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I'll have another look at what Paradox has done now and if I see a need to fix something
Does this mod fix that?
dont know if the poroblem is this mod or vanilla or a combination of both
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?
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!
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.
I'm back from visiting family over Christmas so I will check into the patch and see about updating the mod.
Update plz , great mod otherwise !
Ahah its ok the release is just now, im waiting for this one !
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.
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 )
Also the OOS might be fixed, please let me know.
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...
BJP overwrites GUAI where applicable
so you would use GUAI for most things, but BJP affects your pop priorities
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 :)