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Glad to hear you worked it out. If you haven't played in so long you'll have plenty to catch up on.
I'm afraid adding an option to merge jobs would require quite a bit of reworking. As for something more it'd probably require coding which I can't do. Overall I'm sorry to say its not something I'll be doing anytime soon.
On the default game settings on 1080p you can add a dozen more worktypes and not encounter this issue. So I can only assume this issue comes down to using a lower resolution or using a larger UI scale.
Did you by any chance enable the Smoothing Worktype midsave? If so you'll have to replace your constructoids for them to get the new worktype. You can do that via dev mode, spawn the mechanoid, use the recruit command then control it with a mechinator.
I made the remaster version a separate entry for 1.4 due to the sheer amount of changes to avoid breaking peoples saves. The changes from the remaster version have been merged into the normal mod but only for 1.5. So, if you're playing 1.4 stick with the remaster version, if you play 1.5 switch to the normal version.
Since these issues still existed in the 1.5 version I made sure to fix them and update the mod.
The issue itself was a faulty patch so your load order should be fine, sorry about that. Just unsubscribe and resubscribe to ensure steam updates the mod files and the issue should be fixed for you.
Sorry for the problem, looking at it again I see what I missed now. The patch should have been changing a task from Combat Extended but it instead had a task from Biotech DLC listed. I must have forgotten to change it when I copy and pasted the patch. I've uploaded a fix.
Yes that says a lot. The priorityInType is used for the order of tasks. The error says that the patch is unable to find that node for the task that does bills at the Subcore Encoder. One of your mods for some reason must be removing it because that node is present in the game files. I'd suggest checking over your mods. Its either something to do with work tab changes or something to do with the Subcore Encoder. Loading the mod after Complex Jobs or remove it should get rid of the error.
Verse.PatchOperationReplace(xpath="/Defs/WorkGiverDef[defName = "DoBillsSubcoreEncoder"]/priorityInType"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=3
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: C:\Users\myshk\Desktop\Steam\steamapps\workshop\content\294100\3019961011\1.4\Core\Patches\475_Smithing_Core.xml
does this mean anything to you? otherwise idk how to send my player.log through steam because my hugslib stopped working.
The normal version is no longer being updated for now and all updates are being done on the remaster version. I think I'm pretty much done with major updates that could cause issues for people. In the event I make an update that I think might cause issues I'll be posting a manual download for people to roll back their version should they have issues.
With the addition of mods and dlcs the worktype name Refuel became very distorted. It has been renamed to Maintenance and now deals with all the tasks that go towards maintaining the operations of the colony. Jobs such as Refueling have been prioritised at the top of the task list to ensure refuelable buildings like generators and growth vats are kept in working order.
So the colonists don't refuel anything and I have to click on every refuelable thing every 5 minutes
Maybe it is there but I couldn't find it, but I have searched for it many times
can you tell me where the tab is?
While Complex Jobs does a lot of changes to the work tab its all xml based. It doesn't make any changes to the functionality of the work tab or its priority system. The issue you're describing should be coming from one of the other mods. The most recent update was a minor compatibility patch for Misc Craftable Robots which only added missing worktypes for the robots.
I use priority master, and have it set to 12. If you look here: imgur.com/a/Wx9YDz6 , you can see that while I can set quarry to 12, by doing each manually, and that the number shows up at the top, when I changed drill from nothing to 'up', it defaulted to 4, rather than 12.
I do have the misc robots work patch installed, as well as compact work tab.
Not a huge issue, just mentioning it for mentions sake, tbh.
Sorry about that, it looks like I forgot to slap a MayRequire on the patch piece I added so its trying to load it even without the mod. I've uploaded a fix. Unsubscribe and resubscribe to ensure steam updates the mod files.
https://gist.github.com/HugsLibRecordKeeper/b90037c962dae82759b1b2be79aafdb8
It appeared in the main screen log after today's update. I'm reporting it just in case
The remaster version is a complete overhaul on worktype priority and work task priority. If you check the changelog on the workshop page it should give an idea of what I've been doing. Due to the amount of changes, I made a new workshop entry to ensure I don't break people's saves.
As far as I'm aware mechanoids use the exact same priority system as colonists which complicates things when I make changes. Looking at the files I excluded the Deliver worktype on mechanoids and added a duplicated task so they perform it after hauling. However I forgot to change Merge, which is still added as a worktype for them. I've uploaded a fix which removes the Merge worktype for Lifters and instead adds a duplicate merge task which is done after delivering. That should allow lifters to Haul, Deliver and Merge in that order.
It's probably in the changelog somewhere. It was changed to Production and more was added to its worktype. The problem with the Brewing worktype was the minute you included mods it stopped being just brewing. As many mods rely on the Vanilla Expanded Framework's item processing system. This was initially only used for brewing, making soups and the like. However once mods started using it, then it was for wood, clay, and all sorts of different things. There's unfortunately no way to separate this out as the system itself uses a number of very generic work tasks.
So I had the idea to relabel it to Production and use it for all the menial unskilled labour tasks, brewing, weaving cloth, making seeds and so on.
I've already had some requests for do X for mechanoids. I'm sorry but it's not something I plan to support at this time because its time consuming, cumbersome and any sort of setting requires a restart. I think a solution for mechanoid job issues would be better left to someone more skilled who can make a proper solution rather than a hodge podge job I could.
Mechanoids use the same work priorities as colonists. Lifters core job is to do hauling tasks so I've set it up as such. Unfortunately someone is going to prefer it one way or the other. I previously had the deliver worktype on them but people didn't like it since they spent all their time delivering instead of hauling. What would be needed is a proper work tab for mechanoids.
@Mad
I also had the thought of bundling Androids and Mechanoids together without the worktype. Either moving Mechanoids to Crafting or Androids to Smithing. Currently I've left it as is since I'm a bit undecided and I don't personally play with the mod.
many thanks for your continued development of this seemingly simple mod!!
It looks like I made an error when I changed that over in an update. I'm surprised it didn't come up in an error log. I've uploaded a fix, unsubscribe and resubscribe to ensure steam updates the files. Sorry for the trouble.
That'd be because one of my patches removes the inability to do dumb labour on warcaskets already. If I recall correctly I had to add it because it was locking out jobs it shouldn't. Looking at the mod it does more than just dumb labour. I've uploaded a fix so the patch checks for the tag before trying to remove it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2730151836
[[FSF] Complex Jobs 1.4 Remaster - Start of stack trace]
Verse.PatchOperationRemove(xpath="/Defs/TraitDef[defName = "VFEP_WarcasketTrait"]/disabledWorkTags/li[text()="ManualDumb"]"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=1
[End of stack trace]
If you encounter any issues with this new setting like some tasks that shouldn't be allowed to be done while drafted let me know.
That's an oversight on my part. The bench itself uses a single work task for bills which is under cooking. I'll have to add a duplicate task under butchering however it will result in butchers also cooking meals. To split them apart you'd have to make use of bill assignments or cooking skill requirements. I'll upload a fix a little later on.
That's a game issue I'm afraid but there were some mods that also caused it to do that sometimes, although I can't remember specifics offhand sorry. Usually that happens when worktypes are shifted in priority. For most it simply messes up some work priorities but for others it can outright break the save, hence the multiple versions.
A few of the recent updates may have caused this. Changing Brewing to Production and moving it. Changing the priority slightly of Drugs to make room for the Hack worktype shouldn't have caused issues (unless you used What The Hack) since the order was unchanged but it might have. I think I'm more or less done with overhauling the worktype priorities now. So further updates from me shouldn't cause this.