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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
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2.224 MB
21 apr 2020 om 14:47
8 okt om 18:13
181 wijzigingsnotities (weergeven)

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[FSF] Complex Jobs

In 1 verzameling van FrozenSnowFox
[FSF] FrozenSnowFox Mods/Update Info 1.6
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Omschrijving
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]
Populaire discussies Alles weergeven (17)
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12 sep om 4:19
BELANGRIJK: Bug Reports
FrozenSnowFox
131
6 sep om 16:25
BELANGRIJK: Mod Support
FrozenSnowFox
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12 aug om 23:58
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Panacea
1.518 opmerkingen
FrozenSnowFox  [auteur] 13 uur geleden 
@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 14 uur geleden 
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  [auteur] 7 okt om 18:21 
@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 7 okt om 18:08 
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 6 okt om 20:55 
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 6 okt om 20:21 
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'
The Stalker 6 okt om 20:16 
@frozensnowfox
Notably on regard to that it seem that errors occured referencing "dummy(Stringofnumbers)" that only became present with a mechanoid of some kind. NGL Wouldn't be surprised since the mechanoid I listed can equip armors and weapons

More to research also very bizare getting rid of more mechanitor as I have other options.
FrozenSnowFox  [auteur] 6 okt om 19:35 
@The Stalker
You have quite a lot of errors but I'm not seeing any that should have any relation to this mod. This mod is entirely xml based so the issues it can cause are fairly limited. I might have missed it but I couldn't find anything relating to the DMS mechanoid Lady.

Most of the errors I see are the game throwing a fit because it can't decide if a pawn of some kind should have numerous needs. It all starts after something called CF.ShouldHaveNeedPatch+ShouldHaveNeed.Postfix which I think its saying is coming from com.communityframework.harmonypatches. Which should be the Community Framework mod in your list.

For mechanoids there's some errors coming from Combat Extended's patches. Also there's one from More Mechanitor Mechs 2.0 which is trying to remove research from fabricors for some reason.
The Stalker 6 okt om 18:03 
Further of note the issue of error spam is referencing if it should or should not have menu bars for limited resources like VE Killtracker or reliance on chems
The Stalker 6 okt om 18:02 
Hello, wanted to let you know my testing of my current mod list has found that the DMS mechanoid "lady" tag a strange error when ran together.
https://gist.github.com/HugsLibRecordKeeper/f8d014e8832220e653c6ae9f6c7d7d2b

Its notable as this is only mechanoid it occurs to