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Useful Marks is a mod I've been using myself, and have wanted to add support for. I'll look into it. With regards to pawn capacities (talking, manipulation, etc.), that's already a part of the Automatic Surgeries addon, but I have wanted to move it to the main mod anyways, so I'll just do that.
Don't worry about making many requests, most of them take a few minutes to add at most, and look something like this [imgur.com] internally.
I'm starting to feel like I'm asking too much, but is it possible to also integrate the mod Useful Marks ? And, to add to my previous suggestions considering health, can you also add a way to consider health stats, like "talking" and "manipulation"?
I've just pushed a patch with a bunch of fixes that should enable much more streamlined migration of configuration files, in particular with regards to gravship jumps. Most, if not all references that were previously lost on jump, now persist (mostly?) correctly.
Do note that due to internal changes, this patch ironically breaks existing "has assignment" conditions, and they will have to be reset. See changelog for more info.
I had no idea where to write this small announcement so I just put it here lol
E.g. I have a 'set medic tag' on assignment to my critical medic work specification, and it keeps on save/load and mod change, but it defaults to 'select tag' when I move with my gravship.
Also, apparel and drug policies break as well.
I'm pretty sure the issues I was having were simply due to my lack of understanding and it not acting the way I expected, but I admit I'm having a bit of an issue with the descriptions and feedback from the mod.
maybe some screenshots explaining in greater detail? a short tutorial video would be amazing but I don't expect something like that! ^_^'
This also affects a pawns passions where the learn rate is reduced by a critical passion, turning them into neutral passions. If your pawn has multiple critical passions, they may have reduced each others learning rate enough to be considered neutral.
I have pushed a small update that reduces the aforementioned threshold to 50% from 100%, as well as introduced a mod setting that allows you to customize it. If your issue persists, please tinker with this value and see if it resolves your issue.
I think it my have an incompatibility with the "critical" passion level from VSE. I had to turn off the "passionate" condition for a lot of the rules, because I don't think the critical one is detected as a passion by it.
My mod does integrate with Vanilla Skills Expanded, and to some extension Alpha Skills, but there may be other mods that it doesn't integrate well with. Alternatively, are you using any mods such as Performance Optimizer or similar?
I would much appreciate if you could export your configuration (bottom of list section, rightmost button), and send it my way for debugging.
It throws a lot at me and doesn't work even remotely well.. instead it just seems to be throwing dice at my colonists and assigning them wherever it lands (I do understand the left-to-right and number priority)
I love the idea of it but it doesn't seem to give me the info I need to make it work out of the box. I might take another crack at it later after I got a bit more coffee in me!
That's odd, are you certain that your best pawns skill level lies within the range? Please provide further information, and maybe the save file, on the Bug Reports discussion.
@:)
Not currently, but I'll add it as a setting in the next version.
@恰似宛然一笑生花
Thank you for the translation!
So I created a mod " Automatic Work Assignment_zh
" that adds a Chinese translation for your mod and published it on the workshop. Thank you!
Is there a way to make it so the "Critical work unsatisfied!" is a normal notification instead of red notification?
via a configuration or something? It's helpful for me to figure out what colonists to look out for, but it's very distracting with the red flashing.
So if you have jobs ABCD, and you want them in order, then on line one:
1) A, B, C, D. easy.
But to write them in order of ACBD, on line one you have:
1) A, _, C, _, and then on line two:
2) _, B, _, D.
Because Patient comes before BedRest on the normal work list, but *after* it in your chosen priorities, Patient has to be put on line 2 if you want it to be read as coming after BedRest.
If you had wanted to prioritise them in the opposite order, DCBA, you would need 4 rows to write it, so task A would be on line four - and therefore at Priority 4.
1) _ _ _ D
2) _ _ C _
3) _ B _ _
4) A _ _ _
The priority numbers are only relative to that pawn, and not to other pawns, So a pawn with tasks ABCDZY would have Y as priority 2, but a pawn set to do DCBAZY would have Y as priority 5.
The last two lines of DCBAZY looking like this:
4) A _ _ _ Z
5) _ _ _ Y _
Even though both pawns have 6 tasks, because Rimworld reads left-to-right when looking at priorities*, job Y shows as a different number even though it's last on the list for each of them, because those priorities are individual & not related to any other pawn's set of priorities.
( * Do anything at Priority 1, starting in order from left-to-right, and if those are all done, check for anything listed as Priority 2 starting from the left, and if those are all done then look at what's Priority 3. Check from the start again each time a task is completed.)
The mod is based on the idea that the actual value of the priorities on the work tab doesn't matter, rather it is the order that matters.
With that in mind, I don't think an option for setting priority values directly would work very well, since the there is no guarantee of the raw priority values, only their ordering.
I do have alot of mods, so it could be a conflict. But i wanted to ask just to make sure. If this is intented, is there a way to just set the work types Priority manually?
I have a couple of work specifications that I've set up - labelled 'Addicts' and 'Wet Nurse'.
For wet nurse, the condition is that the pawn has the health condition of lactating, and does Childcare work (with the goal of mothers feeding / looking after their babies directly, rather than someone else using baby food to do it).
For addicts, the condition is that the pawn has a genetic dependency, and works on creating Drugs (so that even low-skilled Wasters will prioritise their own needs, even above cooking, but others will not make psychite so urgently.)
But, because nobody in my colony is a new mother or someone with a genetic dependency, those work specifications cannot be satisfied - and so the game puts a notification on the right side of the screen, which I cannot remove.
While playing odyssey scenario, I must change assignments when colony moved.