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The only mod that's different that I've switched to is that newer Allow Tools utility mod
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3524716849
But I will check some other mods out in a while and see if I can't nail down which one's doing it for sure
I keep forgetting what each color is used for.
Or even better, hover over tooltip for the actual actual squares so I can look quickly.
Here is the link to the mod in case others also have a similar conflict:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2280250569&searchtext=dinner
I really want to get this to work since this is a mod I have been wanting for so long, I absolutely hate using the work tab and never use it.
(Love the mod btw <3) Amazing work
I wondered if you would consider a compatibility patch with FSF's "Complex Jobs" mod? Currently, these mods don't work well together. For instance, if you set a pawn to "Grow" between 12h and 16h, this mod will set the "Grow" job to 1, but not the "Harvest" job that "Complex Jobs" creates. Or as another example, scheduling "Haul" to certain hours only makes the new "Maintenance" job set to 1; "Haul" remains whatever priority it was before. (I posted the same to that mod page.)
Thanks again.
I was able to recreate the problem, but i didnt find a solution on how to fix it. Maybe I will figure it out later, but for now im clueless :/
I'd like to report an error that seems related to the Biotech DLC, which I don't have enabled. The mod tries to load the Childcare WorkTypeDef — I believe that’s Biotech-only. Could you please take a look? If Biotech is required, a note in the mod requirements would help avoid confusion. Thanks!
Steps to reproduce:
Run RimWorld with Harmony and the Schedule Everything mod.
Make sure the Biotech DLC is disabled.
Launch the game — error appears in new game after choosing your scenario.
Error message:
Failed to find Verse.WorkTypeDef named Childcare. There are 20 defs of this type loaded.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.DefDatabase`1<Verse.WorkTypeDef>:GetNamed (string,bool)
MazoScheduleMod.GameComponent_MazoSchedule:.cctor ()
Screenshot:
https://imgur.com/a/EFwyW6f
1) start or load any game
2) for ease of observation 3 colonists will do fine, schedule one activity/work type of any so that at hour h colonist 1 will do X, at h+1 colonist 2 will do X, at h+2 colonist 3 will do X, at h+3 colonist 1 will do X and so on, it should look like oblique stripes
hour h must not have started yet
3) open the work tab and watch priorities change as they should, for a few hours
4) now, say you closed the tab at 15, open it again at 17, so after the hour has gone and another one has passed, this is when i think the scheduled priority is 'saved' and will always stay at 1. priorities will stop changing unless you keep the work tab open, and even then only the ones that were not 'saved' previously in this step
Anyway I will come back tomorrow with a step by step just in case, I'm pretty
It’s the first time I created a mod and im really glad for the feedback. It just might take a while to make things happen <4
It won't be that bad to run without it, this mod fits the way I play too well to give it up.
I imagine the issue is on BPC's side of things but I don't really know lol.
Thank you for your availability ♥
Thanks for letting me know, this helps a lot 👍🏻
I came across an issue which I haven't seen mentioned by others and that I honestly can't explain since I don't run any other scheduling mods: basically the mod runs as it should if I don't check it during work-type scheduling OR if I have it open since before the schedule starts and close it after it ends, however if I accidentally open it as any schedule is active it will 'save' all current priorities and the current schedule time frame will stop doing anything.
Regardless, I will try disabling every other mod to weed out any weird conflicts and report back!
my only complaint is that i have to memorize all job type colors. is it possible for you to make some teeny tiny preview of what each color is? like maybe mousing over a certain schedule will change the selector to that one temporarily. other than that it's amazing. 9/10 you've cooked
Man this is the juice I never knew I needed.
If Ludeon ever drops a DLC that lets us write macros for stockpiles and such, I'd pay a crisp hundo for that. Thanks dude.
the this mod doesnt really do much more than changing the priorities automatically instead of manually.
Maybe set the schedule to anything again and change mining manually to the highest priority. If the problem still exists its not an issue with this mod