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ConsiderVanillaSkillsExpanded(Passion passion, SkillDef relevantSkill, int relevantSkillsCount)
I not managed how to make it working properly (excluding nonVSE cases from code), but if I remove if part on cases, it would detect passion from VSE properly.So, it always false.
Also want to mention, that from my opinion natural passion from VSE should affect like something between minor and major, instead of nothing.
(would mention again, I do not understand fully C# and rimworld modding)
I have some problems with compatability with Vanilla Skills Expanded.
Tried to install this steam release, also tried to build from github, since last versions isn't published on git.
Does it even have compatability with it? I'm looking for passions from it.
Unfortunately I doesn't know C# and rimworld modding, can't patch it myself.
The other problem is that most people with this mod are also using other mods - and the AI is balanced for vanilla. This is actually a problem for my own playthroughs, too, because I also like mods sometimes.
For the most part, I'm relatively happy with the state of the mod. I think most people are enjoying it most of the time - although I recognize that there are some frustrating bits here and there.
actually, one more thing, now that the slider works and information updates the second i exit mod settings, i still have to have global hunting at 100% to get em to do it at all, as opposed to just cooking, growing, and hauling when the "consider low food" slider is tripled
Maybe this info is useful, maybe not due to so many unknown variables, either way i'll reiterate that i really appreciate your work here regardless
Try YouDoYou if you want something for vanilla.
It would be a fun addition to the game. Unfortunately, it's just not something I have time to do right now.
Research is such an AI trap because pawns will never do any work that is lower priority than research.
I'm not saying it won't ever get better... I'm just saying that I've working on this mod for years and I'm unlikely to find anything that works much better than the current algorithm.
for example i have a researcher who was only passionate in Intel but spends all day farming now does his job lol.
something i did not see on main page is free will needs to come BEFORE any job changing mods
why is this?
could not change free will
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch3 (string)
FreeWill.ITab_Pawn_FreeWill:DrawPawnFreeWillCheckbox (Verse.Pawn,single&,single)
FreeWill.ITab_Pawn_FreeWill:FillTab ()
Verse.InspectTabBase/<>c__DisplayClass14_0:<DoTabGUI>b__0 ()
Verse.ImmediateWindow:DoWindowContents (UnityEngine.Rect)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
Free Will is set as mandatory in the ideoligion im using.
Let me know if you need any additional info, I'd be glad to help as this mod is both convenient for lazy people like me ( :P ) and fits the ideology dlc pretty well.
- colonists will now consider if they are the best at something and how their
skills rate relative to others
- the Work Tab mod, if used, must be loaded after this one
- colonists will no longer want to refuel items with autofuel disabled
- added a new mood buff for colonists who desire free will and have not had
player forced jobs added for some time
- reworked the precept impact level to more accurately show deviation from
vanilla
- factions without a free will precept will be given the "don't care" free
will precept at the start of the game
- colonists are less likely to do unnecessary work when others are
downed/injured
- colonists who are downed, but in a bed, do not affect calculations of downed
colonists
As for the "best at doing" calculations. There are 4 levels of "betterness" and the bonus also changes if the other pawn is doing the work... or just better at it.
Anyways, the "consider best at doing" stuff, I like it a lot.
It seems like it scales. At first I thought it was a flat +/- 10%, but looking at more skills some are -9.2% or -13%, which is great, does it scale with the difference between their skill levels?
So doing that would probably have fixed the issue I had at the time, thanks for listening though. I will keep playing with the unstable branch for a while and let you know if I run into any issues.