Workers Union 1.0


Workers Union adds autonomous human workers who build your factory the old-fashioned way.

Content
a day ago
2.0 - 2.1
284
Logistics Mining Logistic network Storage Blueprints

g I like it but it's too buggy to function

12 days ago
(updated 12 days ago)

So!
Haul and mine works perfectly, I like those.
Except I still don't understand why is there recall AND cancel job. Both cancel jobs.
I think cancel job should work like the current recall, and new recall should just tell the worker to dropoff it's inventory before returning to work (So you could not wait for the full inventory) maybe?

Anyway, now to the actual bugs. I tried out the mod on early-game Space Exploration so some issues might stem out of there.
- They take resources from chests very inconsistently. They can grab them once then entirely forget that the chest exists after some time.
- When they don't have enough resources to handcraft they tend to not just stop working but still try picking up and then immidiately putting down whatever there was in the chest.
- With both a construction work and and item requests, workers that have their stations placed nearby go haywire
- Contruction workers really struggle to place building in tight places. I tried my usual miner blueprint, the one where it's two lines of miners with a belt between them that has poles in undergrounds, they really struggle to build it.
- When they try to handcraft stuff by picking up stuff from partially full belts, and they want to return some materials... Well... You get unwanted iron sticks on your iron belt. I don't think there's ever a case when they should do that.

I really like how the mod works, it just needs a bunch of bugfixing, and it will be an S-tier early game mod
I especially like how they are slow but very autonomous and long-range, the handcraft ability is top notch when it works, I was squirming out of excitement over worker requests

12 days ago

Another hour another more specific behavior I'd like changed.
Whenever you have a worker request for an item, and resources are trickling in slowly (Example - 50 assemblers and gears are producing slowly), workers make very short jobs which leads to them spamming "Job complete!" message every 5 or so seconds.
Would be cool if they would only tell about the full job completing, or there would be a setting to do so

12 days ago
(updated 12 days ago)

So!
Haul and mine works perfectly, I like those.
Except I still don't understand why is there recall AND cancel job. Both cancel jobs.
I think cancel job should work like the current recall, and new recall should just tell the worker to dropoff it's inventory before returning to work (So you could not wait for the full inventory) maybe?

Anyway, now to the actual bugs. I tried out the mod on early-game Space Exploration so some issues might stem out of there.
- They take resources from chests very inconsistently. They can grab them once then entirely forget that the chest exists after some time.
- When they don't have enough resources to handcraft they tend to not just stop working but still try picking up and then immidiately putting down whatever there was in the chest.
- With both a construction work and and item requests, workers that have their stations placed nearby go haywire
- Contruction workers really struggle to place building in tight places. I tried my usual miner blueprint, the one where it's two lines of miners with a belt between them that has poles in undergrounds, they really struggle to build it.
- When they try to handcraft stuff by picking up stuff from partially full belts, and they want to return some materials... Well... You get unwanted iron sticks on your iron belt. I don't think there's ever a case when they should do that.

I really like how the mod works, it just needs a bunch of bugfixing, and it will be an S-tier early game mod
I especially like how they are slow but very autonomous and long-range, the handcraft ability is top notch when it works, I was squirming out of excitement over worker requests

Thanks for the feedback I really appreciate it I'll work on addressing those issues in the next update it's nice having feedback I was worried no one was going to post anything 😅 I'll look into these tonight and try and get them ready and add them to my planned next patch which will drop some time this week

12 days ago

So!
Haul and mine works perfectly, I like those.
Except I still don't understand why is there recall AND cancel job. Both cancel jobs.
I think cancel job should work like the current recall, and new recall should just tell the worker to dropoff it's inventory before returning to work (So you could not wait for the full inventory) maybe?

Anyway, now to the actual bugs. I tried out the mod on early-game Space Exploration so some issues might stem out of there.
- They take resources from chests very inconsistently. They can grab them once then entirely forget that the chest exists after some time.
- When they don't have enough resources to handcraft they tend to not just stop working but still try picking up and then immidiately putting down whatever there was in the chest.
- With both a construction work and and item requests, workers that have their stations placed nearby go haywire
- Contruction workers really struggle to place building in tight places. I tried my usual miner blueprint, the one where it's two lines of miners with a belt between them that has poles in undergrounds, they really struggle to build it.
- When they try to handcraft stuff by picking up stuff from partially full belts, and they want to return some materials... Well... You get unwanted iron sticks on your iron belt. I don't think there's ever a case when they should do that.

I really like how the mod works, it just needs a bunch of bugfixing, and it will be an S-tier early game mod
I especially like how they are slow but very autonomous and long-range, the handcraft ability is top notch when it works, I was squirming out of excitement over worker requests

Also the chest thing what chests are you using what ones are they pulling from or not pulling from that would be some great information if you can provide it

12 days ago
(updated 12 days ago)

I used iron chest you get early game. They do not differ anyhow from vanilla
I placed them around 4-5 tiles from the worker station. They had Iron plates for workers to handcraft belts

12 days ago

Also yeah, I get that it's probably quite saddening that with this much effort into the mod nobody yet posted anything. I kinda wanted to post because of that, to make the issues known and show my appreciation for the mod.

12 days ago

Because this isn't an easy thing to reproduce I built a test harness a world that spawns in the game with every single chest conveyor belt and storage location the mod supports because the mod doesn't support picking stuff of the ground or from inside machinery. the workers go from individual locations transporting items until I figure out the problem

12 days ago
(updated 12 days ago)

Also yeah, I get that it's probably quite saddening that with this much effort into the mod nobody yet posted anything. I kinda wanted to post because of that, to make the issues known and show my appreciation for the mod.

I found it fixed all the issues you mentioned all will be explained in the next updates patch notes

12 days ago

Hopefully you've noticed the issue is fixed hopefully

11 days ago

I'll check it out soon! Thank you for quick updates

11 days ago
(updated 11 days ago)

Alrighty! So far so good. Checked the building behavior, it's definitely a lot better. This time not a drill missed, yet I spotted a thing that workers lack, they cannot path around poles (Objects that occupy a tile, have collision, but collision does not occupy the whole tile). So in my mining setups they can't place all the poles and undergrounds. This is... An issue, since a lot of player builds can have that sort of movement restriction, and while our player engineer can squeeze between machines, uh... workers will struggle.

Although wait, sometimes they do avoid poles and walk around them? Weird.
If you need screenshots of what I have issues with, and better communication, you can add me on discord - trainsnek

8 days ago

...so uh, im tempted to install it. I only stoped using the thing because it ate too much of my top bar....but then i increased the entire size i can see. The only othjer probl;em is uh....do you even want to bug trouble a cursed person who decides that 500+ mods isnt enough:?

8 days ago
(updated 8 days ago)

...so uh, im tempted to install it. I only stoped using the thing because it ate too much of my top bar....but then i increased the entire size i can see. The only othjer probl;em is uh....do you even want to bug trouble a cursed person who decides that 500+ mods isnt enough:?

I will always be happy to help fix issues this new version is specifically well optimized and most bug fixes have been applied so you should be okay it's changed a lot in this new update

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