Modified Robot labor prioritization issue

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Nuclear Elvis

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(This may be better placed in Bug Reports if something proven out here) I have a custom race built for a Technocracy run by humanoids who have a Mechanist idea (start game with 8x robots and tech/infrastructure to build more), and 5% less robot upkeep.

So, I have modded toward 3x separate robots early in game, one as a Farmerbot with 2 points for farming buff, a Minerbot to buff mining, and I made a separate 4-trait "Robot-Bravo" bot that used negative points for increased cost and increased manufacturing time with two buffs, one is +5% jobs and other +15% electric credits from jobs, so Robot-Bravo is the most capable bot but also my main electricity worker.

My humanoid race has no buffs to production rates of any kind, so the bots are always more productive, and a bot should always be prioritized for Labor over a humanoid since the bot will always have a buff in one capacity or another.

Here's the problem I ran into, and view the multiple screenshots - My Robot-Bravo electric buffed bot is not being prioritized to produce electricity, even though the bot makes a full 1.0 more electricity than the humanoid counterparts. If Robot-Bravo works food, the Bravo makes .1 more food than the Humanoid (a miniscule number), but only when I "favorite" electricity labor will a Bravo/electric-buffed bot move to electricity labor jobs over their humanoid counterparts. This doesn't make sense, because it is as if the game has a default prioritization of Food over Electric (which - they should be neutral) and/or the game has incorrectly factored the variances of bots vs humanoids to see the most net-benefit when prioritizing what jobs that workers take on. Let me insert a chart so you see this in more plain terms:
FoodElectric
Bravo bot9.39.3
Humanoid9.28.3
(couldn't shrink that table unfortunately) - so, two things jump out at me:
1. The Bravo Bot that is buffed to make 15% more Electricity isn't showing a greater net-gain for Electricity production compared to Food. This bot does have the generic 5% buff for goods production, but that would not account for the 15% buff not reflecting in the production rate.
2. The greater variance for net-production is clearly the Bravo Bot over the Humanoid for Electric, at 9.3 vs 8.3 (a full 1.0 increase). So, why would the humanoid take electric jobs over the Bravo Bot and instead the Bravo Bot is helping with food? Shouldn't an Electric-production buff near automatically prioritize that unit over lesser unbuffed units?

I checked all my Modifiers also (look at last screenshot) and the only production buff for food or electric is the 5% electric buff from crystal critters that you see my cursor revealing pop-up to detail.

So, ultimately, why are my Robot-Bravo electric buffed bots not getting all my Technician (electric production) jobs over my Humanoids??
Is this a Bug, or is there some hidden factor that I'm missing?
 

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Last edited:

SirBlackAxe

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This is likely a consequence of job weights. Strong and Efficient Processors both have a weight factor of 1.1 for both technician and farmer jobs, and Superconductive has a weight factor of 2 towards technician. Here's where things might break expectations: Species rights and sapience.

Technician:
Code:
        modifier = {
            factor = 2
            OR = {
                is_non_sapient_robot = yes
                is_shackled_robot = yes
            }
            can_take_servant_job = no
        }

Farmer:
Code:
        modifier = {
            factor = 3
            OR = {
                is_non_sapient_robot = yes
                is_shackled_robot = yes
            }
            can_take_servant_job = no
            owner = { has_technology = tech_droid_workers }
        }
        modifier = {
            factor = 200
            OR = {
                is_non_sapient_robot = yes
                is_shackled_robot = yes
            }
            can_take_servant_job = no
            owner = { NOT = { has_technology = tech_droid_workers } }
        }

If you haven't researched droids yet, the farmer job simply has an overwhelming x200 weight modifier for robots. I can't tell you why, but that's my guess for probable cause.
 
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Dragatus

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I can't tell you why, but that's my guess for probable cause.

Good work on identifying the cause of the problem. As for the why, I think I know.

Before 3.0, robots could only work Farmer and Miner jobs and you needed the Droids technology for them to do other worker jobs. That was changed with the Dick patch, but it seems the job weights weren't updated. So yes, it's a bug and ought to be reported. In the mean time the "fix" for the bug is researching Droids.
 
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