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improvedworkbenches's Issues

Support copy/paste in Project RimFactory mod

This mod doesn't derive its buildings from the Building_WorkTable class, so without a thorough investigation I can't apply copy/paste/link functionality to its buildings. This creator of that mod may need to refactor things a little to do this cleanly.

Count items on caravans

Just tagging this here to say: I'm planning on doing this.

For example, I want to keep 10/10 armor vests, and I want to send out a raiding party. I want to include the caravan, so it doesn't drop to 3/10. The caravan would be included until it settles on a friendly spot.

Allow shorter radius for ingredient collection

In the bill modification screen, there's an option to restrict the bill to only use ingredients within a certain radius. By default, this is floored to 3. However, if you're using a super-compact layout (i.e. a stove with ingredients rack directly next to the colonist), this can cause the colonist to pull ingredients from other workbench's racks.

It appears this change would be accomplished in ImprovedWorkbenches/Detours/BillConfig_DoWindowContents_Patch.cs, but I'm unsure where this needs to be exactly.

Add "Take to closest eligible stockpile" option

If adding storage objects is too complicated to do to the "Take to" list, adding a "Take to closest eligible stockpile" option might be a simpler stopgap. Since best stockpile does consider storage objects, I'm hoping this choice could support them as well.

Ability to save bills between games

Like the blueprint mod from Fluffy it would be great to be able to save our bills in files which could be used in different playthrough/maps.
When you move from place, or when you start a new game, your bills will almost be the same. For cooking you'll work on Simple Meal, Kibble. Build bows and tribalwear, craft smokes etc...

No longer working

This has suddenly stopped working for me today. I turned off all the mods that had been updated that could have possibly caused this issue, and I still don't get the filters anymore.

Migrate from Enhanced Crafting

So, the author of Enhanced Crafting recommends switching to this, and I can see why. Nice job! The problem is in switching an existing colony over; it's fairly easy to do, but the intro post and github readme don't have instructions for it.

Step 1: Make sure nobody is using any of the work benches, firepits, or anything else that has recipes. Removing the orders from all workbenches might remove the need for step 3, but I've only tried it with a new workbench (never had a bill added to it).
Step 2: Switch which mod is active in the mod list. I recommend putting BWM in the same spot you pull EC out of, but it generally won't matter.
Step 3: Rebuild all work benches, stoves, et cetera. This can be done easily by going into dev mode->God Mode, insta-building copies of all your production stuff, then using the destroy tool to remove the originals. If you don't have the minimize-anything mod, you then need to do it again if you want everything in its original position.
Step 4: Re-add your bills.

Does not work correctly for EPOE mod light receptor production

From OrlandoKev on Steam:

This is showing up on the light receptor production (EPOE Mod, simple prosthetics workbench) however isnt counting "any" of them in stock, trader came through and i saw i had 28 of them for sale, but its set to make 2, so i looked into why. Your mod doesnt show up on any of the other prosthetics as expected (least none that i am making). Dont know if its a EPOE issue (categorization or something, or issue on your end so figured would drop u a note and see what u think.

"Do until X ingredients left"

Is it possible to add this mode ?

Usecase:

  • want to leave some spare ingredients for emergency apparel/constructions
  • want to spare some herbal meds when making medicine, to not spend neutro on injured prisoners/pets

Bills tab only opens every other time bench is selected

I think this is a vanilla ImprovedWorkbenches issue:

Load a game, select a workbench: the bills ITab opens. Click on the floor (unselecting the workbench). Click on the same workbench: the bills ITab does NOT open.

If it is, as I suspect, the logic of the _lastSelectedThingId, then you might consider an alternate mechanism for opening the ITab: harmony patch on Selector's Select().

See as an example: https://github.com/lilwhitemouse/RimWorld-LWM.DeepStorage/blob/7032d81cb36922d69616f0205917d85899ba4a55/DeepStorage/Deep_Storage_ITab.cs#L256

Imitation is the sincerest form of flattery ;) I just went about it a different way. I think my code should be robust if multiple people are using it at the same time for the same building; whoever is loaded first should win (by opening an ITab and then everyone later sees an open ITab that can open for this window, so all good?).

Better Workshop Mod stops working after reloading

I have noticed that bills that I keep between saving, quitting, and reloading the game (without changing any mods or anything), will no longer have their quality/hitpoint restrictions. In addition when I check up on them, hovering over the bill causes the screen to go grey with only the numbers indicating stacked items remaining. When I click on the bills, the better workshop interface in the lower left is no longer available. I'll add some screenshots of my mod list (and their order), as well as what happens when I mouse over the bills and the bill interface itself when I get a chance (computer is currently in use by someone else). Also interesting when I create a new bill, the interface usually shows up though I sometimes have to change it to work forever then change it back to 'until x.'

Bug copying bills set to "Do until X" and "Only allowed ingredients" if not allowed in destination

From forum:

There's a bug copying bills set to "Do until X" triggered by "Only allowed ingredients" being checked. If the origin & destination bills both offer the option, everything works fine. If the origin has the option checked but the destination can't offer the option at all, it freezes the destination bill's counter at 0. Copying the 2nd bill to a 3rd passes it on again with the same potential problem.

For testing, my mod list is down to Core, Hugslib, & Better Workbench Management.

As an example, I have 12 simple helmets, 13 flak pants, & 28 medicine
Make simple helmet, Do until X, currently have 12/10

  • simple helmets w/ OAI off & paste to flak pants
    Make flak pants, Do until X, currently have 13/10

  • simple helmets w/ OAI checked & paste to flak pants
    Make flak pants, Do until X, currently have 0/10

  • copy flak pants & paste to medicine
    Make medicine, Do until X, currently have 0/10

  • simple helmets w/ OAI off again, & paste to flak pants & medicine
    Make flak pants, Do until X, currently have 13/10
    Make medicine, Do until X, currently have 28/10

Changing the origin bill's allowed ingredients or where either bill should look makes no difference.

Counting in 'make any lumber'

I'm trying to use Extended Woodworking together with this mod, and I would like to see a possibility to set the filters for the wood type. Right now I'm having 328 Camelia Lumber and no other lumber, and this pauses the bills at the woodworking table.

Of course I could change the bill definitions so that they are executed, but ... that would be micromanagement :(

Add Default Pawn per Workbench

It would be fantastic if we could select a pawn for a workbench and have all new bills created be specific to that pawn.

I was thinking that a dropdown similar to "Any Worker" might fit next to "Add Bill" in the ITab (BillStack.cs harmony adjustment).

Electric stove refuses to make "Do Until X" fine meals

Hey there! Loved your mod. It's a real improvement and something I couldn't live without anymore.

I'm having a weird bug in the game I'm in. For some reason, my electric stove refuses to make Fine Meals if I'm using the "Do Until X" mode. No matter what, it stays grayed out and in pause, even if I have all the mats necessary. Worst thing is, if I switch to "Do X times", it'll work just fine.

I uploaded some screenshots for you to see:

Do you know what could be the cause? Thanks!

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