Oxygen Not Included

Oxygen Not Included

Rational Priority
214 Comments
Sarge 6 Jul @ 6:56am 
An FYI for the ones experiencing "TypeLoadException: Failure has occurred while loading a type." during "Chore+Precondition+Context.DoPreconditions":
- I disabled this mod and still got the exception when unpausing my game.
- I made a mini mod that just ignores all exceptions there.
- Afterwards on unpausing it crashed with "Chore.Begin driver already set 7294 WorkChore`1[HandSanitizer+Work] ActiveHandWashing"

--> The mod 主动洗手 Active hand washing is the real problem for me.

After disabling that and re-enabling "Rational Priority" and AI Improvements again my 2000+ hrs ~200 mods savegame from 2021 loads und unpauses just fine.
Gamma_Draconis 20 Jun @ 4:14pm 
I'm also experiencing the aforementioned crash with a TypeLoadException upon processing chores.
Killer 19 May @ 1:37pm 
having that crash too. Everytime i click on a dude too. I hope it gets fixed
Pen Aim Kawata.pw 13 May @ 8:37pm 
Causes TypeLoadException on processing Chores. Sad because it's causing a frequent crash rather than a random infrequent one so I can't use this amazing mod anymore.
mesi  [author] 13 May @ 6:09pm 
@Max yes that's normal - it's just a quirk of how it does the calculation. High priority jobs can get pretty big numbers.

Technically it uses almost all of a 32 bit integer for the calculation, so they can probably go up to a billion or so.
Max Warden 11 May @ 1:23pm 
is it normal to see importance value of 67 million ?
RLMax 12 Apr @ 3:02pm 
thanks a lot for your reply! I'm excited to try this because yeah the other seemed a little off
mesi  [author] 11 Apr @ 4:03pm 
Re crashes with boosters, i wasn't able to find any problems in the mod or reproduce any crashes without the DLC... i tried recompiling the mod against the latest code, it's possible this may have fixed the issue. The booster support change is pretty janky...
mesi  [author] 11 Apr @ 4:00pm 
@RLMax As far as i can tell from the description, Ony's mod changes the task hierarchy so category matters. So build tasks may always be done before dig tasks, for example. Apart from that it looks like it still works on the same hierarchial system as the base game.

This mod makes task selection automatically smarter, taking all factors into account at once, whereas hers gives more control over the base game priority system.
RLMax 8 Apr @ 1:23pm 
how does this compare to the other mod, Priority Master?
Hoaxmetal 29 Jan @ 2:20am 
Can confirm that task enabling boosters don't work with this mod.
WolfDK 25 Jan @ 3:32am 
Following the update by Klei on 24-01-25, this mod causes Bionic Duplicants to not recognize Boosters for task requirements. Looking forward to that bug being fixed.
irgend son OpfA 21 Dec, 2024 @ 2:01am 
after your fix, everything works fine with all dlc´s. Thanks a lot!
mesi  [author] 20 Dec, 2024 @ 4:43am 
❤️
irgend son OpfA 20 Dec, 2024 @ 3:43am 
love you, thx
mesi  [author] 20 Dec, 2024 @ 2:09am 
Well, i'm an idiot and missed a cast. Fingers crossed i just posted 0.7.1 which fixes it
mesi  [author] 20 Dec, 2024 @ 1:57am 
Thanks, working on it now
mesi  [author] 20 Dec, 2024 @ 12:38am 
Hmm, did it have an error message?
irgend son OpfA 20 Dec, 2024 @ 12:20am 
Game crash with the new update :-/ XOXO
mesi  [author] 19 Dec, 2024 @ 5:26pm 
It figures as soon as i declare it all up to date it gets broken. I just uploaded a new 0.7 version which should fix boosters. I don't actually have the DLC yet tho so let me know if it isn't fixed.

It should also slightly improve digging behaviour, so they don't jump around so much, but i don't know if i overtuned it so let me know if digging behaves weirdly. They should still prefer skilled digging jobs far away over unskilled jobs far away, but nearby they should just dig whatever is closest to them.
[LaZy] nCrazed 18 Dec, 2024 @ 4:32am 
I recall medical booster working fine, but perhaps I am misremembering :steamsad:
AnnieBot 45-73 17 Dec, 2024 @ 1:14pm 
can confirm that this mod bugged out all boosters, making them not function
CatPlasma 14 Dec, 2024 @ 8:07pm 
This mod may cause all boosters to be unusable
[LaZy] nCrazed 12 Dec, 2024 @ 11:27am 
Having this mod enabled with Bionic DLC stops bionic duplicants from digging granite (and possibly obsidian) despite having the appropriate boosters

See: https://forums.kleientertainment.com/klei-bug-tracker/oni_beta/bionic-dupe-cannot-dig-granite-despite-having-both-digging-and-extreme-digging-booster-r47200/
mesi  [author] 27 Nov, 2024 @ 3:07pm 
Yeah i tried to make this better, but the way it's handled by the game is weird. If it's as i remember, sweeping tasks were actually "tidying" preference not "storing" as the game says, and both the priority on the bin and the priority on the item also matter. So if you increase tidying preference it might work better, or priority 9 on the bin or item.

And to make it weirder, the "!!" priority doesn't work well for sweep tasks. I filed a bug years ago about it but i don't know if it was ever fixed.
XARK 26 Nov, 2024 @ 3:37pm 
Interestingly, if I put a task to move somewhere else, the task has a greater chance of being done, and especially if I move the duplicate there, now to store it somewhere... forget it... ^^"
XARK 26 Nov, 2024 @ 2:37pm 
I tried using the mod, and as you suggested, I'm here to give you my feedback. I am unable to carry out collection/delivery tasks properly. even if the character has a high preference to do the same, they simply ignore it most of the time, for example, when I need to build a manual water collector, and I want to remove everything from the blocks so it doesn't fall into the water, they simply ignore it, delaying a task...
Blahramewe 22 Nov, 2024 @ 2:29pm 
After forcing the mod to update, the issue appears to be fixed. I checked all of the shift types transitioning to Downtime and they switched over without issues.
mesi  [author] 22 Nov, 2024 @ 2:16pm 
They just moved some data around, the new 0.6 version should be working again.

I also looked into the code to see if Klei have changed anything else in the past while, and everything's still fresh and about as optimized as it can be. The basic way this mod applies the new priority system hasn't been affected.
mesi  [author] 22 Nov, 2024 @ 12:41pm 
Working on fixing it now, thanks for the reports :)
Blahramewe 21 Nov, 2024 @ 5:15pm 
Unfortunately, the QoL update now causes this mod to crash the game when a schedule begins a downtime phase. Bug link: https://github.com/yobbobandana/oni_mods/issues/7
sandy 21 Nov, 2024 @ 4:59pm 
It's finally happened. The November 2024 QoL patch has introduced changes to chore preconditions that make this mod crash on save load now.
mesi  [author] 8 Nov, 2024 @ 5:35pm 
This mod should still work fine. I tested it without problems just now.

Re performance, it's quite heavily optimized and should have little performance impact in a normal game. That said it's open source and I don't have time to work on it, I don't mind if anyone feels like they want to try to improve it. I haven't had time to look into any changes they've made to the base game decision making code in the past few years, so it could be the way this is done is now suboptimal. But then it could just be that they're thinking twice as hard to be twice as smart.

Re interrupting tasks, that would be neat but the way the base game handles tasks makes it a bit difficult.
Hunter - Greg 24 Sep, 2024 @ 10:55am 
Does this mod work still?
PrideGroupIsEvil 8 Sep, 2024 @ 6:49am 
i need a mod that "interrupts" task. say my researcher is busy doing something, when they're done i want them to kick the Builder off of the research station and take over.
Pyrarius 29 Jun, 2024 @ 9:40am 
Can you please update this mod to work on the latest update?
The Toblin 17 Jun, 2024 @ 1:23am 
I like the idea of the mod and it does solve some issues, but creates other problems. One problem being highly specialized dupes constantly picking up small tasks to do, far away, when they have a moment to idle, meaning they're tied up for minutes at a time when their specialized tasks need to be done.

But what finally caused me to stop using it was the absolute assassination it did to FPS. On my 1600+ cycle colony, it cuts my frame rate in half just enabling this mod. It is not worth using for that reason alone.

With some optimization and further work, this could be a really, really neat mod to have! ^^
ChineseBut 11 Feb, 2024 @ 11:23am 
It's might be another mod conflicting both as I have fast track and this mod and I don't have any stutter at all. It's might be that more calculations were need and the CPU capacity couldn't do it. In past games I normally using process lasso to put half my CPUs on ONI and half on the rest of my pc. But I haven't need to since I added fast track.
Jaggid Edje 19 Jan, 2024 @ 6:42pm 
I tried disabling all of the Fast Track settings which had to do with dupe tasks and the like, but it still happened. I have to play like 3 to 4 hours straight before it starts happening, so it's not super inconvenient to just restart the game, but I thought I'd ask about it.
mesi  [author] 19 Jan, 2024 @ 6:32pm 
That's definitely not normal. I haven't heard of any conflict like that either, although I suppose it could be Fast Track doing something weird.
Jaggid Edje 18 Jan, 2024 @ 4:39pm 
Using this mod, my game starts "hitching" after playing for a few hours. It's like stuttering, but instead of a consistent stutter, it's like one every 30 seconds to a minute or so. Most pronounced when I'm doing a lot of digging.

Removing the mod removes the issue.

Is this normal, or possible a conflict with another mod going on (like Fast Track).
mesi  [author] 9 Jan, 2024 @ 4:42pm 
Yeah that's definitely this mod. I tried to fix it, but no matter what i did there was some situation in which they were stupid and got themselves stuck. It bugs me too, but it's a tradeoff for some more clever behaviour in other situations.
ChineseBut 8 Jan, 2024 @ 4:21am 
I have been looking for what mod is doing it. But i am pretty sure its this one. One flaw on this mod is when you mass digging. Dupes will always go for the skill digging first no matter how ridiculous far away it is and miss the closer no skill dig and always get stuck. So you have manually lower the priority of the skilled digging which makes a hassle. Just such a hassle but everything else is great to keep the mod for.
mesi  [author] 21 Dec, 2023 @ 11:47pm 
Unless it was changed recently, vanilla doesn't always choose someone close, it chooses someone at random. Maybe you were previously getting lucky with who it chose?
Space Lord 21 Dec, 2023 @ 10:06pm 
No crashes but messes around with yellow alert. It selects dupes from across the map while vanilla always chooses someone close.
mesi  [author] 6 Jul, 2023 @ 7:18pm 
This mod shouldn't be causing any crash like that, can you post the crash message? (there should be a "copy to clipboard" button or similar)
Gizmo1989 6 Jul, 2023 @ 6:47am 
This is a good mod to have but it causes the game to crash every two cycles either right before night or before the morning
wilki24 4 Jul, 2023 @ 7:54pm 
Odd that I didn't notice it until the past few days. What clued me in was my dupes falling asleep in the middle of their work shift. Though, that is the first time I've built a real rec room with lots of objects.

Seems odd that "urgent" tasks don't interrupt downtime. I built a hot tub, and they really love to stay in there forever. I already have 4 blocks for downtime. Maybe I need transport tubes or faster tiles to walk on.

In any case, I appreciate the explanation and the quick response!