RimWorld

RimWorld

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[FSF] Complex Jobs (Legacy Version)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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899.317 KB
3 Oct, 2017 @ 9:29pm
12 Apr @ 2:37pm
56 Change Notes ( view )

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[FSF] Complex Jobs (Legacy Version)

In 1 collection by FrozenSnowFox
[FSF] FrozenSnowFox Mods/Update Info 1.5
28 items
Description
Announcement

Changes to the work tab can cause save breaking issues for some people. If you are one of those people you will likely require a new game if you want to add this mod. To prevent causing issues for people the legacy version of Complex jobs will only be updated on Rimworld version updates (eg 1.3, 1.4, 1.5). All updates except critical bug fixes will be restricted to the normal version of Complex Jobs.

Known Issues

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.

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.

If you'd like extra work priorities I suggest you use a mod like More Work Priorities or 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.

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 for improving the priority of tasks 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
Spanish Translation by Azarashi (Esp)

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 (6)
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12 Jan, 2019 @ 3:50pm
Non Steam
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11 Apr @ 1:57am
PINNED: Bug Reports
FrozenSnowFox
564 Comments
Dust 27 May @ 1:58am 
Will do.
FrozenSnowFox  [author] 26 May @ 3:21pm 
@Dust
No, it's been grouped with the hauling tasks now because it involves a lot of back and forth and hauling. I'd suggest having it on priority 1 with other critical tasks so it's done before other things.
Dust 26 May @ 12:13pm 
Is there a setting to move maintenance higher like the older versions had? With it so far down the line now everything in my colony keeps running out of fuel.
Gordo Teta Triste 22 May @ 5:07pm 
thank you Frozen, you're the best
FrozenSnowFox  [author] 22 May @ 3:19pm 
@Gordo Teta Triste
I removed the Brew worktype and replaced it with the Production worktype as Brew was too narrow and specific. The more dlc and mods you added the less useful it became. The Production worktype now covers all the various tasks like brewing, filling empty processing machines and so on.
Gordo Teta Triste 22 May @ 11:30am 
the brew job its no more available?
Koro 21 Apr @ 5:44pm 
Oh, that's helpful! I did make a change, thinking I was safe. Hah. Thanks man!
FrozenSnowFox  [author] 21 Apr @ 5:41pm 
@Koro
As far as I'm aware the issue should only occur if you add the mod midsave. If you start the save with it active it shouldn't be an issue.
Koro 21 Apr @ 5:39pm 
Yeah, the problem is back. It's either vanilla or one of the other mods I'm running. What a shame. I really like your mod. :'/
FrozenSnowFox  [author] 21 Apr @ 5:17pm 
@Koro
This mod is entirely xml based. So the issue itself is coming from the vanilla game. It's only obvious though with mods as outside of the Anomaly dlc nothing else adds new worktypes. The vanilla game also doesn't have the issue of changing worktypes or their priorities with updates midsave.

I personally only mod for myself and throw things up for others to use. I try to be accommodating for people, adding mod support and helping with issues. The legacy version exists for people to enjoy the mod while not having to worry about potential issues.

I recently overhauled Complex Jobs streamlining the file structure for ease of use and retooling all the work tasks for better efficiency. I'm very pleased with how things are after that and I think the overhaul workflow of pawns works so much better now.