RimWorld
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Many Jobs (Continued)
   
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Mod, 1.5
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489.855 KB
12 jun om 18:28
25 jun om 7:01
2 wijzigingsnotities (weergeven)

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Many Jobs (Continued)

In 1 verzameling van Zaljerem
Zal's Continued Mods
471 items
Omschrijving
Original mod by CaptainArbitrary
https://steamproxy.net/sharedfiles/filedetails/?id=3013527266
https://github.com/CaptainArbitrary/ManyJobs
MIT License, but all the same: if the original author requests it, I will remove this update.

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See original mod page for more detail.

Compatibility list:
https://steamproxy.net/workshop/filedetails/discussion/3013527266/3823047564751095966/
Added since then:
Zen Garden (Continued)

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Original mod notes (1.4):

Many Jobs attempts to improve the Work tab by creating new work types and rearranging how the game's jobs are categorized into those work types.
17 opmerkingen
Gender Bender 15 okt om 22:59 
also I forgot to mention this, there's no error message in the log either and I don't use any mods that are incompatible
Gender Bender 15 okt om 22:57 
I still i found a bug? unless this is how the mod is suppose to be. In the mod setting, it looks like the description(?) for each work task is blocked by something. Here's a screenshot of it - https://imgur.com/a/ieNV3dn
SammiePaws 26 sep om 5:23 
Ive replaced them. I do read modpages tyvm. But the same issue persisted.
Jettison [OP4] 20 sep om 20:00 
@DizzyKitty ..
From the original mod page:

Can I add this mod to a save game?

Yes, with one important caveat: Many Jobs patches friendly mechanoids so they can do the new work types. But if you add the mod to a game where you already have friendly mechanoids, they won't start doing the new work types even though their descriptions say they should. (This may be a RimWorld bug, I'm not sure.) The workaround for this is to destroy your mechanoids with dev mode then spawn in new ones to replace them. Or if you prefer, you can just disassemble your mechanoids and gestate new ones.
SammiePaws 19 sep om 6:52 
Noticed some of the jobs wont be done by mechanoids. Any way I can fix that?
llunak 25 aug om 3:45 
Is there a way to split out Haul Urgently (Allow Tool mod) from the other (IMO less urgent) priority hauls? It is grouped with things like refueling or beer fermenter hauling, which can be considered higher priority than generic hauling, but they can wait longer compared to urgent hauling. If not, could you please add it?
Daevinski 16 aug om 14:15 
Thank you for keeping this mod alive. It makes things so much better, with pawns focusing on what really matters. I tried to play without it, but is just too annoying. :cherrypie: :spiffo:
Öffentliches Ärgernis 8 aug om 2:09 
Thank you for continuing this mod, but I have a small request: Would it be possible to split "Flooring" from constructing?
Especially with Vanilla Expanded Skills it would be great to have a specialised designated floorer, that does all that work, while others don't always run to help him and instead build things like stoves and beds...
KryptekDesign 6 jul om 12:52 
Has anyone else had an issue with the Plant cut job doing Harvesting when split out?
Zaljerem  [auteur] 25 jun om 7:14 
A further compatibility note: I'll get a list of the patches built in added to the description. I don't see "Personal Work Categories" in there though. I will try to take a look at it also.