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If I recall correctly that should be a duplicate task. So it should appear under both cooking and production.
@Pholith
Yes, that's what I meant. Changing how things are structured to make it more modular with proper mod options would be a lot of work. Especially if I'd need to account for worktype B being enabled but not worktype A.
Now for a person to just gut existing worktypes themselves its not difficult. Worktypes generally have two components, the Worktype which is located under Defs and the patches which are located under Patches. To remove the splitting of the medical worktypes you would need to delete the associated worktypes and the patch files. The worktypes are all bundled together so you need to be careful you are only removing the ones you are after. However the patches are all split into individual files so you can just say delete the Surgeon and Nurse file without issues.
Making more of the existing worktypes optional would require quite a lot of reworking. It's not something I'm interested in doing at this time.
@onweerwolf
It shouldn't and I never had that issue myself. The mod is purely xml so it shouldn't be capable of doing that.
I actually use a lot of your mod options and the job list is sooo wide. I would like to merge all transport job to win some space
Sort of, as far as I know you need to set up Personal Work Categories yourself don't you? This mod is all preset with new worktypes and optional extra worktypes. Also, the priority of tasks inside worktypes is reordered to make them more efficient.
That's actually a known issue with mechanoids and its due to the new worktypes not being enabled on them. It can happen on rare occasions for whatever reason. However, it probably occured because you added it midsave while having existing mechanoids. Check the information in the known issues section that should help you fix it. Alternatively there's a link in the description for Mech Work Tab which should allow you to fix it by manually enabling the disabled worktypes on your mechanoids.
That's handled by the Refinery in vanilla which is why the worktype is added. If there's any mods that should be using the worktype but aren't people just need to let me know so I can patch it.
There's currently two Dead Man's Switch and Fortification Industrial Citadel. I think both added a type of Refinery workstation so their usage was changed to use the Refining worktype.
The Refining worktype handles tasks for the Refinery building and similar ones added by mods. Similar to Stonecutting it just lets you easier disable it or shift it to a specific person.
For the vast majority of people the mod can be added, updated and removed midsave without issue. For a very small amount of people however doing any of those causes game breaking issues. To this day I still have no idea what exactly is the cause which is why there is two versions of this mod. The normal version which gets regular updates and the legacy version which is only updated every major version to prevent breaking peoples saves.
I suggest you back up your saves before adding the mod. Then play for a while and see how things go. If there is an issue it should pop up pretty quickly. It takes form in a variety of ways but it pretty consistently causes major issues. If you experience problems you should use a local copy of the mod or the legacy version on a new game when playing. If you don't encounter issues then you don't need to worry and you can treat this mod like you do any other.
Check the known issues section on how to deal with it. It's been an ongoing issue that sporadically happens since Biotech came out. I've never been able to pin down the exact cause and my attempts to rectify it have failed.
I suppose I can note it down to add later on. I believe Emergency is when its life threatening and the other one is just when injured. For whatever reason in vanilla self tending is done after tending others. This mod reorders it so the doctor tends themselves before others so you know they don't collapse and die.
As for Production, Smelt and Stone Cut they don't have an associated skill because they're basically dumb labour and the tasks themselves don't use any skill. I could add say a skill blocker for Stone Cut since its originally under crafting but it seems like an unnecessary limitation.
Those tasks were under Hauling previously not Basic. Maintenance is basically the vanilla Hauling worktype renamed with the actual Hauling style tasks moved to another custom worktype. I reorganized the tasks in Maintenance to prioritise importance so things like refueling are right at the top.
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.