Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It seems the manager doesnt update stuff once the quota is met and stays met. the new drill only gets updated once the resources go below quota which sometimes doesnt happen until the new drill get depleted and the player doesnt relocate it immediately to a new deposit.
I always thought that's intended behaviour, iIrc it's one of Uuuugs mods, and he called it "not perfect", but they would eventually unload things once they a command to unload again.
For instance they may be hauling a lot of things, stuff it in inventory, you then draft, because of a raid, keeping their stuff in there.
After the raid the stockpile became full, now they are saddled with a lot of things in their inventory there is no space for.
It's difficult to have enough space for the chunks that become designated to be hauled, if you're not setting a very conservative target for blocks to be made out of them.
With mods that allow pawns to hault multiple things, this can have pawns end up putting a lot of chunks in their inventory, hauling them to base, then finding there isn't enough space for all these chunks, then they either keep them in inventory, until space frees up, or they dump them in the middle of the base, cluttering the surrounding.
I'm trying to have around 3k blocks of 2-3 sorts of stones at a time to be prepared for monument-building quests, and a steady stream of marble to keep pumping out sculptures.
Is there a proper way to do this, that won't make me end up with this issue?
Should the update today fix this bug? I can check for you
If I enter the manager window, all the jobs are there but if I click one instead of letting me "delete" the job it says "Manage". If I click it, then it creates a second and identical job but now both of them appear to be linked and are highlighted together? I then can delete the two jobs and reimport from my saved jobs list.
I don't know how to find the logs for this
For example once the manager highlights for instance steel and plasteel to be mined, where steel is higher on the priority list, will they then mine steel before going for plasteel, or will they then prioritize whichever of the two resources is closest?
I indeed have a decent amount of jobs active, since I don't want them to count the combined minable resources, so I have dividual jobs for them set.
Been putting 2 pawns up for managing and it seems like they got through the jobassignments and can focus on other work now.
I found putting up zones to deforest works just fine, if you want to manage the distance pawns will move to procure wood.
The logic for deciding which tree to pick next is yield / distance; I could consider changing it to yield / distance^2 to make it more strongly prefer closer trees.
When I assign it as a high priority I feel like managers don't do anything except spam managing tasks, giving them no time to do anything else.
When I put it lower it doesn't get updated for days, especially on a new colony where there is so much to do.
Do managers actually finish manger tasks at some point, or are you supposed to have a dedicated manager that does nothing except manage jobs?
Also can you create Woodcutting jobs that prioritize trees close to the base? I see it prioritize trees far away from the base, presumably because these trees have a higher yield. I assume the only solution is to create manual woodcutting zones?
Thanks for the explanation.
If its its the former then I'd need to have two jobs active for the individual resources, right?
Also when you are allowing them to deconstruct buildings to meet the steel/granit quota, will they deconstruct your owned items? Or how do they determine what to deconstruct for the quota? I assume nothing under your ownership? Or is it maybe determine by the home zone?
In the screenshot, that specific vanilla mod adds a secondary release option for the vanilla mod animals, where it releases the creature into the wild and it will right away try to leave map and grant faction relation points, vanilla mod has some issues with that feature though, that if the animal is in a building, then it can't leave.
So dunno if it's even worth it after testing it out.
Thought I just could breed those endangered animals and "release to repopulate" automatically, but guess it needs a lot of micromanagement.
mod:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2366589898
screenshot:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3559782769
I tested this with only all DLCs, two library mods, and this mod.
After assigning hunter and mining jobs in the gravship scenario, and using god mode to build both the AI manager and the manager database, I launched the ship to another tile. When I landed, the jobs were gone.
I have confirmed by re-subscribing and removing all old files in the directory.
The mod has incredibly detailed settings you can change to mitigate various performance issues, though.