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No it does not. There is a mod called PriorityMaster listed in the description for that however.
Good to hear you got things working. I didn't realise there was a button for clearing the cache. No surprise really since I don't even remember the last time I checked Rocketman's settings. This was an issue in the past then it was fixed but now its broken again apparently. It might be worth adding a note about resetting the cache as you suggested.
I've had a lot of reports of Rocketman causing this type of issue. It caches the xml files to speed up loading but doesn't update the cache when you change a mod setting that relies on XML Extensions. To force it to rebuild the cache you can run a basic modlist with Rocketman and then switch back to your normal modlist. The change in the modlist should prompt it to recache the files.
I can think of a few things it could be. Load order, something else might be adding worktypes in a destructive way. Complex Jobs should always be loaded near the end to avoid issues. It could be the Biotech issue listed in the description so spawning or creating new "mechanoids" might work. Finally Rocketman has had issues lately as it caches the xml files and then doesn't update them. If you use Rocketman you could try loading it with a stripped down mod list to forcibly reset the cache then load up your normal mod list.
My construction droids are not doing deconstructing and repairing 'cos "they're not assigned to"
In the Asimov menu there's no deconstruct and repair.
I've seen the "compatibility patch" for Asimov but somehow it just doesn't work.
Could someone help me with what am I doing wrong?
Not from me sorry. There's a mod called Compact Work Tab (Continued) which allows you to align the job text vertical or diagonal so it doesn't overlap though.
Thanks for help
There's already an option for that in the mod settings menu. The settings themselves require the mod XML Extensions.
May I ask if you can separate snow shoveling work from cleaning work?
I'm afraid you're going to have to be a bit more specific with what you're asking. Is this from a mod or the vanilla game? From the vanilla game there's no mechanics work. The closet I can think of is machining or the work mechanitors do. Machining is already split off by default and mechanitor work can be split off by enabling a mod setting which are added by having XML Extensions active.
May I ask if it is possible to separate the mechanic's work from forging?
Once a upon a time Stone Cutting did indeed give crafting experience. However that was changed aeons ago. If that were still the case the worktype would reflect it. There are mods floating around that change it back if you'd like.
I think you mean from an existing save? That depends on the person. As mentioned in the description a small amount of people have save breaking issues when mods change the work tab. It'll either work fine or it'll break your save. I can't say for certain if it'll be an issue for you or not because I've never been able to pin down the exact cause of the issue. I'd suggest backing up your saves before trying anything and monitoring your pawns behaviour afterwards. If you added t midsave without issues you can likely remove it without issues.
Looking at it I think the bulk of the problem is probably the tasks are so low priority they're done after everything else. Wouldn't it be fine if they prioritised this learning before anything research related?
In regard to your editing. You'd want to copy the Research WorkType def from the Core files and give it a new defname. Then you change the Worktype listed in the Workgivers added by this mod to the defname of the Worktype you created.
https://steamcommunity.com/sharedfiles/filedetails/?id=1264778930
if possible to seperate the 'studying' and 'mentoring' from 'research'? I tried editing the files but it just doesn't work. Thanks in advance and for the mod!
This version is updated regularly when anything needs changing. The legacy version is only updated every major Rimworld version or when it requires critical updates. As such by this point its quite out of date. I have two versions because some people experience save breaking issues due to changes in updates. This stops them from screaming at me when something goes wrong.
Myself and the vast majority of people don't have issues when it comes to update changes. For anyone worried or for anyone with basic mod knowledge who does experience problems I would simply suggest making a local copy of this mod so they don't need to worry about updates potentially causing issues.
In vanilla there are two sets of tasks for delivering things to construction jobs. The first is in Construction and the second is in Haul. In Complex Jobs there's actually three sets of these tasks to account for Lifters. So there's one set in Construction, one in Deliver and one in Haul. The tasks in Construction are done after all available constructions are built. The tasks in Deliver are always done since they're the only tasks and the tasks in Haul are done after hauling everything.
There's no reason why you're people shouldn't be hauling things to blueprints. However if you want to get it done in a timely manner I'd suggest making use of the Deliver worktype, it exists purely for that reason.
This mod is entirely xml so there shouldn't be any sort of conflicts like that. At any rate, you'd be better off running Adaptive Storage nowadays since its better on performance. So you should try giving that a go. The mod Neat Storage uses it and it offers pretty much everything Deep Storage offers and more so there's not much reason not to switch anymore.
Maintenance, it deals with all the tasks that keep a colony operating. Stuff like refuelling is put at the top of the task list so it gets done before less important work.
An alternate method would be to use dev mode to replace them. You spawn the mechanoid and then use the recruit function. There's a link in the description for a mech work tab mod. I never got around to testing it but in theory that should allow you to re-enable the jobs that have been turned off on them.
The task in the Deliver worktype comes from Hauling originally. Construction also has its own specific deliver task but that's done only after building what's ready to be built. There's a number of arguments that can be made to move it to different positions. However, I think its current location fits quite well since it sits with other haul related tasks and it's typically done after more important work. If it were earlier other trades would have to juggle their priorities around its order.
Personally I have my building crew doing Transport, Mortuary, Maintenance and Deliver as a 1 before construction. While my primary constructor focuses on building. Once the others finish their chores they join the primary constructor quickly building everything.
If the game is throwing errors the log should pop up (might require dev mode to be on, I can't recall). If you're running hugslib you can also share a log from that window which will give a very detailed readout of things. I'd suggest taking the issue to the troubleshooting channel on the unofficial discord. Maybe someone there has an idea of what's causing the problem.
That's definitely unrelated to Complex Jobs. Its more likely to be something related to crafting items or bench assignments but it might also be something as simple as your setup. One reason I can think for this to happen is if you have unfinished items allowed in stockpiles. In that scenario someone might try to haul it, your crafter then can't access the item and it probably isn't counted while in transit so they start another item.
how could I can track out a log to making clue?
I've put out an update which should fix it. That took far longer than it needed to because somebody didn't post a log or error messages. Also, because steam is being an idiot and not updating the mod files forcing me to go to the github to find the newest update.
Next time I ask you to kindly post a log or error messages. Don't force me to start taking Sarg's approach to handling issues.
There's an issue with the Biotech dlc where mechanoids in existing saves will not gain new work types added by new mods even if they are patched to do so. Also, on very rare occasions mechanoids in existing saves might loose the new work types for some reason. The only way currently to fix this problem is to reset the existing mechanoids. This can be done rather easily with the use of dev mode. First enable God Mode (Face Symbol) then click a mech and press the Make Feral button, then click Recruit, then click assign overseer.
This version is updated whenever I have something to update. The legacy version only receives critical updates and is generally not updated at all between game versions. As mentioned in the description updates can cause save breaking issues for a some people for whatever reason. So to avoid people screaming at me that I broke their saves I have two versions. One I update and one that remains unchanged. If you want to use the one that updates all the time and you don't run it from a manual backup copy. You don't get to complain that I broke your saves if something goes wrong.
I only knew pawn rules and that comes with some problems of its own.
Thanks for making this mod btw, its fantastic!