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Description

Many Jobs adds a number of new work types to the game, and rearranges the relationships between work types and jobs.

Many Jobs Work Tab

In general, jobs that depend on a skill have been separated from jobs that use but don't especially depend on that skill. For example, harvesting crops and wild plants is highly dependent on a pawn's Plants skill; low Plants skill can result in a botched harvest and loss of product. But when sowing crops, a pawn's Plants skill only affects work speed. So if you're training up a pawn to be a farmer, maybe you want to enable Grow on that pawn but only enable Harvest on your highest-skilled pawn.

I've also tried to put work types in a sensible order of priority. Rescuing injured pawns is now the highest-priority work type; when a pawn's bleeding heavily seconds count. The Undertaker work type, which consists of jobs that in vanilla RimWorld are way down in the Haul category, is relatively high up so your pawns don't leave dead bodies out in the sun indefinitely to rot and stink up the place.

Compatibility

Many Jobs is compatible with Royalty, Ideology and Biotech.

Many Jobs is incompatible with any other mod that does the same basic thing. The following is a representative but incomplete list of incompatible mods:

These mods all improve the Work tab, just in different ways. If you don't like mine, try the others. They're all good.

Supported Mods

The list of supported mods has gotten a little out of hand, so please find it on this page.

Recommended Mods

In my opinion these two mods together dramatically improve the Work tab user interface, making it easier to read and use.

FAQ

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.

Can I remove this mod from a save game?

It's generally not a good idea to remove mods in the middle of a game. That being said, it should be safe to remove Many Jobs. You'll have to redo all your Work tab settings after you do. But for the record, removing Many Jobs mid-game is not supported, and if doing it breaks your game, I can't help you.

Can I use this with [some other mod]?

Generally yes. Mods broadly fall into two categories: those that add new work types or work givers and those that don't. Most mods don't. Those ones are almost certain to be totally compatible with Many Jobs. Mods that do create new work types or work givers are also almost certain to be compatible, but strange things might happen, like the Work tab not being quite as perfectly organized as you'd like it to be.

Will you add support for [some other mod]?

Sure, if I can. Send me a message telling me about the mod you want supported and I'll give it my best shot.

CE?

Probably? I really don't know. Try it and report back.

Acknowledgments

This mod has been heavily inspired by the work of other modders. I mention in particular FrozenSnowFox's Complex Jobs mod, which I used for a long time before deciding to do my own thing. If you don't like my mod, I wholeheartedly recommend you try his.

Portions of the materials used to create this mod are trademarks and/or copyrighted works of Ludeon Studios Inc. All rights reserved by Ludeon. This content/mod is not official and is not endorsed by Ludeon.

manyjobs's People

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github-actions[bot] avatar jefferyharrell avatar joseasoler avatar

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manyjobs's Issues

Add additional Biotech jobs

DLC/Mod DefName Description Current work type New work type
Biotech CarryToSubcoreScanner Carry pawn to subcore scanner Haul Priority Haul
Biotech HaulToCarrier Refill the war queen with resources Haul Priority Haul
Biotech HaulToSubcoreScanner Haul resources to subcore scanner Haul Priority Haul
Biotech CarryToGrowthVat Carry pawn to growth vat Haul Priority Haul
Biotech DeliverHemogenToPrisoner Deliver hemogen to prisoners Warden Caregiver

See https://docs.google.com/spreadsheets/d/1d2yfIrP2J0ynMuxg5Q9q6NpDXuecY-CyoE7UW8qDlqQ, credit to @joseasoler.

Add support for Vanilla Races Expanded - Android

DLC/Mod DefName Description Current work type New work type
Vanilla Races Expanded - Android VREA_RepairAndroid Repair android. The goal is to make repairing androids more prioritary without requiring a new work category. Craft Fabricate
Vanilla Races Expanded - Android VREA_DoBillsAndroidOperation Operate on androids. The goal is to make repairing androids more prioritary without requiring a new work category. Craft Fabricate
Vanilla Races Expanded - Android VREA_HaulToSubcorePolyanalyzer Haul resources to subcore polyanalyzer Haul Priority Haul
Vanilla Races Expanded - Android VREA_CarryToAndroidBehavioristStation Carry pawn to android behaviorist station Haul Priority Haul

Hauling mechanoids should be able to do corpse-hauling

From Twilight on Steam:

@CaptainArbitrary - Noticed you had the opportunity to work on compatibility with Misc Robots. In testing and going through the patches it appears that the AIRobot_Hauler still lacks the ability to haul corpses.

As a test I tweaked the patch xml to give the them the MJobs_Undertaking worktype and this solved the problem. Just wondering if you would consider this as an official part of the patch. No obligation, its your mod and vision for it.

Just kinda sucks to loose the corpse hauling with the hauling bots.

Add either a compatibility patch of some kind or a documentation note about the new Achtung

Brrainz has added "rescue" as a work type, which conflicts with Many Jobs's default settings. I guess we can either disable our "rescue" work type if Achtung is activated, but since you can either activate or not activate Achtung's "rescue" work type, just detecting the mod isn't really the best possible solution. Last resort is just to document the problem and workaround and move on, but the problem requires some study.

Add support for Vanilla Factions Expanded - Insectoids

DLC/Mod DefName Description Current work type New work type
Vanilla Factions Expanded - Insectoids VFEI_InsertFirstGenome Insert genome in incubator Haul Priority Haul
Vanilla Factions Expanded - Insectoids VFEI_InsertSecondGenome Insert genome in incubator Haul Priority Haul
Vanilla Factions Expanded - Insectoids VFEI_InsertThirdGenome Insert genome in incubator Haul Priority Haul

Add support for Vanilla Brewing Expanded

DLC/Mod DefName Description Current work type New work type
Vanilla Brewing Expanded VBE_DoBillsBar Mix drinks at bar Cook Brew
Vanilla Brewing Expanded - Coffees and Teas VBE_DoBillsEspressoMachine brew at espresso machine Cook Brew

Request to Check if Compatible

[] Can you add support for Easy Upgrades (Continued) so that there is option to split jobs added by this mod in own job columns

[] Can you check if compatible with below mods since they adds own job column

[] Can you check if compatible with below Mech mods that add jobs or add patches for these

XML Patches

[] Can you check below mod just in case

Sorry if its too much to ask , if you do look into it take your own time no hurry
thanks in advance

Add support for Gene Extractor Tiers

DLC/Mod DefName Description Current work type New work type
Gene Extractor Tiers GET_HaulToGeneExtractionVat_II Refuels a gene extraction vat with nutrition Haul Priority Haul
Gene Extractor Tiers GET_HaulToGeneExtractionVat_III Refuels an archite gene extraction vat with nutrition Haul Priority Haul
Gene Extractor Tiers GET_CarryToGeneExtractionVat_II Similar to CarryToGeneExtractor Haul Priority Haul
Gene Extractor Tiers GET_CarryToGeneExtractionVat_III Similar to CarryToGeneExtractor Haul Priority Haul

Add support for Vehicle Framework

DLC/Mod DefName Description Current work type New work type
Vehicle Framework RefuelVehicle Refuel vehicle Haul Priority Haul
Vehicle Framework PackVehicle pack vehicle Haul Load
Vehicle Framework PackVehicleTurret Refuel the turret of a vehicle Haul Priority Haul
Vehicle Framework LoadUpgradeMaterials Load materials to upgrade a vehicle Haul Priority Haul

Remove all WorkTypeDef descriptions

With the mod installed the game's descriptions are wrong, and there's no practical way to make them right given the fact that each added work type can be enabled or disabled at will. They're just flavor text anyway; the important info is the list of WorkGiverDefs in the tooltip:

image

Better just to remove the descriptions entirely for Core + DLCs + supported mods that add WorkTypeDefs.

Add support for Biomes! Caverns

DLC/Mod DefName Description Current work type New work type
Biomes! Caverns BMT_TakeMushroomWineOutOfFermentingBarrel take mushroom wine out of mushroom wine barrels Haul Priority Haul
Biomes! Caverns BMT_FillMushroomFermentingBarrel fill mushroom fermenting barrels Haul Priority Haul

Add support for Alpha Genes

DLC/Mod DefName Description Current work type New work type
Alpha Genes AG_AdministerMetal Administer metal to downed pawns with the AG_MetalEater gene Doctor Caregiver
Alpha Genes AG_Warden_DeliverMetal Deliver metal to prisoners with the AG_MetalEater gene Warden Caregiver

Add support for Alpha Biomes

DLC/Mod DefName Description Current work type New work type
Alpha Biomes AB_CoreDrill drill at core sample drill Mining Drilling
Alpha Biomes AB_DoBillsSmelter works at exotic smelter Craft Smelt

Possible incompatibility with "Do Something for Idle"

From AtonicX on Steam:

Possible incompatibility with "Do Something for Idle", got grey-screen of death and pawns locking up with both mods enabled, disabled DSfI and issues vanished into thin air. (Love the mod btw)

Note about previous comment- both mods worked together flawlessly before update on Aug 10

Add support for Gene Ripper

DLC/Mod DefName Description Current work type New work type
Gene Ripper CarryToGeneRipper Carry pawn to gene ripper Haul Priority Haul

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