Releases: Klok-e/RimWorld_Mod_AutoPriorities
Releases · Klok-e/RimWorld_Mod_AutoPriorities
1.6.1
1.6.0
1.5.4
Fixes
1.5.2
1.5.1
- Rework priority assignment to use global optimization instead of greedy heuristics. The new approach is to formulate the priority assignment as an integer linear programming problem and solve the equations using an established equation solver. Sadly, for C# there are no solvers which support integer variables, so this new approach first solves a relaxed version of the problem using ALGLIB (no integer constraints) and then uses random search (a simple genetic algorithm in this case) to find an integer solution which satisfies all constraints. Random search sometimes leads to suboptimal or inconsistent solutions, but I think this is still much better than before.
- Reworked how excluded colonists are saved.
- Added more options.
- Added an option to set priorities periodically.
- Fixed top and left panes in the exclude colonists tab. Rimworld UI is cancer so don't scroll too fast if you have more than 30 pawns or your game might freeze. Idk how to fix this.
- Included work speed in the priority assignment calculation, so skilled pawns without arms won't get first priority in medicine, and those with field hands/drill arms, but low skills will be prioritized.
1.5.0: add patch operation for Work Tab 1.5 unoffical (#13)
this one https://steamcommunity.com/sharedfiles/filedetails/?id=3253535347 seems to work in my few minutes of testing
Various fixes, add minimum fitness
1.4.3 More logs & fix retrieval of minimum fitness
Various fixes
1.4.2 Fix devide by zero