Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
BPC is pretty essential to managing their gear and basically everything... but that's all pointless if they don't remember their jobs.
Did you by any chance use BPC for swapping worktype assignments? I've used a lot of its features but I've never actually used it to specifically change work assignments. If so that could potentially be the root of the problem.
I've used both mods together for years and never had any issues. For reference I always load Complex Jobs after Better Pawn Control. There's also no reason there would be any incompatibility if the mod supports modded worktypes. Complex Jobs itself is a pure XML mod, so if there is any issue it would have to be fixed by the dev of Better Pawn Control.
Hence complex jobs is now mentioned as being incompatible with Better Pawn Control. Not sure if/how that can be fixed on this side of the table?
No XML Extensions hasn't been updated and I doubt it'd work without an update. I posted about it to Mlie so we'll see if he picks it up. If not I'll have to work something else out for mod settings.
@Korvon
Thank you for the kind words.
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.
I unfortunately woke up at 3am and well I wanted to check out all the new things. I made sure to do mod updates first.
There's already an option for doing so. It's in the mod settings menu which is available when using XML Extensions.
I don't plan to change the order of them for the foreseeable future. You can use priority numbers or VitaKaninen's suggestion. Hunting is intentionally placed where it is in Vanilla Rimworld so its done only after food gathering and food cooking jobs are exhausted. Also I think regardless of order you're likely to see that happen due to how Slaughtering jobs are suddenly assigned with animals ageing. If this is an issue the best idea would be to leave handling work to someone who doesn't leave the base.
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!