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There's already a mod option for that. Also from the unstable patch notes that will be added to the base game.
I'm honestly surprised they weren't separated by Vanilla when fishing was introduced :(
I don't know how to code I'm afraid you'll have to ask someone else.
The sub category for prisoners isn't showing. Just the main button.
And actually, do you think you could make the mech-work tab one of those too?
I left a comment for the dev on their workshop page. The problem is actually due to how the patch is made it should be using PatchOperationAdd instead of PatchOperationInsert. The current method is putting the new node in the wrong place thus causing the error.
It looks like the error is coming from the mod itself. It has a patch for Complex Jobs which is causing errors. I tried disabling the included patch and the error disappeared.
https://gist.github.com/HugsLibRecordKeeper/8abcca65ea2b03f84976a37a9c3ec6b9
Looking at the files it looks like its using the normal Biotech mechanoid system. So it should be fully compatible without any changes.
https://steamcommunity.com/sharedfiles/filedetails/?id=3531074246
That's due to a steam issue which has been ongoing for a while now causing it to download old mod files for some people. Sometimes it fixes itself after a while. However if it doesn't and you can't manage to get it to download properly by resubscribing or verifying the game integrity you can download a copy of my mods from the GitHub linked in the description.
In case anyone else was curious as to what would occur when using cherry picker to try to cherry pick the job splits. I have tested it with harvesting to see if it would get merged back into grow. It appears that by disabling just harvesting I rendered pawns incapable of harvesting. it did not merge back into the grow. They are able to harvest on DEMAND when it is done through the harvest tool. But otherwise it treats it as if harvesting still exists.
Basically my conclusion is that if you think you want this mod so that you can split SOME of the jobs and not all of the splits that it does by default. This does not appear to be possible (no offense to the mod dev or what not I was simply curious as I did not quite want EVERY split. And was curious if this would work.)
Damnit, I just checked again and the patches are there. The problem is the mod requirement is tagged wrong so they aren't loading. Sorry about that, I missed it when I looked earlier. Thanks for reporting it.
Anything using the VE Fermentation System uses the same tasks from the VE Framework. I just double checked and the processor tasks from VE Framework have patches to swap them to Production. More than likely your mod files are out of date which is why its shown in Maintenance for you.
If you can't get steam to download the mod files properly by resubscribing or verifying the game integrity you can download a copy of my mods from the GitHub linked in the description.
Looking at it I don't see anything that needs changing for it to work. Looking into it the patch that existed for it is back in 1.4 which had a kiln workgiver which doesn't exist anymore.
Wow that was lightning quick reactions!
I've just downloaded the updated version of Complex Jobs, and I can confirm the error is gone!
Thanks a ton!
Thanks for reporting it, I've uploaded a fix.
[[FSF] Complex Jobs - Start of stack trace]
Verse.PatchOperationReplace(xpath="/Defs/WorkGiverDef[defName = "AnimaObelisk_WorkGiverDef_FillPawn"]/priorityInType"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=2
followed by:
[[FSF] Complex Jobs] Patch operation Verse.PatchOperationSequence(count=2, lastFailedOperation=Verse.PatchOperationReplace(/Defs/WorkGiverDef[defName = "AnimaObelisk_WorkGiverDef_FillPawn"]/priorityInType)) failed
From comments made by Cybranian over on the Anima Obelisks mod page, it sounds like they changed some def names which might explain why the patch in Complex Jobs isn't finding the right def any more.
Just thought I'd pass the info along. Keep up the good work!
That's due to a steam issue which has been ongoing for a while now causing it to download old mod files for some people. Sometimes it fixes itself after a while. However if it doesn't and you can't manage to get it to download properly by resubscribing or verifying the game integrity you can download a copy of my mods from the GitHub linked in the description.
It's early morning and I'm just reading before doing things. By the way if you use Allow Tool switch to Keyz' Allow Utilities. A lot of people have mentioned Allow Tool has issues. Meanwhile Keyz mod is being actively maintained and covers everything.
Yeah, I'm switching to OG as well now. Just figured for future proofing that be something to look out for.
Thanks for your great work, I appreciate many of your mods. :)
Personally I had a lot of issues with the forks but the original works flawlessly. Adding support for the fork isn't difficult though.
This isn't an issue when using the OG version of the mod but, as I understand it, the OG is on life support while the fork is going to get updated in the future.
Fork: https://steamcommunity.com/sharedfiles/filedetails/?id=3513718710
I've covered it before, the short of it is that it would be a lot of time and effort for not a lot of benefit and it would make XML Extensions a hard requirement. If you only want a single worktype there's usually a bunch of "adds x worktype" mods. There's also Personal Work Categories which I don't think has been updated for 1.6 yet.
@‡
What you provided missed any real useful information which is why a hugslib log would provide me more information and help identify the problem.
I've noticed if you download the mod with steamcmd it doesn't get the wrong version (at least for me)
That error is pretty vague and doesn't really say enough for me to really know what's happening. Can you grab a hugslib log instead it'll tell me a lot more. Also lately steams file issues aren't always solved with verifying the game files. Which is why I suggested to grab a copy directly from the github as that is definitely an up to date version.
Below is a link to the standalone log publisher. It's very late now so I'm sorry to say I'll have to deal with this in the morning.
https://steamcommunity.com/sharedfiles/filedetails/?id=2873415404
https://rentry.org/87u43hgq
The pastebin link is giving a 404 saying its no longer available. As far as I'm aware there should be no issues with any mechanoid mods. There's a high chance your issue might be related to steam downloading old mod files. Try grabbing a copy from the github linked in the description.
... very insightful, but i assume that its probably incompatible with some mechs mod? or just update broke something?
Considering the issue appears on More Quests which has only updated once for 1.6 its completely unrelated to anything I've done. Maybe the issue occurred due to the workshop being overloaded at the time of upload. Anyway I got word that Ludeon has contacted Valve so hopefully something gets done to fix this issue.
You can see this for yourself if you open the properties for Rimworld on Steam and go to the Workshop tab, for some reason a bunch of FSF mods have a bunch of "latest version" buttons that you can't actually click on, but verifying files makes it switch to a different one. This appears to be what "fixes" it, and why it doesn't always work if it still gets the wrong one. Sometimes it's easy for RimSort to catch the wrong one is in use because some of these "latest versions" are missing the 1.6 folder. https://imgur.com/a/1vmZMGf
My point exactly.
It''s unfortunately a bit random. Some people can get it fixed by resubbing or verifying the game files or both. Others do a whole list of things and it still doesn't work. The two times I had it steam fixed the issue itself.