Surviving Mars

Surviving Mars

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University Vacancies
   
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10 Apr, 2024 @ 5:58pm
5 Jan @ 11:13pm
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University Vacancies

In 1 collection by ChoGGi
ChoGGi's Mods: QoL
176 items
Description
This adds a mod option (global not per building) that will change the default behavior of university training.

If it's enabled then universities will train based on vacancies instead of work slots.
If two specs have the same vacancies then it'll use whatever spec has less trained colonists.
This won't change how the game fills university slots.

Mod options to exclude certain specs from ever being trained (if you exclude all then it'll pick a random spec).
11 Comments
ChoGGi  [author] 22 Aug @ 3:56pm 
Normally after a colonist is trained it calls a func to get a spec, I override that func, so instead of choosing that spec based on the amount of work slots, it uses the amount of vacant work slots.
Fistandantillus7 22 Aug @ 12:13pm 
Let me see if I understand what this mod does. Hypothetically, 25% of all specialist job slots from all buildings in my game are scientists and currently 100% of job vacancies requiring a specialist are in science buildings. The default behaviour is to have 25% of university graduates be scientists whereas this mod will make it so that 100% of university graduates will be scientists. Yes?
ChoGGi  [author] 5 Jan @ 10:59pm 
It will never train them if you turn them off in mod options.
Killer Turnus 5 Jan @ 10:41pm 
So the exclusion works to lower the chances of one being trained? or outright bans training?
ChoGGi  [author] 28 Nov, 2024 @ 4:03pm 
ChoGGi  [author] 28 Nov, 2024 @ 4:01pm 
If you right-click the heads you can limit how many people train at once, you can also try setting the priority to low.
ChoGGi  [author] 28 Nov, 2024 @ 3:58pm 
Maybe look into SkiRich's education mod (forgot the name), it might have something like that?
ChoGGi  [author] 28 Nov, 2024 @ 3:57pm 
The game will always try to fill all the slots, this only changes what it uses to pick professions.
Killer Turnus 28 Nov, 2024 @ 2:41pm 
So i'm slightly confused. What vacancy does it check? Does it employ the number of colonists required to fill the jobs? I have 6 jobs available to fill, and the entire university is being filled.
ChoGGi  [author] 11 May, 2024 @ 9:31pm 
Well for that intro to surviving mars, yeah sure I could whip something up...
You just want the ctrl/shift keybinds right?

I would try to get the ski's elev ai working though, his mods all have a fair bit of work put into them.