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
My dupes will go into the recreation room and then just idle instead of using all my nice recreation buildings. I've reported this on Github in an already existing issue for this.
I always wanted to make default priority for every action to 3, not 5.
I wonder if setting default priority for newly built buildings is possible, too. That would perfect the mod.
Thanks in advance.
However, it might be an easy fix for the next update for all I know about modding! It seems that this mod is likely be incompatible with the "Priority Zero" mod as I just had the game crash when attempting to set a task to priority 0. It's the first time I've attempted this and seemingly everything operates normally with both mods enabled and only using priorities 1-9, it has only caused an issue for me when I set a task to 0.
https://www.patreon.com/ony_mods
Once I uninstalled this mod, it fixed the issue.
if you have cached mod - press green button near it in list to force update it
it will help you have your mods organized, you can make presets of the mods and easily turn on/off needed one (especially helpful when we have patch which break half of the mods)
https://www.patreon.com/ony_mods
However, I noticed an issue where dupes are not using any recreational buildings. Even when I set their schedules to full downtime, they simply idle in the recreation room with the current errand "relax." They start to use recreational buildings when I disabled the mod.
* [NEW] Preview for the priority number when selected Build, Dig, Harvest, Mop, Deconstruct or Sweep tool. You will never again use wrong priority number!
* [NEW] Option to turn on/off Master Priority (Advanced system which implement Rimworld like priority system with category order meaning and Complex tasks proper handling).
https://www.patreon.com/ony_mods
and attach save file, where it could be reproduced
* [NEW] Customizable Default priority: Customize default priority for each type of task: Dig, Build, Sweep, Mop, Harvest, Deconstruct.
* [NEW] Remember last selected priority: Remember last selected by player priority for each task type ( Dig, Build, Sweep, Mop, Harvest, Deconstruct) separately.
* Logic Optimization
https://www.patreon.com/ony_mods
Cheout description and example there, to have more understanding of what could be the reason.
And yes, auto assignment of priorities will be for sure optional, when implemented
Small request: if you do add automated priority assignment, please make that optional? I have my dupes prioritizing things such that I keep a good split of each kind of job depending on prevalence of need in colony.
Beyond the complex tasks, isn't this just how priorities are supposed to work? I've got 40 worker dupes and sometimes the way they'll do tasks by switching off bugs me. But don't they already do 'building 1-9' then 'digging 1-9' so to speak, where individual dupe priorities are just base 10 for that type of task? Not sure I know what this is meant to fix there, but subbing just for smarter building if nothing else.
ChangeLog:
* Logic optimization
@asurendra yes i plan to implement this,
Is it possible to teach dupes to choose tasks which they are most qualified for? Like if Meep has a lot of digging it should prefer digging over cooking by itself (without player babysitting them)?