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Thanks
Try doing what's suggested in the known issues section. That should hopefully fix it.
That happens to some people sometimes for whatever reason. You'll find information and a fix listed under the known issues section of the description.
As multiplayer_rocks said its a steam issue that's been ongoing for a quite a long time. If you can't get steam to download it properly there's a link to my github in the description.
Alright I've uploaded a fix. Technically Maintenance is the vanilla Hauling renamed which works for 99% of mod added tasks. Except those which specifically add hauling related tasks, those need to be patched to move the tasks to the new Hauling worktype.
This mod is entirely xml based and doesn't have any code. As such it can't cause such issues. Assuming a mod didn't screw something up with how they coded things to interact with new worktypes the issue likely still exists. Its just now buried as the tasks are no longer split into smaller worktypes.
Notably on regard to that it seem that errors occured referencing "dummy(Stringofnumbers)" that only became present with a mechanoid of some kind. NGL Wouldn't be surprised since the mechanoid I listed can equip armors and weapons
More to research also very bizare getting rid of more mechanitor as I have other options.
You have quite a lot of errors but I'm not seeing any that should have any relation to this mod. This mod is entirely xml based so the issues it can cause are fairly limited. I might have missed it but I couldn't find anything relating to the DMS mechanoid Lady.
Most of the errors I see are the game throwing a fit because it can't decide if a pawn of some kind should have numerous needs. It all starts after something called CF.ShouldHaveNeedPatch+ShouldHaveNeed.Postfix which I think its saying is coming from com.communityframework.harmonypatches. Which should be the Community Framework mod in your list.
For mechanoids there's some errors coming from Combat Extended's patches. Also there's one from More Mechanitor Mechs 2.0 which is trying to remove research from fabricors for some reason.
https://gist.github.com/HugsLibRecordKeeper/f8d014e8832220e653c6ae9f6c7d7d2b
Its notable as this is only mechanoid it occurs to
Now I just have to find out why they don't do it cross level :/
I haven't tried it with those other two mods so I can't say for sure. However this is a pure xml mod so it should be compatible with pretty much everything. I personally use Better Pawn Control and I've never experienced any issues. Although I do not make sure of the mod for swapping work priority controls.
It's given a very high priority under Maintenance which is used as a sort of manage colony operations worktype.
I can't code so I'm sorry that's a no. If you need more priority numbers I'd suggest taking a look at the mod PriorityMaster. It should be compatible with Complex Jobs.
@Haraise no Tenshi
The vanilla game has a form of While You Are Up built in and has for a long time. That might be the cause. A lot gets added with mods so its possible a hauling type task was added and not reassigned. If you mouse over the worktype names it'll display a list of tasks inside that worktype. You can check if there's a haul type of task listed in one of them which isn't sorted properly. If so I can fix it with a patch.
Just saw a post on reddit that might be of help. It mentioned the following mods have some reports of work priorities resetting.
Multitending
Better Pawn Control
[SF] Priority treatment 1.1
This mod can't do that as it's entirely xml based. I suggest you check through your mod list, it sounds like you have a mod like Free Will.
The vast majority of people can add or remove the mod without issues. If you are using the normal version then you should be one of those because if you aren't you risk updates causing save issues.
Looking at the files Elementals would need some support patches. However, I can't find anything for Undead suggesting the worktypes they have are limited. As far as I can tell without trying the mod they should be normal pawns with limitations added via hediffs and Traits. Niether of which should be a problem.
@Aargh Tenna
That sounds like a mod messing with the job driver system which this mod does not do.
This mod is entirely xml it only shuffles around tasks and moves them into new worktypes. Also the last update was for the mod MultiFloors. So unless you have that nothing has changed for you. The issue you're encountering will be coming from something else.
I don't want to say goodbye to this awesome mod. Maybe someone can help me to solve this problem.
While its true it make sense based on the naming. I think pretty much all the tasks put under drilling tend to result in gaining resources. Meanwhile Mining is a lot more of a mixed bag especially with mod added tasks. So in a lot of ways its more fitting under mining since that's what you usually use for mining out rooms, mining obstacles and so forth.
It moves the brewing tasks from Cooking to Production.
There are patches for Biotech's mechanoids and a number of mods to fix that issue. Although sometimes for some reason it can bug out for mechanoids. See the known issues section for a fix. Alternatively you can grab a copy of Mech Work Tab.