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(Unofficial Fluffy work tab update)
And well there's no button to access the menu of your mod.
5. Fixed top and left panes in the exclude colonists tab. Rimworld UI is cancer so don't scroll too fast if you have more than 30 pawns or your game might freeze. Idk how to fix this.
6. Included work speed in the priority assignment calculation, so skilled pawns without arms won't get first priority in medicine, and those with field hands/drill arms, but low skills will be prioritized.
1. Rework priority assignment to use global optimization instead of greedy heuristics. The new approach is to formulate the priority assignment as an integer linear programming problem and solve the equations using an established equation solver. Sadly, for C# there are no solvers which support integer variables, so this new approach first solves a relaxed version of the problem using ALGLIB (no integer constraints) and then uses random search (a simple genetic algorithm in this case) to find an integer solution which satisfies all constraints. Random search sometimes leads to suboptimal or inconsistent solutions, but I think this is still much better than before.
2. Reworked how excluded colonists are saved.
3. Added more options.
Do you have any errors in logs?
@the opossum agenda it's probably because the lower skilled pawn has a higher learning rate.
Updated the mod. Added a default preset which can be imported right away and moved some settings and exposed some new ones in the new "Misc" tab. I hope this way it will be easier to use,
please fix the issue. as this mod is the best priority mod
The Exclude Colonist check box section, what does that do? I thought it would prevent the selected pawn from being assigned a role in that field but that doesn't seem to be the case?
I get that 1 pawn might be better than the others but having him be set as the primary for all the tasks doesn't work.
I tried using the check boxes in the Exclude Colonist section but it didn't seem to work.
Perhaps I'm doing something wrong or will I just need to accept manual control is a must for those roles lol
So If a pawn had lvl 9 without passion they would be weighted 3.15, which means someone with burning passion needs to be lvl 2.10 to be favored?
Or does it use total xp?
Tried loading this mod both before and after Fluffy's Worktab. No dice.
I used to go further than +-1 priority in steps of 3 lvls, so that someone with lvl 18 without passion could get priority 1, but i switched to the +-1 cap because i found that many pawns with no passions but which accumulated enough xp over time tend to just outlevel lower level pawns with passions, and so far it seems to work really well,
The exception to the +1 priority rule is when a pawn would reach priority 1, because i tend to minimize the amount of prio1 jobs so that if i had 8 pawns at lvl 12 or above with 2 passion i can still favor the top 1-3 for a given job, based on how many are needed.
The only issue i could see is that some things you'd rather not have someone with burning passion who has level 3 or lower do it, like cooking meals (anything below lvl6 seems to turn your colony into vomitopia), or building stuff out of expensive and/or limited materials.
Ideally you had more specific rule options to pick from like passion/burning passion increasing priority.
I see "Exclude Colonists", so I thought that pawns with free will could be exclude, and other pawns handled by this mod.
I search an alternative to Plug and Play Joiner who is not 1.5 (yet?).
I'd imagine not? The two mods' design philosophies seem to conflict. It'd probably lead to some very buggy colonist behavior, or *terrible* moods. XD
allowing us to set numbers higher than 4? preferably using the setting in Priority master what the lowest priority is?