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- missing feature: keep existing prio.
HighPrio = 3 will keep existing prio 1..3 untouched.
LowPrio = 9 will keep existing prio 9.. untouched
So with this setting every pawn can be a high prio firefighter or other.
2. I have set everything right I think with priority stats, badges etc but my colonists are not assigned any work to them.
3. While I was trying to read the pop up message of each stat I wanted to add as high or low the UI was flickering.
mod list
https://pastebin.com/yHZBSCBv
4. The "And ..." interface is a bit confusing. It seems like I need to select *both* directions, manually, if I understand that right? i.e. I need to go to my Doctor and select "And ..." for all other types of jobs; then *also* go to each individual other job and select "And ... Doctor"? That should probably be automated, i.e. selecting "And ..." on either one automatically updates the other end of the pairing. (Maybe an entry in the list to "And ..." all other jobs with one click, too. Maybe don't display "Everyone"-tagged jobs in the "And ..." list, either; they presumably have no effect, correct?)
Also, I posted GitHub issues for most of these, as I'm way more compfortable on GitHub or Discord than frickin' Steam comments, lmao: https://github.com/The1nk/RimWorld-WorkGroups/issues/created_by/ELLIOTTCABLE
3. It's a small thing, but it'd be *really* nice if hovering over a trait in the trait-assignment window showed more details about the trait. Right now it only shows the *description*; it's kinda important to be able to also see the associated *stat changes* (for obvious reasons!). A good example of the execution of this can be seen in the mod-settings pane for the Trait Values Framework [ https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2451324814&searchtext=trait ], if you're curious!
This is a fucking excellent idea for a mod, and I'm so happy to see that it exists! I can't wait to see where you take it in the future; there's so much that could be added!
i.e. I'd like to set a *maximum* of one single warden, one animal handler ...
2. Are there plans for more granular worktypes? At the moment, trying out this mod prevents me from using the Worktab to set more specific priorities (in the same situation described above, for instance, I might want my haulers *feeding* prisoners, or cheering-up patients; but I definitely don't want them attempting to recruit, or preforming surgery.)
…
like if i want to manual control when to firefight without the workgroup resetting it,
technically i can just set it to update for longer hours but...
ty for making this