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If it was this simple, would not have all of 'em be included already? :o
You go inspect the mods that matter to you, find how exactly the "spells" are called, post them here, profit.
Also, dude, why u even bother using that one single comma at the start of your punctuational famine?
That would allow us to apply the effect permanently if we have three craft specialists.
- Added a null checks to prevent errors
- Removed the verbose logging debug setting from mod options
- Fixed an issue where mod modifications to meme requirements of ideology abilities could lead to unexpected behavior.
This fix is applied to 1.5 and 1.6. It might be the last update for 1.5.
- Fixed an error in 1.6
- Added support for 1.6
Take my points for your great work
- Added compatibility patch for Research Reinvented
@Raiseo Here you go :)
I can confirm the production one is working as intended
Thank you :) I think I identified the problem to be a compatibility issue with ResearchReinvented because they significantly change how Research works. I will look into it.
https://gist.github.com/HugsLibRecordKeeper/47e8478a09b4a82215374860ad400a67
Here you go, hope this helps!
I tried to follow the log while my researched (Agatha) was starting research but I didn't find mention of her in the logs.
The mod options have a verbose debugging log option. Can you enable that, test again, and provide the log file? Hopefully there will be something useful in there to troubleshoot your problem
This mod patches specific jobdrivers to add toils to them, if neccessary. Unfortunately there would not be a simple way to add that option without rewriting how the mod works
I send all my constructors off the map for several days to deconstruct ancient complexes, and they will never cast the skill even though they are working non-stop for several days. But they are only de-constructing, so they are never triggered to cast the skill unless I tell them to.
It would be nice if there was an option to just have them always cast it whenever it is ready even if they are not specifically crafting or building.
- You can now right click on these abilities to toggle their auto-cast
- If any of these abilities are set to auto-cast, they will show a little auto-cast icon in the top right corner
It's also worth noting this check does not happen every tick. It only happens when a pawn starts a new job of the relevant type. At this time the "JobDriver" of the game generates a number of "toils" that the pawn will do (think of them as sub-tasks, like "reservate workbench", "go to grab material", "grab material", "go to workbench", "start working"). So only at the start of this entire chain of toils, there will be a single check if the pawn has the specific ability and if that ability is available to cast (i.e. off cooldown). The actual toil to cast the ability is only added, if the ability is available and castable. (And the actual casting of the ability within the toil takes not more performance than manually activating it, because that's literally the only thing that happens in that toil.)
So even with something like a 50 pawn colony the performance impact of this mod should be negligible.
This mod should have minimal impact on performance. But you are right to question it, so I did some profiling using additional timing measurements in the code. In testing, the very first time the first pawn starts a relevant task (like make bill or cutting plants), it took an additional 31.8 µs (because some stuff in the mod needs a one-time initialization). Every time after that, the time has been in the range from 0.4 µs to 1.3 µs per MakeNewToils call of the relevant JobDrivers. For reference: 1 µs = 0.000001 seconds.
- Fixed another instance, where specific circumstances could lead to pawns being stuck instead of working
- Added verbose debug logging to mod settings (don't use this, unless you want to investigate/report a bug)
@Jigsaw717
Please let me know if the issue still persists for you after this update. If you still have the issue, please enable the new verbose debugging option in the mod options, and provide a log file
- Added missing Null check. This fixes an issue that could cause certain special pawn types (like Agrihands) to just stand around and not know what to do
@Jigsaw717 @Altumnus This should hopefully fix the bug you were experiencing. Thank you again for the log, that is a great help in hunting these things down :)
- Fixed auto-casts not always working reliably.
Please let me know if you continue to see pawns not auto-casting when they should auto-cast