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Messages - Bluberius

#1
Quote from: Orion on July 14, 2016, 09:11:17 AM
Quote from: Bluberius on July 13, 2016, 01:26:41 PM
I tried adding the mod to an existing game with some other mods. The problem is that after loading the game it somehow moved every priority after "negotiate" one box to the right.

Hm. The work priorities stay an ongoing PITA. The core game stores them by number and not by type. So if a new worktype gets inserted, stuff gets messed up. I added a check that goes through all colonists, and disables worktypes that they can't do. Most likely this hits your robots, because their story says they can't haul, while their code probably turned hauling on for them.

I've uploaded a version for you that does not make this check. But keep in mind that the versions after this will have it again.


Thank you, but sadly this didn't fix it. The work priorities of the bots also got shifted one job to the right. This meant that the haulingbot was cleaning and the cleaningbot began with research  :D





For anyone encoutering the same problem, do this:

  • Open your savefile with a text editor
  • search for "<priorities>". You should find a list of "<li>X</li>" with X beeing a number between 0 and 4.
  • cut out the 6th entry and insert it at the end of the list.
  • repeat this for all lists of priorities in your savefile.
#2
Hi,

first, thank you for creating this mod. Maybe you can help me with the problem i have.

I tried adding the mod to an existing game with some other mods. The problem is that after loading the game it somehow moved every priority after "negotiate" one box to the right.

The big problem is that this made the robots from this mod: https://ludeon.com/forums/index.php?topic=3612.0 useless. The hauling bot now tells me "... is not a hauler"

Do you have any Idea what caused this and how to prevent it?
I also attacked a picture of the console right after loading an existing savegame which was created without Hospitality.

Thank you.

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