Quote from: dburgdorf on June 05, 2017, 09:28:06 AMThanks for pointing out what should have been obvious.
Glad I could help
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Show posts MenuQuote from: dburgdorf on June 05, 2017, 09:28:06 AMThanks for pointing out what should have been obvious.
<Patch>
<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationTest">
<xpath>/WorkGivers/WorkGiverDef[defName = "DoBillsUseDiggingSpot"]</xpath>
</li>
<li Class="PatchOperationRemove">
<xpath>/WorkGivers/WorkGiverDef[defName = "DoBillsUseDiggingSpot"]</xpath>
</li>
</operations>
</Operation>
</Patch>
Quote from: neobikes on June 04, 2017, 02:50:43 AM
At Work tab ...
1. Why "subskills" are reversed?
2. There is new "Master branch" column, but in real game it is really more of confusing and space waste instead of being helpful.
Also i got that issue:
- Because master branch ALWAYS have some value (1-9, null) sometimes it shares its value to ALL subskills. Making worktab useless.
Example:
Say you want few pawns to deliver materials to blueprints, but not construct, after a while these few pawns will have all subskills set to value of master branch and they will start constructing.
3. If subskills names cannot be vertical pls shorten them, but leave Mouse-on-hover description full.
Quote from: Fluffy (l2032) on May 30, 2017, 06:44:26 PM
I've just added the mood & current job columns to the Work Tab pre-release, and fixed a small bug with workgiver ordering (thanks antaios!). You can get the latest pre-release version here;
Quote from: Fluffy (l2032) on May 29, 2017, 03:31:36 AM
So, if you really can't wait for detailed priorities, and/or want to help me out with bugs and suggestions, get it here:
https://github.com/FluffierThanThou/WorkTab/releases
Note that I have had very little time for playtesting, so there may be some obscure bugs. Upcoming versions may also break save compatibility, which is one of the reasons I haven't put it on steam.
Quote from: 1000101 on July 21, 2016, 07:09:22 PM
@everyone
According to the comments in the A14D Dev Blog release, this is not a bug.Quote from: Tynan Sylvester
July 21st, 2016 - 9:50 pm
Sean – Corn is no worse than meals as food.
They prefer eating food that's about to expire. So, they may be considering corn and meals (equal mood impact) and choosing the corn to avoid wasting it when it expires.
It's not making the harder, but easier.