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
Thank you for your answer. Of course I'll give it a try, and thank you for your commitment to this mod and responses to our comments.
You're the best, cheers!
Percent Mode Rounding: Good catch! Current logic can assign 0 pawns on small colonies. Will fix it to round up so at least one pawn is always selected if the percentage is > 0. Update coming soon.
Master Slider: No plans for this, sorry. The mod is built for detailed, per-job control via the individual sliders (Count/Percent, Target Priority), and a master slider contradicts that core design.
Extended Priorities (1-9+): Sticking to vanilla 1-4 priorities deliberately. Supporting extended levels risks stability issues and conflicts with mods altering core mechanics (as mentioned in FAQ/Disclaimer).
Thanks again for the feedback!
I suspect the main issue (Refresh button seeming broken / mod not working) was due to confusion with the task checkboxes in Mod Settings: Checking a box EXCLUDES that task from the mod, it doesn't enable it. If tasks were accidentally excluded this way, Refresh would correctly do nothing, seeming broken.
That UI confusion is my fault, sorry! I'll be fixing the clarity (labels/tooltips) soon. (They're meant to let you keep manual control over specific jobs).
Thanks for highlighting this - your feedback really helped pinpoint the UI issue. Sorry again for the trouble!
Also, a master slider that modifies all the sliders at once would be nice.
Oh, and some of us use mods that add more priorities. Mine goes 1-9, for example. It's hard coded for 4 which is fine (I usually don't use 5-9 anyway) but that might be something to look into.
Steam takes some time to update on individual clients, but if you have RimPy or RimSort, you can make the mod manager check for updates and download them if available (I strongly recommend RimSort).
Finally, addressing your suggestion regarding the priorities, some other people have asked for similar stuff, ranging from adaptive priorities to min and max levels, I'm still investigating the feasibility of those features, but if its possible to add one or more, I'll let everyone know.
Do you know how it works with multi-floors, and assigning work for all pawns, not just those on the ground level?
I've installed it today, but it seems to not work, despite refreshing setting, turning it on and off, and so on. I don't have any other mods that might corelate to it, but I can send you a log if you want to.
Cheers!
Also, 1 more suggestion - is there a chance to add option "% of colonists" to do certain job, like assigning 50% of the colony to firefighting or hauling? Would be even better if it choose pawns with least amount of high priority job (1 or 2 priority), so less skilled pawns could fill their role of being somewhat usefull. I know it's hard to code, and at this point of finished mod even impossible to implement without rewriting whole code, but there's still hope :)
Have a great day!
You're correct, the mod currently assigns the single priority level you configure in the options to the best pawns; it doesn't automatically set different levels (1-4) based on individual skill/passion.
The 'Smart Assignment' description was a bit ambiguous, sorry about that! I'll update it to be clearer (focusing on 'Smart Selection' of pawns for the configured priority).
Regarding dynamic priorities (like base 4 -> 1-3): it's an interesting idea I've considered, but the current focus is keeping the mod lightweight for performance, and that feature adds significant complexity.
Appreciate the input!
Only works for work or ban, smart priority doesn't work for me, single person's priority is not automatically configured 1-4, for example, in the mod settings, specify the priority of one-way work as 3, then all the people will be assigned 3
Can it be achieved that the minimum priority of the people is 4, and then automatically configured to 1-3 according to enthusiasm?
PS: Reporting a small bug. If the pawn with the highest social skill is mining, then the pawn with 0 social skill who is cutting stone will handle social-related events (such as recruiting prisoners). I think this is unreasonable. Oh, it could also be an issue caused by WorkTab and ComplexJob. Just bringing it to your attention. If there's no problem, please ignore it.
Thank you again for your MOD!
As for the other things you mentioned, I'm already working on reviewing the code sections you mentioned, and you're right, a fix addressing this and a few other issues will be released as quickly as possible., thank you.
I would love to make the mod as autonomous as possible, but its not possible, what I can do is add more ways for the player to restrict which jobs they want to manage with the mod, and maybe change the frequency of the checks, but that's about it.
Will there be an update with a more user-friendly UI interface in the future? For games with multiple mods, it still requires manually setting priorities and quantities one by one, which feels actually more cumbersome compared to the vanilla version.
(Translation adheres strictly to the original meaning, preserves technical terms like "WorkTab" and "vanilla," and maintains the user's tone regarding UI improvements and workflow criticism.)
`<AWA_EnableDailyRefreshLabel>Enable Automatic Daily Refresh</AWA_EnableDailyRefreshLabel>`
does not seem to function properly, even in other languages. Please check whether an incorrect translation interface was provided.
No, we have one at home.
The one at home - Free Will
Thank you for your mod dear modder!
Of course, it would be even better if we could exclude certain tasks from being automatically assigned.
I can try and test something like an event listener to try and increase or decrease the desired pawn count everytime a pawn leaves on a caravan, dies or arrives at the colony. But as i mentioned, it will increase system pressure over the game.
However I find another bug. I have 52 work types in total, and some of them (for example, "meditate P / N" from "meditate as work type", "patient" and "bedrest" from "complex jobs", and "study" from "simple education") are neither listed in mod setting nor changed by the mod's logic. I am sure that I put this mod under all of them. Looking forward to a fix.