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I'm complete, thank you.
Here's the community modding guide: https://docs.google.com/document/d/1BZiUrSiT8kKvWIEvx5DObThL4HMGVI1CluJR20CWBU0/edit
Once that happens I'll mark it as outdated in the title and link to the new mod in the description.
I'll have to look into that, I think I did change that in the latest update- it could also be the injury code doing something really weird.
No swet, it was my mistake in not testing it enough to see what was actually happening. And life of a modder is rough as peeps can be super nit-picky for something they:
1) Don't have to use
2) Didn't have to put any work into making.
So thanks for the QoL mod!
People were also mad at me when I suggested that it was cheating and me doing something to fix it: I never was able to figure out a better way- although I suppose I could require 3 health instead of 2.
Ultimately if you care about this you can just intentionally decide not to use your dream verb (effectively resting to speed up the cooldown) or always have a spare health you're not using- and let's be honest, in 95% of cases the latter will be true once you get enough healthskill not to get injuries, which stop it anyway.
TLDR: You'd technically need 3 health or 2 health+resting in vanilla.
When you use the skill to work you need to also need to put in 2 health. The Job then just loops non stop.
I think this is what you intended because it uses 2 health? I failed to check to see if it's in fact just swapping between the first health and the second health. In which case it's a false report and I apologies for not checking thoroughly enough.
Or do you mean the actual health itself having a cooldown rather than the loop going faster than intended?
Basically you just keep generating money non-stop.
I've also noticed you can't loop without the health skill, but I think it's better to leave it that way- it will also only come up in legacies that start with multiple health, since you need 2 health to loop anyways (plus it's just a really bad idea, you wouldn't have the grace period and would be rolling 30%'s every time, including the first).
Thanks to everyone who reported issues!
However, the employment aspect also fatigues the health, and it must not count that as applied until after the main effects of the recipe happen, which get replaced in a different way in the main game (because it doesn't loop).
I am currently testing a fix where I use an alt recipe addition to detect if there is fatigue and subtract that instead, which I believe will have the least side effects and incompatibilities.
Note that this mod still will not support the '3 free days' without injury, which themselves are an alt recipe that wouldn't really be possible to put in.
Also: would people be interested in a mod that works in a similar fashion, but instead of automatically looping, lets you put in the required resource before the task finishes?
This would solve the issues with higher level manual labor jobs technically requiring 3 health to loop at full speed without using a dream verb (usually doesn't matter because you have an excess of health at that point and so much vitality injuries are free).
It would be less QoL but more accurate to the base game, so I'd leave this mod up unchanged aside from fixes.
Also side note, I was partially wrong about glover and glover, the overtime was properly accounted for- but the junior position is pre-overtime, and was done to probably avoid issues with adding reason to the recipe later. (if it isn't obvious it's been a while since I've really gone through cultsim and am mostly working off memory save when I get a bug report that sounds like an actual bug)
Are you sure this is the case? Looking at the JSON, it calls the base game injury function, which removes one health and adds one injury. This *should* work fine given that you put two health in. I was concerned there'd be an issue with the fatigue order when looking into it, but fatiguing happens when you stop the loop.
I can't think of anything that would generate health here unless the health got transferred to another verb and thus couldn't be eaten.
That recipe could also get changed by some other mod (I do not define it, merely call it) which could have a weird interaction.
If I remember correctly, the junior position is not added to avoid inconsistent behavior with overtime, which consumes extra reason semi-randomly, or he withholds your pay.
This is because the mod has the goal of balancing convenience with fatigue timers. In the hardened physique, it is likely you already have extra health. In the junior position I deemed the player might not have enough reason lying around to deal with it (plus it'd make more edge cases since it's random).
This is also why all jobs require 2 of any attribute card instead of 1, since most of the time adding an extra card simulates rotating them out with natural decay to healthy. You can, in practice, use the dream card to restore faster, but this occupys another verb.
It should work on most other glover tiers.
yeah I went online to find a better picture but couldn't find one, strange how nothing talks about it
top right corner, book icon "The Sixth History"
it should be listed as an installed mod, with a steam icon
hit "enable", you might need to restart the game to load the recipes in
it used to be called something else that I can't spell, and the icon was different as well I think?
but it's the same menu you use to start DLC runs instantly
Also threw in a slot for morlands, so if you keep it above 2 funds you can keep adding them without having to restart the thing.
I think Kat was doing the Ever Afters with them?
idk if the files are even in the right binary format but hopefully it works
Currently I'm having computer issues, so uploading stuff might be hard.
Go to your game files
steamapps\common\Cultist Simulator\cultistsimulator_Data\StreamingAssets\content\core\elements\abilities.json
Open this file.
Search for
"id": "fatigue",
Set this attribute a couple lines under that from
"lifetime": 60,
to
"lifetime": 40,
Mod now works again with the UnSkilled Labor Job. (Previously the first loop would give you the right rewards, the second would be empty, and on the third you would get a guaranteed injury and stop the loop)
Enable the mod from the mod menu. When you have a loopable task, you should see an extra slot, for whatever of the resource that is needed. Put the resources in both, and it should start looping. I think you stop with restlessness? sorry I've basically only checked to make sure it isn't horribly bugged (the one bug should be the A Hardened Physique tier not looping and just acting normally after you start it),
but I suspect you either didn't enable it from the main menu and restart, or are doing a glover and glover job that doesn't have a loop because there is a promotion option you could take.
Check the plain health job, or the Physican Job to see if it is enabled properly first.
There is a small chance an update in the last week broke it but I'd like to think I'd have been pinged if that was the case.
TLDR: except for lategame health job, everything has had no issues (idk what zombiemaster ran into but they weren't very detailed in their report)
You should also still be able to do that level of health normally, just it doesn't loop.