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Custom Jobs

Love [url=https://steamcommunity.com/sharedfiles/filedetails/?id=725219116]WorkTab[/url] but are sick of micromanaging all your work priorities when you end up just adding the same clusters of jobs to each of your pawns? Then this is the mod for you! This started as a patch for [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2245161494]Some more jobs[/url], but I ended up discovering a way to grab all work types procedurally instead of manually. This mod uses XML patching in order to work, so it requires a full game restart to apply any settings :( How to Use Let's say you want to split doctoring into multiple categories so only your best surgeon will ever do operations, or want drug crafting separate from research so you actually remember to assign your crafters to do it. [img]https://images.steamusercontent.com/ugc/11377667325306858638/1ECBAC498F32FC1E84E0AA381C15AAED12B472F0/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false[/img] In the mod settings, scroll to the bottom and increment the 'Custom worktypes' number however many times you'd like and restart the game. (Yes, very ugly, I can't figure out how to do it otherwise.) Once the game is back up, your new custom worktype should appear in the list ready to customize! The first thing you should do is set its native priority (that number on the right of the name) so that it's done in an order you feel appropriate. (ex. surgery tasks being less than childcare, but more than basic, around 1160. These sort on restart.) [img]https://images.steamusercontent.com/ugc/17359962854596694543/B4BF0690B0F7C58786D8DF99E20C1E7E5F7E0250/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false[/img] Next we'll delve into the details. The first option is 'visible', meaning whether this work type will show up in the Work tab. I do not recommend unchecking this unless there are no jobs assigned to that worktype (ex. I removed all jobs from smelting and tailoring to combine them with 'crafting') After Visible is the text that will appear in the game with 'labelShort' being the label that shows up in the work tab and 'description' being what shows when you hover over it. (The individual jobs should also show up when you hover over it, so don't worry too much about your description unless you really want to) After the text is the 'relevant skills'. These determine what 'passion' icons show up in the pawn's work tab cells as well as the skill average when you hover over them (ex. for a drug crafting work type, you'd want to select both 'Intellectual' and 'Crafting' because both skills are used for that job.) [img]https://images.steamusercontent.com/ugc/11084592516078989417/FEF38E86049BFC45BF2DFE3343E1F3FD5A6CD52F/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false[/img] Last but not least is the actual jobs list. For a new custom work type, there will be no jobs -- you have to move them from their original work types! [img]https://images.steamusercontent.com/ugc/12729303310310647634/8C6C8F645C005B834B63CA24EF84BA049E17DE98/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false[/img] Click the 'Edit' button on the work type you want to move and you'll see its work priority at the top (usually does fine without being changed), and a long list of the work types by their short label. (If you can't remember what customWorkType1-5 are, restart the game here after naming them something easier to remember.) After rebooting rimworld once all your changes are made, you should be able to see your fully customized work tab in game! Yay! Load Order Load after every mod that adds jobs. Easiest way is to put it at the bottom of your modlist. Recommended Mods [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3250322299]Compact Work Tab[/url] - Nice if you end up crowding your work menu [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1414302321]Numbers[/url] - For easy displaying of pawn stats to know which ones to assign what work