Stellaris

Stellaris

Better Job Priorities - FGRaptor
93 Comments
BasJack 15 Feb @ 2:17pm 
Does not work, people just stay unemployed
UncleYar 3 Jan, 2022 @ 1:00am 
This mod is still needed, an update would be appreciated. I noticed robots with a bonus to energy production (Superconductor) trait are not assigned to energy-producing jobs in priority, even though there are no other bonuses in play or any reason for them ending up cutivating vegetables instead...
toast 7 Mar, 2021 @ 7:36am 
Anyone know if this works at all?
Doomwarrior 31 Dec, 2019 @ 7:30am 
you can always download the mod and use the files from the download they are practically identical
trolface1245 12 Nov, 2019 @ 3:34am 
Can you give me a github link or other to have a look at your mods code ?
FGRaptor  [author] 28 May, 2019 @ 11:14pm 
Yes the mod doesn't work right now, at least not fully, since a lot changed with jobs since 2.2.2
I'll have another look at what Paradox has done now and if I see a need to fix something
Zanyth 28 May, 2019 @ 6:47pm 
Just an FYI, this mod breaks the Warrior Culture civic, preventing Duelist jobs from being created (example: Holo-Theatres create no jobs at all). I tested this with and without this mod on a otherwise vanilla setup, so I'm certain the issue is with the mod.
Procyon 28 May, 2019 @ 10:40am 
is this mod still working?
mazrados 28 May, 2019 @ 4:21am 
It's fixed by Glavious AI mod but if someone needs only this fix, it might be usefull if you handle it.
FGRaptor  [author] 28 May, 2019 @ 2:51am 
Not sure if this is still needed, but sounds like robots are still wonky? I will check into how the situation looks now.
mazrados 29 Apr, 2019 @ 10:40pm 
I have issues with robots. Robots specialized for mining work as farmers, robots specialized as farmers work as technicians.

Does this mod fix that?
Skaeger 29 Mar, 2019 @ 10:58pm 
So, this no longer fixes robots not working because fleshbags prefer mining to being clerks?
Kaiser0 19 Jan, 2019 @ 2:27pm 
update
Peter34 19 Jan, 2019 @ 3:13am 
Is this mod still needed? If one is using 2.2.4+Glavius?
Jedi Axwen 18 Jan, 2019 @ 9:18pm 
*Bump* to update to the recent minor patch. :) Love the mod. Thanks
reader 17 Jan, 2019 @ 12:16pm 
Is this compatible with Glavius AI Mod?
Bardagh 14 Jan, 2019 @ 8:10pm 
Does this work with the beta patch?
Peter34 13 Jan, 2019 @ 8:14am 
No reply from FGRaptor, after 9 days.
Firathmagi 5 Jan, 2019 @ 8:52pm 
anyone have any luck with multiple robot templates i only seem to be getting the same one and it gets assigned to jobs i dont want it to
dont know if the poroblem is this mod or vanilla or a combination of both
Peter34 4 Jan, 2019 @ 9:23am 
Good question! I'd like to know too.
Bardagh 3 Jan, 2019 @ 5:40pm 
Is this necessary / will it work with the 2.2.3 beta patch?
StaffOfHades 2 Jan, 2019 @ 4:39pm 
@Zane87 Not the creator of this mod, but as I mentioned with working with pop jobs and with similar things I can think of a couple of things: scope, weight, if/else (conditionals). Another issue that COULD be is a loop once you solve for all the above. Heres what happens with energy for example:
0. You are NOT prioritizing technicians (this will be important later).
1. You start to lack energy credits montly; therefore, technicians jobs are prioitized.
2. Technicians jobs are now prioritized above everything; energy income is now positive - if energy income remains negative, the loop wont occur until energy income becomes positive.
3. Since you now have positive energy, technicians jobs are no longer prioritized; remember that ORIGINALLY technicians jobs where not prioritized.
4. Pop switch back to other jobs; you now lack energy again. Cycle repeats.
Of course, unless the @FGRaptor elaborates, those are all my supositions.
And could you elaborate on the tedios micro?
Zane87 1 Jan, 2019 @ 4:41am 
Hey Raptor, great mod so far!

I am trying to work on my own mod that balances the Pops to *hopefully* remove the tedious micro we are facing right now.


Now to my question, what exactly were the issues your "has_monthly_income" weight modifier caused for minerals/food/energy?


Maybe I can find a workaround, ideally so that we players can leave some jobs available on our worlds without going bankrupt while doing so. Any insight would be greatly appreciated!
Crimson Phantom 30 Dec, 2018 @ 10:39pm 
It's probably an interaction with some other mod, but when I loaded my save game today all of my slaves were unemployed and nothing I could do would make them employed. Disabling this mod fixed the issue. Been using this since it first released, so I don't know if an update broke something or what.
Marianojoey 30 Dec, 2018 @ 7:14pm 
@FGRaptor Thanks for the update. Happy new year. :D
FGRaptor  [author] 30 Dec, 2018 @ 1:23am 
Updated for 2.2.2.
File changes should be updated including the Alloy production, as well as some other things that were updated (like some Robot pop weight changes).
See description for updates. Still some issues not fixed so far, so this mod will stay active.
Shammer 28 Dec, 2018 @ 2:18pm 
We appreciate then @FGRaptor - hopefully the holidays were kind to ya. <3
FGRaptor  [author] 27 Dec, 2018 @ 8:37am 
It overrides the production because the job weight files also control the job production in the same fle, not an ideal solution from the devs.
I'm back from visiting family over Christmas so I will check into the patch and see about updating the mod.
StaffOfHades 25 Dec, 2018 @ 10:19pm 
@FGRaptor. I've been diving deep into the pop files & more particularly the weights, and have had limited success in understanding it & making it work. I could help you if you want. I big issue I found is that if/else dont work at all inside the modifier context.
Kryto 25 Dec, 2018 @ 9:24pm 
Interesting mod, although it seems like it needs a bit of an update. Are there any plans to modify Gestalt jobs? Of particular note, the default priorities for Calculators don't take into account any Intelligent or Natrual X traits from Cyborg pops.
RoyalCommander 22 Dec, 2018 @ 12:00am 
dafuq, it doesnt breack the game directly for me but somehow it overrides the alloy production, with this mod its still 2alloys but without its the buffed version of 3 xD
Shazzamx 21 Dec, 2018 @ 7:41pm 
Is this still relevant after the update with the changes to the way pops work?
GG Knifemaster 21 Dec, 2018 @ 10:40am 
ayy found the mod thats causing my game to crash , thx error logs ^^

Update plz , great mod otherwise !
Erhes 21 Dec, 2018 @ 8:29am 
Update for 2.2.2?
Ravioli 21 Dec, 2018 @ 1:16am 
broken :(

Ahah its ok the release is just now, im waiting for this one !
FGRaptor  [author] 19 Dec, 2018 @ 8:22am 
@Nimrod
Yeah I would love that, but so far the system doesn't seem to be very moddable at all and very prone to breaking.

I'm still trying things out - I only release when I have tested something and it seems to work. But it doesn't look like much more will be possible unless I have some breakthrough. Still hoping though.
Otherwise, maybe whatever fix paradox will hopefully make in the next patch will make it more moddable or in the best case make it so this mod is not needed at all.
Nimrod 19 Dec, 2018 @ 2:08am 
Great mod and good job tackling this whole issue!
What would really help would be a simple "LOCK" for each pop, that fixes it in its current job. (step two would be drag and drop pop to job - then we could micro the shit out of jobs :D )
FGRaptor  [author] 18 Dec, 2018 @ 12:13pm 
Since it causes so many problems I removed the resource-priority for job assignment again. Until they give us better tools to adjust it I don't think I can do any more for that.

Also the OOS might be fixed, please let me know.
Person012345 18 Dec, 2018 @ 5:37am 
Also been having the OOS problem with a friend. Additionally the mod seems to be insistant on moving my pops away from being clerks to being miners even though my mineral income is fine and I'm running an energy deficit. This seems a bit off.
Bleiser 15 Dec, 2018 @ 4:39pm 
Hey! This causes player out of sync, random_count error (gets in oos folder too) with this mod. Unplayable in multiplayer at least.
Glaistig Uaine 14 Dec, 2018 @ 10:03am 
Hey, the mod causes a constant unavoidable oos in multiplayer upon loading a save. (Both before and after today's update.)
FGRaptor  [author] 14 Dec, 2018 @ 9:14am 
Regarding the issue of Pops flip-flopping... it really is annoying. I am reverting the change to make job changes more likely so let me know if it works better now.

Otherwise the resource check for jobs has to go again. There is currently nothing to tell the game to NOT do the flip-flopping through logic checks... so there is nothing else I can do unfortunately. The job assignment is really lacking modability...
Zag14 13 Dec, 2018 @ 5:09pm 
BJP better then GUAI or?
fireball900 13 Dec, 2018 @ 12:06pm 
Ultimate AI works fine with this mod
BJP overwrites GUAI where applicable
so you would use GUAI for most things, but BJP affects your pop priorities
David4354 13 Dec, 2018 @ 4:41am 
Hey I don't know if this mod is causing the problem, but I downloaded it and use it on a already in progess save and now my resources keep flip-flopping.

When I check the population, it seems to be constantly moving the pops to different jobs 100% of the time. Is there any way I could stop that?

Thanks :)
mlashta 12 Dec, 2018 @ 10:46pm 
Ultimae ai has it's own worker job file which isn't as good as this one, after deleting it I find less conflicts
Davi 12 Dec, 2018 @ 6:55pm 
I think this mod disables somethings from Ultimate ai but I'm unsure hence asking :P
starfirejordan 12 Dec, 2018 @ 6:53pm 
ive tryed it elder wolf and i havnt noticed anything yet
Davi 12 Dec, 2018 @ 4:37pm 
I am guessing this conflicts with Glavius's Ultimate AI?
ElusiveSausage 12 Dec, 2018 @ 3:16pm 
I didn't even know that the game tried to auto micromanage jobs based on traits, good to know and gives me some hope since the fact that you can't micromanage species irritates me and indirectly nerfs resource-gathering traits