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Laporkan kesalahan penerjemahan






Tried to change priority on disabled worktype Axolotl_ReadMoeLotlQiSkillBooks for pawn 茜红
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.UnityEngine.StackTraceUtility.ExtractStackTrace_Patch1()
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.Log.Error_Patch3(System.String)
[Core, Assembly-CSharp.dll] RimWorld.Pawn_WorkSettings.SetPriority(Verse.WorkTypeDef w, System.Int32 priority)
The pawn "茜红" is not of this race. While this does not affect gameplay, is there any way to prevent this warning? I would be very grateful for your reply.
If you're still working on it, a potential improvement is to consider the interaction with mechinator and the smithing skill.
My mechinator isn't having his smithing skill enabled by the mod, and as a result cannot gestate mechinoids.
I can work around this by temporarily enabling the smithing skill for that pawn, but i feel like the approach taken of entirely disabling the skills instead of setting the priority to lowest may have other impacts on player experience.
For example, i frequently want to make a character that's right next to something and otherwise already going to travel in the right direction haul something, but cannot because they are set to never haul.
Ну, у поселенца 2 огонька на исследования, но уровень исследования 2 и мод выставил ему приоритет на 1. Поселенец с уровнем 28, он поставил приоритет 4)))
When classes are created, the mod automatically assigns a “Classes” schedule. However, Work Manager automatically deletes that schedule and replaces it with other activities like work, rest, or recreation — causing colonists to stop attending classes after the first one.
The workaround I found is to disable the automatic schedule assignment for colonists who teach classes.
I just wanted to ask if there’s any possibility of making both mods compatible, or if it’s something that can’t really be fixed.
I found a problem with Work Manager.
When I disable a work type manually while automation is active, the mod throws a KeyNotFoundException in the log.
After that, automation stops working completely and priorities are not updated anymore.
The error keeps repeating in the Debug Log.
This also happens with all other mods disabled.
Thank you for your work on this mod and I hope this report helps.
No matter how I modify the MOD settings or save/read the game, this issue still persists
I try to have my pawns sheduled for meditation but the assignment is automatically removed by the mod.
What should I do to to keep them meditate ?
Thx
I've gone through my modlist, and while I'd not know what to look for, don't think I saw any conflicts with Work Manager.
Maybe you could help me out?
https://gist.github.com/HugsLibRecordKeeper/ce1cb080a0952ac2839f08041d456f5e
It is compatible. I've tested it with all of the DLCs and got no errors, Dark Study is assigned properly. You either have mod incompatibility or something else went wrong. Can't tell anything without a log.
Errors 'Exception parsing node' occur due to mod settings schema change. It should go away as soon as the game saves settings using the new version of the mod. They do not affect the functioning of the mod, because it will just use default settings instead of the ones it could not properly parse.
searching for "Exception parsing node" should get you to correct place
Error while instantiating a mod of type LordKuper.WorkManager.WorkManagerMod: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.MissingFieldException: Field not found: LordKuper.Common.Filters.PawnHealthState LordKuper.Common.Filters.PawnFilter.AllowedPawnHealthStates Due to: Could not find field in class
Exception parsing node <AllowedPawnHealthStates><li>Healthy</li><li>Resting</li></AllowedPawnHealthStates> into a LordKuper.Common.Filters.PawnHealthState:
System.ArgumentException: Exception parsing LordKuper.Common.Filters.PawnHealthState from "HealthyResting" ---> System.ArgumentException: 'HealthyResting' is not a valid value for LordKuper.Common.Filters.PawnHealthState. Valid values are:
• None
• Healthy
• Resting
• NeedsTending
• Downed
• Mental
• Dead
By default pawns that are injured or need bed rest will only be assigned the firefighting, patient and bed rest work types. That's probably what you see.
There was a problem with job assignment after recovery, but it has been fixed. Make sure you use the latest version of the mod.
Added SimplifiedChinese translation. Thank you, Magian!
Fixed updating work type priorities after pawn state changes (downed, mental, etc.).
Fixed saving of primary weapon type filters.
Added the ability to force assign work priorities when automatic updates are disabled.
Added logic for handling outdated mod settings.
Unfortunately, the mod settings had to be reset to defaults. Sorry for the inconveniences caused by this. I will try to make sure it's the last time a full reset occurs.
Thanks for the quick and hard work and dedication
When automatic assignment is turned off, the "Update Now" button becomes disabled. Sometimes I don't want assignments to be automatic — I only want them at the start of a game or when the personnel/roster changes.Also, I submitted the Chinese language on GitHub.
I've noticed some strange behaviour with recently wounded or incapable pawns. Though it doesn't need a game reload and mod starts to manage them correctly in about one in-game day, it's probab;y what you encountered. Will try to figure out what's happening ASAP.
You have an outdated version of the dependency mod 'LordKuper.Common'. Resubscribe to it and that should fix the problem.
Strange, I'm using the mod myself with no visible issues and no one else reported this. Do you have a full log?
ReflectionTypeLoadException getting types in assembly LordKuper.WorkManager: System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.