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Space Station 13
I can only make guesses since a role tree isn't posted, but it kinda seems like this is themed around.. giving existing combat classes, even more toys/cross classing, rather than RP. Minus the little bit of theoretical middle-management.
As someone that likes to play mechanic, and custom wire up the sub (mechanic gets more wiring options that engineer sadly), I personally was hoping to see classes/options that expanded on non-combat gameplay more.
Singleplayer contains 1 person for like every job until 15/16, ruins singleplayer balance and i need to know if theres a way to fix this
Navigator had weird custom talent that was misreported that has been replaced, Navigator, XO and HoS got talent reworks.
Classes like janitor that could become messed up due to graduating into a tree they already had can no longer pick that tree, and due to how the backend code for that works to unlock 1 tree for that job at random it seems it can't be avoided, sorry! However the jobs did get some slight tweaks so they perform better and have access to talents geared towards them.
<Item name="ID Card" identifier="hos_idcard" category="Equipment" description="Head of Security ID Card" Tags="smallitem,idcard,identitycard,id_security,id_medic,id_mechanic,id_engineer" cargocontaineridentifier="metalcrate">
Hi, I’m a big fan of JobsExtended and use it alongside Neurotrauma. I’ve been trying to make a small compatibility patch so that the Chief Medical Officer (medicaldoctor) job in JobsExtended has the surgery skill (to match Neurotrauma), but I keep running into loader errors before the patch can even activate.
Would you consider releasing an official compatibility patch or adding this change directly to JobsExtended?
This would make JobsExtended fully compatible with Neurotrauma without players having to manually edit files. I think a lot of people using both mods would appreciate it.
Thanks for your time and for all the work you’ve put into JobsExtended!
Heck, honestly? The custodian especially is such a useful job to designate even if we didn't have the mod enabled.
Much love!