly dependant on modlists and whatnot, so if I don't encounter them to begin with should be pretty safe to use this version and treat it like every other mod, right?
FrozenSnowFox  [作者] 11 月 20 日 下午 4:12 
@Abbot
For the vast majority of people the mod can be added, updated and removed midsave without issue. For a very small amount of people however doing any of those causes game breaking issues. To this day I still have no idea what exactly is the cause which is why there is two versions of this mod. The normal version which gets regular updates and the legacy version which is only updated every major version to prevent breaking peoples saves.

I suggest you back up your saves before adding the mod. Then play for a while and see how things go. If there is an issue it should pop up pretty quickly. It takes form in a variety of ways but it pretty consistently causes major issues. If you experience problems you should use a local copy of the mod or the legacy version on a new game when playing. If you don't encounter issues then you don't need to worry and you can treat this mod like you do any other.
Abbot 11 月 20 日 下午 4:04 
The description doesn't make it very clear if it can be added mid save, you've probably been asked that a thousand times, but can I?
★𝓢𝓽𝓪𝓻★ 11 月 20 日 下午 3:30 
Okay, thank you for the fast response. I wasn't expecting you to reply so quickly, I'll check it right now
FrozenSnowFox  [作者] 11 月 20 日 下午 3:02 
@★𝓢𝓽𝓪𝓻★
Check the known issues section on how to deal with it. It's been an ongoing issue that sporadically happens since Biotech came out. I've never been able to pin down the exact cause and my attempts to rectify it have failed.
★𝓢𝓽𝓪𝓻★ 11 月 20 日 下午 3:00 
In a mod pack I created, this mod has been disabling jobs for Mechanoid workers. I'll post my mod pack to a paste bin https://pastebin.com/nuJeKchi
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.
PapaRockett 10 月 15 日 上午 9:07 
@FrozenSnowFox that worked! Thanks man
FrozenSnowFox  [作者] 10 月 14 日 下午 9:59 
@PapaRockett
That happens to some people sometimes for whatever reason. You'll find information and a fix listed under the known issues section of the description.
PapaRockett 10 月 14 日 下午 9:49 
I think this mod is making my mechs (lifter) just wander? They're no longer hauling?
Haraise no Tenshi 10 月 12 日 上午 3:23 
Awesome thanks for the quick fix :) I just wanted to let you and others know as I could live with the "work around" knowing what caused it ^^
FrozenSnowFox  [作者] 10 月 9 日 下午 2:56 
@Poindexter1985
As multiplayer_rocks said its a steam issue that's been ongoing for a quite a long time. If you can't get steam to download it properly there's a link to my github in the description.
multiplayer_rocks 10 月 9 日 下午 12:14 
@Poindexter1985. I think you have the same issue a few in the thread including myself have where steam downloads old versions. I switched to the github versions and can confirm 1.6 does exist in those. If you can't access github, then I'd suggest scrolling back a few pages for suggestions to try. I'd also say it happens on other mods, not just FSF ones.
Poindexter1985 10 月 9 日 上午 8:06 
I think something went wrong with the last update. The latest download from Steam has an About.xml that no longer claims 1.6 compatibility. There's no 1.6 subfolder, either.
FrozenSnowFox  [作者] 10 月 8 日 下午 6:15 
@Haraise no Tenshi
Alright I've uploaded a fix. Technically Maintenance is the vanilla Hauling renamed which works for 99% of mod added tasks. Except those which specifically add hauling related tasks, those need to be patched to move the tasks to the new Hauling worktype.
Haraise no Tenshi 10 月 8 日 下午 5:30 
Hey FSF yeah you were right apparently "Maintenance" has some hauling from Please Haul Perishables that seem to just trigger the pick up and haul behaviour. removing Maintenance as well from the work assignments stops my crafters etc from hauling all the time ^^
FrozenSnowFox  [作者] 10 月 7 日 下午 6:21 
@TripleX
This mod is entirely xml based and doesn't have any code. As such it can't cause such issues. Assuming a mod didn't screw something up with how they coded things to interact with new worktypes the issue likely still exists. Its just now buried as the tasks are no longer split into smaller worktypes.
TripleX 10 月 7 日 下午 6:08 
This mod was causing all of my pawns to have pathing errors, not sure what mod it was conflicting with but getting rid of it fixed it.
The Stalker 10 月 6 日 下午 8:55 
Yeah I have no clue any more. Im still getting it even with adjustments. The error seems tied to mechanoids, in what way I do not know. Ill probably have to experiment further.
The Stalker 10 月 6 日 下午 8:21 
Now I wonder how to prevent it since I have a feeling its related to VE Androids given VE androids have a thing that disables 'needs'