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After giving it a lot of thought, I've decided against this, since I prefer to have all those mod options inside the confog window, and also it would literally only save you from making 1 click to access the exclusions.
It's not perfect, but it is what I have atm, I will try to come up with a more advanced logic for the mod.
I was also waiting for 1.6 to release as a stable version to continue work on the mod, so an update should release soon.
Personally, I prefer a system where every pawn gets assigned something to do, especially during early colony development when we need everyone to contribute. It would be more efficient if task priority considered their skill levels more flexibly.
I know there's another mod called "Automated Work Assignment" by a different author, but its UI is too complex for my taste, which is why I chose yours. Just wondering if this kind of logic adjustment might be possible. Great mod!
But I'll try to see if theres something I can do on my side, I'll may release a patch alongside a new feature.
Thank you for your answer. Of course I'll give it a try, and thank you for your commitment to this mod and responses to our comments.
You're the best, cheers!
Percent Mode Rounding: Good catch! Current logic can assign 0 pawns on small colonies. Will fix it to round up so at least one pawn is always selected if the percentage is > 0. Update coming soon.
Master Slider: No plans for this, sorry. The mod is built for detailed, per-job control via the individual sliders (Count/Percent, Target Priority), and a master slider contradicts that core design.
Extended Priorities (1-9+): Sticking to vanilla 1-4 priorities deliberately. Supporting extended levels risks stability issues and conflicts with mods altering core mechanics (as mentioned in FAQ/Disclaimer).
Thanks again for the feedback!
I suspect the main issue (Refresh button seeming broken / mod not working) was due to confusion with the task checkboxes in Mod Settings: Checking a box EXCLUDES that task from the mod, it doesn't enable it. If tasks were accidentally excluded this way, Refresh would correctly do nothing, seeming broken.
That UI confusion is my fault, sorry! I'll be fixing the clarity (labels/tooltips) soon. (They're meant to let you keep manual control over specific jobs).
Thanks for highlighting this - your feedback really helped pinpoint the UI issue. Sorry again for the trouble!
Also, a master slider that modifies all the sliders at once would be nice.
Oh, and some of us use mods that add more priorities. Mine goes 1-9, for example. It's hard coded for 4 which is fine (I usually don't use 5-9 anyway) but that might be something to look into.
Steam takes some time to update on individual clients, but if you have RimPy or RimSort, you can make the mod manager check for updates and download them if available (I strongly recommend RimSort).
Finally, addressing your suggestion regarding the priorities, some other people have asked for similar stuff, ranging from adaptive priorities to min and max levels, I'm still investigating the feasibility of those features, but if its possible to add one or more, I'll let everyone know.
Do you know how it works with multi-floors, and assigning work for all pawns, not just those on the ground level?
I've installed it today, but it seems to not work, despite refreshing setting, turning it on and off, and so on. I don't have any other mods that might corelate to it, but I can send you a log if you want to.
Cheers!
Also, 1 more suggestion - is there a chance to add option "% of colonists" to do certain job, like assigning 50% of the colony to firefighting or hauling? Would be even better if it choose pawns with least amount of high priority job (1 or 2 priority), so less skilled pawns could fill their role of being somewhat usefull. I know it's hard to code, and at this point of finished mod even impossible to implement without rewriting whole code, but there's still hope :)
Have a great day!
You're correct, the mod currently assigns the single priority level you configure in the options to the best pawns; it doesn't automatically set different levels (1-4) based on individual skill/passion.
The 'Smart Assignment' description was a bit ambiguous, sorry about that! I'll update it to be clearer (focusing on 'Smart Selection' of pawns for the configured priority).
Regarding dynamic priorities (like base 4 -> 1-3): it's an interesting idea I've considered, but the current focus is keeping the mod lightweight for performance, and that feature adds significant complexity.
Appreciate the input!
Only works for work or ban, smart priority doesn't work for me, single person's priority is not automatically configured 1-4, for example, in the mod settings, specify the priority of one-way work as 3, then all the people will be assigned 3
Can it be achieved that the minimum priority of the people is 4, and then automatically configured to 1-3 according to enthusiasm?
PS: Reporting a small bug. If the pawn with the highest social skill is mining, then the pawn with 0 social skill who is cutting stone will handle social-related events (such as recruiting prisoners). I think this is unreasonable. Oh, it could also be an issue caused by WorkTab and ComplexJob. Just bringing it to your attention. If there's no problem, please ignore it.
Thank you again for your MOD!
As for the other things you mentioned, I'm already working on reviewing the code sections you mentioned, and you're right, a fix addressing this and a few other issues will be released as quickly as possible., thank you.
I would love to make the mod as autonomous as possible, but its not possible, what I can do is add more ways for the player to restrict which jobs they want to manage with the mod, and maybe change the frequency of the checks, but that's about it.
Will there be an update with a more user-friendly UI interface in the future? For games with multiple mods, it still requires manually setting priorities and quantities one by one, which feels actually more cumbersome compared to the vanilla version.
(Translation adheres strictly to the original meaning, preserves technical terms like "WorkTab" and "vanilla," and maintains the user's tone regarding UI improvements and workflow criticism.)
`<AWA_EnableDailyRefreshLabel>Enable Automatic Daily Refresh</AWA_EnableDailyRefreshLabel>`
does not seem to function properly, even in other languages. Please check whether an incorrect translation interface was provided.
No, we have one at home.
The one at home - Free Will
Thank you for your mod dear modder!