[FSF] Complex Jobs
Mod, 1.0, 1.1, 1.2, 1.3, 1.4
Announcement
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 ...
Author: FrozenSnowFox
Created: 21 Apr, 2020 @ 2:47pm
Updated: 30 Nov, 2023 @ 8:45pm
Subscribers: 118719
Size (unpacked) : 0.549 MB
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. The only way currently to fix this problem is to replace the existing mechanoids with new ones. This can be done rather easily with the use of dev mode. First spawn the mechanoid, use the recruit command then control it with a mechinator.
The original work priorities leaves a lot to be desired when it comes to prioritising jobs. This mod breaks down existing jobs into smaller jobs allowing you to make things run smoother and more efficiently. Below is a list of the new jobs you can assign people to.
Nurse
- Care for the sick, bring them food, cheer them up, and perform assigned duties. Nurses will care for colonists, prisoners and animals.
Surgeon
- Perform surgeries on colonists, prisoners and animals.
Rearm
- Rearm turrets.
Maintenance
- Perform various tasks to ensure upkeep and maintenance of systems, such as refueling, delivering and overall system care.
Train
- Tame wild animals and train domesticated animals.
Butcher
- Do bills at the Butcher Table.
Brew
- Turn hops into wort, fill and empty fermenting barrels.
Repair
- Repair breakdowns and damaged objects/structures.
Deconstruct
- Remove roofs, deconstruct buildings/objects, uninstall things and remove floors.
Harvest
- Harvest plants and crops.
Drill
- Operate Deep Drills.
Drugs
- Do bills at the Drug Lab.
Fabrication
- Do bills at the Fabrication Bench.
Smith
- Do bills at the Smithy.
Refine
- Do bills at the Refinery
Smelt
- Operate smelters to melt down slag or weapons.
Cut Stone
- Create blocks of stone from rock chunks.
Transport
- Load and unload transport pods, caravans and vehicles.
Mortuary
- Perform various tasks relating to dead bodies. Strip bodies, do bills at the crematorium and burn apparel/drugs/weapons at campfires.
Deliver
- Deliver resources to construction projects.
Scan
- Work at the Ground Penetrating Scanner and Long Range Mineral Scanner.
Mod options are enabled when Vanilla Expanded Framework is detected. To use them go to Vanilla Expanded Framework in the mod settings and click next page until you find the mod settings. After changing any settings you will have to restart the game for them to take effect. All options are off by default.
List of Settings
Mechanoids Are Capable
- This setting is off by Default. When enabled it allows mechanoids to do all the tasks they were previously incapable of doing. Now they can tend animals, feed animal patients, do all brewing related tasks, extract and replant trees, do all painting tasks, strip corpses, carry to gene extractor, carry to growth vat, repair mechs, craft at subcore encoder and haul mechs to chargers.
Note: This works fine for existing mechanoids you only need to enable the setting. Drilling requires some code changes so grab the mod Allow Tunnelers To Drill for that.
Enable Clear Snow Worktype
Clear Snow
- Clear snow in the home area.
Enable Clean Pollution Worktype
Clear Pollution
- Clear pollution in the clear pollution area.
Enable Prison Care Worktype
Prison Care
- Feed prisoners.
Enable Convert Worktype
Convert
- Convert prisoners to your Ideologion.
Enable Merge Worktype
Merge
- Merge stacks of items together to save space.
Enable Paint Worktype
Paint
- Paint floors, walls and items.
Enable Smooth Worktype
Smooth
- Smooth stone floors and walls.
Enable Tame Worktype
Tame
- Tame wild animals.
Enable Prune Worktype (Ideology DLC)
Prune
- Prune Gauranlen trees.
Enable Mechanoids Worktype (Biotech DLC)
Mechanoids
- Perform tasks relating to mechanoids such as gestating new ones, repairing existing ones and creating subcores.
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)
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.
You can find a list of supported mods here
I can’t code so mod options can only be done through other mods. I currently use the Vanilla Expanded Framework since everyone uses it and it provides what I need.
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 job setup is done but I am open to suggestions on improving it.
I don't intend to do major mod support there's simply too many mods and its time consuming to add patches. Having said that I've made patches for all the mods I use and fulfilled a number of requests.
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)
If you enjoy my mods and want to give me a little tip check out the link below.
[ko-fi.com]
How do I download and install mods?
Simply click the blue button above. It will open the file hosting page with the mod repacked by us from the official source.How do I install this mod?
See the 'How to install' tab.Is this mod safe to use?
The mods are repacked as is, without any additional software, malware, or bloatware added. To check for viruses, use a reliable antivirus or upload the archive to a website like virustotal.com. Anyway, It's always a good practice to keep backups of your saves in case of mod incompatibility .
There is a folder in the .zip archive. To install the mod, move the entire folder (not just its contents) into 'Mods' folder located under your RimWorld root isntallation folder.
So, for steam version of the game, the path would look like this: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods
For any other distribution, firstly locate your rimworld installation path and then unpack the archive into the 'Mods' folder.
Then enable the mod in the game mods menu by double clicking on its name and restart the game