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also i seem to be running into an issue with the assignments not automatically assigning based on skill lvl. I have one pawn at the bottom of my list with a construct skill of 13 with a burning passion and yet my pawn with a construction skill of 0 and 0 passion was selected instead.
As to your issue, this may be due to the skilled pawn being over-committed, meaning it won't be considered if there are less committee pawns available that meet the requirements of the work spec. Try tweaking commitment values, assignment conditions, or mod settings, see if that helps. If the issue remains, you can save your configuration and send it my way so that I can debug it.
Copy paste work specifications, ie I some conditions will carry over for things like tailor/smith/machinist/fabricator, with the only difference being a difference in work priority, but setting up everything else is tedious
A search option when opening the list of options, for example if a lot of mods are had, trying to find the specific building to tie job amount to is difficult, same with the medical operations that your other mod uses.
Add a condition that checks amount of buildings needing built, similar to #worker per building.
Idk if this is possible already, am still tinkering, but, a condition for if the pawn is in a cryptosleep casket? I run VFE classic and have unified the republics, which entails having 15 pawns, but I dont need them so I just have them permanently in a cryptocasket, but they factor into the system at the moment.
The ability to assign a ideology role and to filter based on ideology role.
Multi-options as more of a check list?
Condition for plants needing harvesting / planting / cutting when determining amount of workers to assign, same as #worker per building.
As to some of the other suggestions:
A search option for option lists is indeed very useful. I can easily recommend the "Searchable Menus" mod for this: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2928608119
Regarding checking for cryptosleep caskets, the mod always ignores pawns that are considered downed, likely including those in cryptosleep caskets. However, I can implement settings that allows for the customization of this behaviour further down the line. After this, I imagine you can check for a "cryptosleep" health condition or similar.
A "set role" on-assignment task an role check conditions are good ideas, I'll try to include these as soon as possible. I also like your ideas for additional worker amounts, but these will be lower priority to add.
Can you elaborate on what you mean with "Multi-options as more of a check list"? I don't know what you mean.
Thanks for the link to search menus, Imma try that and it might just solve that particular UX issue! Shows me for commenting without having checked for a mod that solves it xD
Re cryptosleep: When I first booted with the mod I had fabricator, machinist, tailor, smith etc jobs set up, and the pawns inside cryptosleep were given the jobs, the only way to really exclude them would be manually via not specific pawn. I did check their health conditions and they dont have one, maybe thats a mod or something I use that removes that though, either way simply being able to copy paste settings will make it easy enough to work around.
Re multi-option: something more akin to a checklist for certain options, for example, right now if I want to set it up to check for health conditions, like infections or disease, I have to enter each manually with its own separate health condition entry, but if it comes up as a checklist it'd be a lot easier, though I understand how that might be a lot of work cus it involves changing the UI in a big way. It'd be useful for for example setting up quarantine rules(with communicable diseases) or automatic surgery if the leg is damaged enough / missing(though that can prob be done with an easier filter like part efficiency)
On the searchable menus, I have considered adding it as a soft dependency, just so other people don't miss it as well. It is undoubtedly a very important QoL feature when searching for things like specific stats, buildings or health conditions.
Finally found a way to make this all work as well, I install a worker AI for each relevant passion, and then tie the work to having the worker AI, so far its working like a charm! Plus having outfits for specific workers, gonna be a nice boost to productivity
The only annoyance I have with it is that it removes the assignment to x work for everyone else? Normally I'd have all other pawns have priority 9 on every work type, so that I can always micro someone to do a job even if they're not particularly good at it, such as building a destroyed wall, rescuing, etc. But top notch mod, glad I found it!