Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
To be accurate, those children live in the same dome where the school is, that's why I considered it to be a bug.
The code for the colonist itself is what decides when to apply the debuff. I suspect the school code or colonist code may have not taken that into account when the devs created the new school assets. Alot of that was changed.
I'll take a peek and see if its a bug with the game source and if so, I may be able to add a patch.
Select them, click the button in the sidebar with the "colonist symbol wearing graduation cap" image, watch them lose their specialization and become eligible to attend university.
Subscribe here for updates ...
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1418440299/3038229380337246070/
Subscribe to thread for updates.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1418440299/3038229380337246070/
That setting is a hard - never train this trait - setting.
You only should be turning off the traits that you really never use, since the Uni's shut down when no longer needed.
For instance, I never need geologists, since all my mines are set for autobots.
The only time it makes sense to micro manage the trait deny list in NASA Ed is when you have more than one university and there is a habit of training more specialists than needed in that brief period between the last specialist you needed and the time check for shutting down the Uni.
Problem is that i need around 30 biologists and still it only graduates engineers. :-(
Make sure you let steam update the mod.
[LUA ERROR] PackedMods/1403954709/Code/NASAEdInitCode.lua:516: attempt to index a nil value (global 'SchoolSpire')
You will see this in the Infopanel of the Uni. I chose this effect because if I considered whether you prohibited a spec should not be counted then you could shoot yourself in the foot with workslots that never get filled and the Uni could shut down and you'd never really know why.
Rather than confuse players with this complex thought process, I did it the way I just described.
Suffice it to say, you really should not keep specialists prohibited for any long length of time if you require workplaces to only use specialists. Other than that it should be good to go now.
Please test and let me know how things work now.
Your issue with the wrong RNG being selected should be gone now.
I also added a bit of text in the Uni to show you which specialists you have prohibited or allowed.
I needed to make decision on whether to shut the uni down based on what Specialists are needed and was thinking about taking into consideration whether you prohibited a specialists or not. I ultimately decided to not consider whether a specialist is prohibited. In other words, if you prohibited a specialist and that specialist is still needed, then the Uni will not shut down until all specialists are zero.
But I'm also confused about what turning on the shifts does. I read it as "if Uni set to geologists then geologists but if no geos needed then (instead of geo which would be vanilla) go to auto (which creates random except exclusions)
And that would also mean if I have the Uni set to Auto, then these shifts in the settings don't matter?
And lastly, if the shift settings are off, are the spec-exclusions still applied when the Uni is in Auto?
I shouldn't have to disable Scientists because that would defeat the purpose of Auto, true? (or is that just supposed to be some test)
If you have two shifts, one in auto and one set for a speciality, the shift set for a specialty will still make it.
I hope I didn't get more than what I wanted, it sounds as though you are saying it won't auto-create them even if they are needed, which IS what I was asking for however I don't want to completely konk out the other ability.
Is there some way, to have three modes;
1) normal auto (when none needed, trains randomly?)
2) when no trainings are needed at all, train others but not this one (which I think you previously had)
3) never train this one even if they are needed