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报告翻译问题
My Jailor ignores my expert configeration and doctoring is stuck at 4 people even though i have selected 100%.
Also this is completely extra but having an option in expert to assign colonists based on passion would also be helpful so even if they have only a skill of 1 in doctoring if they have a critical passion its worth grinding them up which requires i do it manually and exclude them from the refreshes.
or having an option to exclude colonists per job so if one colonists i know i will never ever want to be a doctor i can just exclude them from the doctor section.
Thank you
I will try and see what I can do about priority 0 / will never do, atp I haven't consider it as something necessary due to how the mod works, but I will add something like that.
i did have a couple more things:
1) I have configured expert Mode for all of my work assignments but i think the basic version is overwriting some of them? so having a setting which lets me select which type to use would be extremely helpful.
also In expert mode can you add a Priority 0 or Will Not Do to the scale.
I want to set it up so any pawn with a medecine skill of less than 7 will not be selected for doctoring while any between 7-11 be priority 4 11-15 to P3 15-18 to P2 and 18+ to be P1
Thank you
Awesome mod otherwise thank you
But for the time beign you'll have to stick with per save config.
The EM config is per save, i made it that way so it does not interfere with priority designations and jobs of other saves (if you have them).
0-2 - 4
3-5 - 3
6-9 - 2
10+ - 1
This can be done through Configure Expert Mode, but it requires setting rules for each work (and if mods for new work types are installed, there are A LOT of tasks). Will I need to manually reconfigure Expert Mode for every save? Is there some kind of copy-paste option for all worktypes? Or a single universal setup for the entire game?
1. You are using the custom rule set system i recently put in place, those rules are only applied to the pawn amount you have designated, either by a fixed amount or percentage, these are set on the main config screen, please verify the amount of pawns assigned per job.
2. Your mod install is corrupt, in this case, please delete and resubscribe.
3. If you are using any other mods that mess with priorities, the work tab, or modifies pawn assignment, it may be an incompatibility, please refer to the FAQ section.
I have one question: I want all residents to complete any unfinished tasks when they run out of work for their assigned tasks. Is it possible to assign 4 to all non-main tasks?
After giving it a lot of thought, I've decided against this, since I prefer to have all those mod options inside the confog window, and also it would literally only save you from making 1 click to access the exclusions.
It's not perfect, but it is what I have atm, I will try to come up with a more advanced logic for the mod.
I was also waiting for 1.6 to release as a stable version to continue work on the mod, so an update should release soon.
Personally, I prefer a system where every pawn gets assigned something to do, especially during early colony development when we need everyone to contribute. It would be more efficient if task priority considered their skill levels more flexibly.
I know there's another mod called "Automated Work Assignment" by a different author, but its UI is too complex for my taste, which is why I chose yours. Just wondering if this kind of logic adjustment might be possible. Great mod!
But I'll try to see if theres something I can do on my side, I'll may release a patch alongside a new feature.
Thank you for your answer. Of course I'll give it a try, and thank you for your commitment to this mod and responses to our comments.
You're the best, cheers!
Percent Mode Rounding: Good catch! Current logic can assign 0 pawns on small colonies. Will fix it to round up so at least one pawn is always selected if the percentage is > 0. Update coming soon.
Master Slider: No plans for this, sorry. The mod is built for detailed, per-job control via the individual sliders (Count/Percent, Target Priority), and a master slider contradicts that core design.
Extended Priorities (1-9+): Sticking to vanilla 1-4 priorities deliberately. Supporting extended levels risks stability issues and conflicts with mods altering core mechanics (as mentioned in FAQ/Disclaimer).
Thanks again for the feedback!
I suspect the main issue (Refresh button seeming broken / mod not working) was due to confusion with the task checkboxes in Mod Settings: Checking a box EXCLUDES that task from the mod, it doesn't enable it. If tasks were accidentally excluded this way, Refresh would correctly do nothing, seeming broken.
That UI confusion is my fault, sorry! I'll be fixing the clarity (labels/tooltips) soon. (They're meant to let you keep manual control over specific jobs).
Thanks for highlighting this - your feedback really helped pinpoint the UI issue. Sorry again for the trouble!
Also, a master slider that modifies all the sliders at once would be nice.
Oh, and some of us use mods that add more priorities. Mine goes 1-9, for example. It's hard coded for 4 which is fine (I usually don't use 5-9 anyway) but that might be something to look into.
Steam takes some time to update on individual clients, but if you have RimPy or RimSort, you can make the mod manager check for updates and download them if available (I strongly recommend RimSort).
Finally, addressing your suggestion regarding the priorities, some other people have asked for similar stuff, ranging from adaptive priorities to min and max levels, I'm still investigating the feasibility of those features, but if its possible to add one or more, I'll let everyone know.
Do you know how it works with multi-floors, and assigning work for all pawns, not just those on the ground level?
I've installed it today, but it seems to not work, despite refreshing setting, turning it on and off, and so on. I don't have any other mods that might corelate to it, but I can send you a log if you want to.
Cheers!
Also, 1 more suggestion - is there a chance to add option "% of colonists" to do certain job, like assigning 50% of the colony to firefighting or hauling? Would be even better if it choose pawns with least amount of high priority job (1 or 2 priority), so less skilled pawns could fill their role of being somewhat usefull. I know it's hard to code, and at this point of finished mod even impossible to implement without rewriting whole code, but there's still hope :)
Have a great day!