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Ilmoita käännösongelmasta










If you're still working on it, a potential improvement is to consider the interaction with mechinator and the smithing skill.
My mechinator isn't having his smithing skill enabled by the mod, and as a result cannot gestate mechinoids.
I can work around this by temporarily enabling the smithing skill for that pawn, but i feel like the approach taken of entirely disabling the skills instead of setting the priority to lowest may have other impacts on player experience.
For example, i frequently want to make a character that's right next to something and otherwise already going to travel in the right direction haul something, but cannot because they are set to never haul.
Ну, у поселенца 2 огонька на исследования, но уровень исследования 2 и мод выставил ему приоритет на 1. Поселенец с уровнем 28, он поставил приоритет 4)))
When classes are created, the mod automatically assigns a “Classes” schedule. However, Work Manager automatically deletes that schedule and replaces it with other activities like work, rest, or recreation — causing colonists to stop attending classes after the first one.
The workaround I found is to disable the automatic schedule assignment for colonists who teach classes.
I just wanted to ask if there’s any possibility of making both mods compatible, or if it’s something that can’t really be fixed.