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Thank you for the tip its greatly appreciated.
No it does not add that feature however it should work fine with mods that do.
The error was "Demetry did not have work settings initialized."
Keep converting sounds great, thanks for that tip as well!
It simply moves the convert task under the Warden worktype to its own worktype. If you want colonists I suggest you grab the mod Keep Converting. It allows you to tag a person with the convert ability and they auto use it whenever its off cooldown.
Probably due to the changes to the worktypes and its priorities from Ludeon and myself. See the known issues section for directions how to fix it. Alternatively grab a copy of Mech Work Tab.
@HugeO
The new patch added Fishing as a new worktype. The priorities probably got a bit jumbled because of its addition and my patch moving it. If you still see the mod option for Fishing your copy of the mod is out of date. If you can't manage to get steam to download it properly by resubscribing or verifying the game integrity you can download a copy of my mods from the GitHub linked in the description.
@Mr. F
Check out Compact Work Tab (Continued) its compatible with Complex Jobs.
@Temparal Flux
You should switch to Keyz' Allow Utilities. Allow Tool and its forks have had some issues.
There hasn't been a refuel worktype for a long time. It was changed to Maintenance which is now for overall colony operations. Part of that is refuelling things which is very high on the task list order.
It probably happened due to the changes with the fishing worktype from Ludeon and myself. Try following the directions in the Known Issues section that should fix it. Alternatively grab a copy of Mech Work Tab.
I think there was one or two on the workshop. I can't recall the names, I don't personally use them.
That's vanilla behaviour and this mod doesn't change that and I can't since it would require coding which I can't do.
@Jetroid
If you disabled Complex Job's Fishing worktype mid game that could be the cause. It could also simply be because Ludeon added a new worktype midsave. That's known to screw things up Mechanoids. Try following the directions in the Known Issues section that should fix it. Alternatively grab a copy of Mech Work Tab.
If it's not saying its compatible for 1.6 its because the files are out of date. If steam refuses to download the correct version I suggest you grab a copy from the github. Leaving it as is will mean you'll miss out on any of the new changes and probably a number a bug fixes.
Thank you for the answer! <3
Absolutely understandable, I'll take a look at Personal Work Categories. :)
And yeah, that bug is super weird. Sometimes those fixes work.
... Sometimes they don't. xD
The mod Compact Work Tab is the closet I've seen. It changes the orientation of the worktype names so they don't overlap.
That's due to a steam issue which has been ongoing for a while now causing it to download old mod files for some people. Sometimes it fixes itself after a while. However if it doesn't and you can't manage to get it to download properly by resubscribing or verifying the game integrity you can download a copy of my mods from the GitHub linked in the description.
As for worktype options for a bunch of the default worktypes. It's come up a few times, it'd be a lot of work for a rather small portion of people. So its not something I'll be doing. There's the mod Personal Work Categories if you want to set up some minor work tab changes instead of having a big overhaul mod like mine.
Freshly downloaded and it took the 1.5 version... wtf.
(And I'd still love being able to disable or enable different complex worktypes.)
There's already a mod option for that. Also from the unstable patch notes that will be added to the base game.
I'm honestly surprised they weren't separated by Vanilla when fishing was introduced :(
I don't know how to code I'm afraid you'll have to ask someone else.
The sub category for prisoners isn't showing. Just the main button.
And actually, do you think you could make the mech-work tab one of those too?
I left a comment for the dev on their workshop page. The problem is actually due to how the patch is made it should be using PatchOperationAdd instead of PatchOperationInsert. The current method is putting the new node in the wrong place thus causing the error.
It looks like the error is coming from the mod itself. It has a patch for Complex Jobs which is causing errors. I tried disabling the included patch and the error disappeared.
https://gist.github.com/HugsLibRecordKeeper/8abcca65ea2b03f84976a37a9c3ec6b9
Looking at the files it looks like its using the normal Biotech mechanoid system. So it should be fully compatible without any changes.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3531074246
That's due to a steam issue which has been ongoing for a while now causing it to download old mod files for some people. Sometimes it fixes itself after a while. However if it doesn't and you can't manage to get it to download properly by resubscribing or verifying the game integrity you can download a copy of my mods from the GitHub linked in the description.