// Management · RimWorld Mod

Many Jobs

Many Jobs mod preview for RimWorld

Release 1.7.0 New Features Added five new work types which are disabled by default (PR #124) The new work types are stack merging, tree pruning, floor and wall smoothing, building and floor painting, and cleaning pollution They're off by default because if they were all on the Wo






Release 1.7.0


New Features


Added five new work types which are disabled by default (PR #124)
  • The new work types are stack merging, tree pruning, floor and wall smoothing, building and floor painting, and cleaning pollution
  • They're off by default because if they were all on the Work tab would just be too crowded
  • To use them, go to the mod options dialog and turn on the ones you want


Enhancements


Redesigned mod options dialog to be easier to use and more scalable (PR #117)
  • Dialog is now more compact, showing more on screen at one time
  • Dialog features a filter widget for quick searching of the list of added work types
  • "All On" and "All Off" buttons have been relabeled "Enable All"/"Disable All" unless the list of added work types is filtered; in that case they're "Enable Shown" and "Disable Shown"


Renamed Mod subclass from Mod (lol) to ManyJobs (PR #118)
  • Note that this will prevent the mod from reading old mod settings config files (unhelpfully named "Mod_3013527266_Mod.xml") in favor of new config files (more helpfully named "Mod_3013527266_ManyJobs.xml"). If you've made any changes to the mod options, you'll need to redo them, but only the first time you run the game after updating.


Removed dependency on XML Extensions (PR #130)
  • Wrote a custom patch operation to handle conditionally applying patches at startup based on which work types are enabled or disabled
  • Replaced uses of XmlExtensions.PatchOperationAddOrReplace with a PatchOperationReplace and a PatchOperationAdd inside a PatchOperationConditional
  • Replaced uses of XmlExtensions.Conditional with PatchOperationConditional


Description


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



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 ?


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 ?


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.