Surviving Mars

Surviving Mars

Workplace filter
Skooler Apr 1, 2018 @ 10:48am
Bug with manual assign
Cant seem to post a comment for some reason but there seems to be a bit of a bug.

When you have the filter enabled and manualy assign a specialist to the wrong building - if you then later try fire them they keep instantly jumping back in to that job even though the filter should block them.

You can manualy reassign them to another building but even if you turn off the filter, fire them, shut down and close all shifts on whatever building you have assigned them they dont seem to look for new jobs on their own they will just jump back into the building they were fired from when you restart it (filter on or off doesnt matter at this point as it wont block them even if wrong job)
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Showing 1-3 of 3 comments
Kezo  [developer] Apr 1, 2018 @ 12:01pm 
I will look into it, but lost likely this mod is not the cause of the bug. The logic I add with this mod does not affect the logic locking kicked people out. Do you have any other worker related mods installed?
Skooler Apr 1, 2018 @ 12:20pm 
This is the only mod I have installed.

Edit: Just tried a clean install and getting the exact same thing.

This is just a surface level guess/observation - I think its not the lock out but the assigning. Its ignoring the lockout and keeps assigning them to the last place they were manualy assigned, bypassing the filter like it would if you assigned them yourself.

I can reproduce every time by building say a grocer + polymer fac - assigning an engineer to the grocer without disabling the filter then firing him (though its not exclusive to this combination of buildings and workers, just a basic test). If you try this and the engineer doesnt go to the grocer every time after being fired then there is a problem somewhere with my game I cant explain xD

Love the mod btw, this is minor thing compared to trying to manage workers without the filter :)
Last edited by Skooler; Apr 1, 2018 @ 1:28pm
Kezo  [developer] Apr 1, 2018 @ 2:03pm 
Well, the game *usually* uses the function ChangeWorkplace to figure out where a worker should go. My mod adds a slight modification to that function where the filter is applied. My guess is that you are getting some kind of state where that function is never called, but instead the game suses some other method to determine where to place the worker (a method where the filter is never applied).

Just a guess off the top of my head though, I will try to reproduce and see if I can solve it when I have some more time. Thanks for the info :)
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