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I've tested the mod, it should work fine. But if there are any errors, please notice me of them
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That error made it so I could not move the colonist no matter what I did. This was about "3 days" into the game after including the mod. There's another "X-mech can repair" mod out there I've been using and I haven't had an issue since. Apparently it just adds the *repair mech* job to all mechs that can smith.
I hope this was helpful in some way!
Great news! This issue has already been fixed. I believe you resolved it by setting alwaysStartActive to false, which means the pawn’s work type is not initially activated. However, I’m curious: since you’ve already specified in the JobGiver definition that the target must be a mechanoid, why would this job still be assigned to non-mechanoid targets?
Hello, thanks for your answer. Indeed, this job seems to be given to overseers as well, since I thought that it was a game thing. I fixed that with the new update, please take a look and tell if the problem is still there
I also removed the job from the list (it's still in the code) since it's not supposed to be there in the first place.
Since I don't have a lot of time to test every changes I made (Of course I checked them in dev-mode, but that's not enough), I'd be glad to hear out some feedback whether the mod works correctly. If there are any problems, please write me about them. Thank you.