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Russian troll bot....
I was watching when the CIA overthrew the elected legitimate government of Ukraine ( for the second time! ), and installed 18 un-elected Israeli citizens, who promptly outlawed the Russian language, sent literal Nazi death squads into the east, and rounded up Russian speakers and burned them alive in big fires. You weren't - you only started paying attention when they finally, after 10 years of shelling civilians, provoked the response they were seeking. At which point the prepared stacks of shiny Ukraine flags came out and you clueless western little people jumped on the latest bandwagon you need to fill your empty live with some fake meaning.
https://steamcommunity.com/sharedfiles/filedetails/?id=3453549086
Stay skibbidy, my dude! 😎✌️
https://steamcommunity.com/sharedfiles/filedetails/?id=3253535347
кста, мод говно
Я бы заменил её базированным триколором окрещенным в православной русской церкви.
It takes a single braincell to think "Hm maybe there's another mod that does something similar" and 90% of you fail in that regard. I'm astonished, it's most impressive.
Does anyone know of any alternatives till this is updated?
I suspect too much changed under the hood to just change the .xml numbers.
But there is a 'temp' update of the 1.3 version to 1.5 available. Just search for work tab on the workshop. Should be one of the first results.
It doesn't have whatever updates were made to get it working properly with better pawn control though. So right now: pick one.
I'm not entirely sure what the 'mend' work in tailoring comes from in that other mod, but at least vanilla smithing and tailoring don't HAVE subtasks because both of them, the only time they're used, is at their specific workbench. As such, priority is determined by the bills rather than by work subtasks.
I would hazard a guess that what you'll need to do is set up the tailoring benches / bills to make the modifications to work priority that you're looking for here.
Not certain of your goal but guessing: want mend on low skill, garment creation on high skill - keeps your artisans time to valuable things, and avoids low skills making poor capes.
So: Set the garment bills (under details) to work only with crafting skill between 10 and 20, while mend bills are assigned to those between 0 and 10.
On an unrelated note, I'd like to remind everyone that this isn't twitter, this is a rimworld mod.