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colonymanager's Introduction

Colony Manager allows you to make colonists do the more tedious parts of managing a colony, making sure you're never out of vital resources again*.

Important

Requires a new save game. Adds a worktype, which is stored in the world, which means you need to start a new game after adding/removing this mod.

Production & Import/Export tabs missing. The Production and Import & Export tabs are still disabled due to a lack of time.

Features

Hunting jobs

  • Set a target for meat, and never worry about designating hunting manually again!
  • Set an area to clear of all predators - keep your home area safe!

Forestry jobs

  • Set a target for wood, and never worry about designating lumber manually again!
  • Automatically clear wind turbine catchment areas to ensure they're working at maximum efficiency.
  • Set an area to clear of all vegetation - make sure there's no possible cover or retreat for any hostiles that dare attack you.

Livestock jobs

  • Set a target for animals (for four separate age/sex combinations), and pawns will auto-butcher and/or tame to manage your herd.
  • Restrict animals to specific areas (for example to separate male/female animals and prevent breeding).
  • Auto-butcher, tame and train according to your specifications.

Overview

  • Clear overview of all jobs
  • Show stock and designated levels for the last day, month and year
  • Show pawns capable of a job, and set work status
  • Prioritize jobs, the manager will handle prioritizing jobs on worktables (however standard priority ordering across worktables still applies).

Import & Export == coming back soon(tm) ==

How does it work?

You can manually set jobs in the new Manager tab on the bottom of the screen. Once set, a colonist with the manager skill and worktype enabled will go to a manager station to figure out the best way to assign designations. Periodically, the manager will check if the assigned designations are still up-to-date, and make changes or delete designations where required. The manager will not touch designations that are set manually, nor will managers create jobs. You're still the overlord. In theory there is no real limit to the number of manager jobs that can be created.

Notes

  • Requires a new save. Adds a worktype, which in my tests gave errors on old savegames. If you also have my Work Tab mod, you should be able to add this mod in an ongoing save.

Think you found a bug?

Please read this guide before creating a bug report, and then create a bug report here

Older versions

All current and past versions of this mod can be downloaded from GitHub.

License

All original code in this mod is licensed under the MIT license. Do what you want, but give me credit. All original content (e.g. text, imagery, sounds) in this mod is licensed under the CC-BY-SA 4.0 license.

Parts of the code in this mod, and some of the content may be licensed by their original authors. If this is the case, the original author & license will either be given in the source code, or be in a LICENSE file next to the content. Please do not decompile my mods, but use the original source code available on GitHub, so license information in the source code is preserved.

Parts of this mod were created by, or derived from works created by;

  • DinosoftLabs: mustache icon (BY-NC)
  • Smashicons: top hat icon (BY-NC)

Are you enjoying my mods?

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colonymanager's People

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colonymanager's Issues

Expose ManagerJob work interval

Deimos Rast 14 Aug @ 10:24am
This mod is a must have, absolutely love it.
Slight request: anyway to adjust the frequency with which the Manager checks in at the desk? In my current game my manager is also a crop planter, and the desk in question is in the building adjacent to the fields. Not too far, but by the time she puts a single seed in the ground it's time to go back to the desk again. I'm left manually juggling priorities (enabling/disabling them), which is no bueno.

Power stats improperly shown?

Great mod but found two small issues:

  • power statistics are shown w/o having advanced (computerised) desk
  • power statistics do not count correctly disconnected (using power button) devices. Not sure if this might be because I'm using "PowerSwitch" mod (one that adds auto-functions to each button).

Show disabled tab icons

Giant Space Hamster:
It would be nice if the disabled tab icons (e.g. power) were visible but greyed out with a tooltip explaining how to activate them.

Pawn 'Character' tab is too short and cuts off the Management category.

EDIT: Immediately after submitting I noticed a closed issue for the same thing, which noted that this is a vanilla UI issue. Sorry for not fully reading the closed issues, please feel free to ignore this ticket. Love your mods, keep doing what you do so well!

Currently, the 'Character' tab is too short and excludes around 1/2 of the Management category, making it difficult to easily check your character's management stat. Any way this tab can be expanded a bit in order to allow us to fully view this?

Below is a screenshot of the in game UI which has this content partially cut off. This has occurred on both a smaller laptop monitor and a larger desktop monitor (1366 x 768 & 1920 x 1080, respectively) so I do not believe this is an issue with the screen size. Screenshot was taken with only the Management mod active, on version Alpha 15 (0.15.0).

20160902121917_1

Doesn't seem compatable with Work Tab?

I added your Work Tab mod to an existing Colony Manager save, and I can no longer open the colony manager tab correctly.

Instead, it just shows the tab with no buttons or anything, and the game slows down an incredible amount.

Pawn forced into job issue

v0.16.1.5

I am not 100% sure the issue from the mod alone, but does colony manager can "Force a pawn into job"?)

I sometimes get hunters that are stuck in their hunting job because they can't kill the target, (for example the target is asleep and can't get hit easily), then they keep shooting for hours until they collapses from fatigue. When I look at their status they are all "forced to hunt", and I am pretty sure I didnt do that myself.

(sorry for my english ;) )

Typo in English language files

Paradox Song 14 Aug @ 5:02pm
@fluffy Whenever somebody goes to work at the Basic Manager Desk the colonist task says "Doing essential management at the conolony manager desk" Instead of colony. Can you fix that typo please?

Readme for mods

First of, thank you for hosting your mods on Github. It makes downloads a lot easier.
Could you maybe add a short readme to your project describing what it does?

Multiple power tabs:

Power Tab 1:
screenshot 242
Power Tab 2:
screenshot 243
Manger Building:
screenshot 241

As you can see thier are duplicate tabs... why? Does it have to do with my manger?

I have all 3 researches.

For those interested, I crushed a ship with a roof to get the AI core...

Essential Conolony Management

JobDef_ManagingAtManagingStation.xml contains a misspelling of colony which is seen when any pawn performs the colony management job.

Game freeze during foresty

The game freeze for 3 to 5 seconds when the manager marking plants to cut or trees to foresting.
Is there a solution to work around this problem? These freezes are very annoying with time.

Importing jobs without having the required workbench

This throws a bunch of errors and causes the game to slow down significantly.

System.NullReferenceException: Object reference not set to an instance of an object
  at FluffyManager.ManagerJob_Production.Tick () [0x00000] in <filename unknown>:0 
  at FluffyManager.Manager.MapComponentTick () [0x00000] in <filename unknown>:0 
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0 

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Example exported joblist:
http://furycodes.com/xfiles/basics_and_clothes.rwm

Manager can create jobs for recipes that have not yet been researched

Vahara 5 hours ago Delete
I really love this mod, but it seems like I found a minor bug. If i build a crafting station for example a fueld stove I can setup a managing job to make pemmican even if i don't have researched it yet. Same for powered armor at the machining table.

*Update: I tested it with pemmican. My colonist crafted it without research

Also don't count insect meat

Actually we have the option to untick "human meat", it would be nice to have one for insect meat too, as it seems to have a debuff in mood if used in meals.

Multi line text in production tab cut off

As to be seen in the screenshot the text is cut off at the top and bottom for all bills where the line with the possible workstations is too long
20160727011324_1

This happens without any other mods installed. Seen it so far only with the Tailoring tables but i can imagine it would happen anywhere.

Massive slowdown on any size map with suspended or active PRODUCTION jobs.

We can verify that these errors are playing some or the entire role in the production job slowdown.
One of the reasons this is a problem, would be, for instance, if I am understanding this correctly, you run out of say, Smokeleaf to be processed. This is a big problem for people who use the jobs import/exporting feature especially as if you make a colony and save the jobs for a few stages of progress, you're going to suffer for that as your FPS will tank as soon as this is imported.

I have realized upon actually opening the log, that when all production jobs are moving, there may be no slowdown, however, this would mean removing Butcher Creature and Make Kibble from the list of production jobs unless you can keep the meat and carcasses in constant supply.

Rimworld Production Jobs save.zip

Errors, exceptions in logfile, problems casting type

I have another logfile for you. I'm just guessing it is the Colony Managers fault, at least it looks that way in the stack dumps. Example(full logfile attached):

Exception in Tick (pawn=Valencia, job=ManagingAtManagingStation A=Thing_FM_BasicManagerStation225472, CurToil=2): System.NullReferenceException: Object reference not set to an instance of an object
  at FluffyManager.ManagerJob_Livestock.<DoTamingJobs>b__29_0 (Verse.Pawn p) [0x00000] in <filename unknown>:0 
  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Verse.Pawn].MoveNext () [0x00000] in <filename unknown>:0 
  at System.Collections.Generic.List`1[Verse.Pawn].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0 
  at System.Collections.Generic.List`1[Verse.Pawn]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0 
  at System.Linq.Enumerable.ToArray[Pawn] (IEnumerable`1 source) [0x00000] in <filename unknown>:0 
  at System.Linq.QuickSort`1[Verse.Pawn]..ctor (IEnumerable`1 source, System.Linq.SortContext`1 context) [0x00000] in <filename unknown>:0 
  at System.Linq.QuickSort`1+<Sort>c__Iterator21[Verse.Pawn].MoveNext () [0x00000] in <filename unknown>:0 
  at System.Collections.Generic.List`1[Verse.Pawn].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0 
  at System.Collections.Generic.List`1[Verse.Pawn]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0 
  at System.Linq.Enumerable.ToList[Pawn] (IEnumerable`1 source) [0x00000] in <filename unknown>:0 
  at FluffyManager.ManagerJob_Livestock.DoTamingJobs (System.Boolean& actionTaken) [0x00000] in <filename unknown>:0 
  at FluffyManager.ManagerJob_Livestock.TryDoJob () [0x00000] in <filename unknown>:0 
  at FluffyManager.JobStack.TryDoNextJob () [0x00000] in <filename unknown>:0 
  at FluffyManager.JobStack.TryDoNextJob () [0x00000] in <filename unknown>:0 
  at FluffyManager.Manager.DoWork () [0x00000] in <filename unknown>:0 
  at FluffyManager.JobDriver_ManagingAtManagingStation+<>c.<Manage>b__1_1 () [0x00000] in <filename unknown>:0 
  at Verse.AI.Toil.Cleanup () [0x00000] in <filename unknown>:0 
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0 
  at Verse.AI.JobDriver.ReadyForNextToil () [0x00000] in <filename unknown>:0 
  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0 

logfile.zip

Scribing areas to be cleared

I think I found a problem when loading savegames:

When a forestry order is given while the default areas are present and later on one of the areas is deleted, the game will not load anymore.

I gave a forestry order, but can't remember actually setting the default "Area 1" to be used in that order.
Later on, I deleted "Area 1" since I didn't use it anyway. Then, when trying to load the game this evening, I came upon an error upon loading the game. The log contains the lines:

Exception from asynchronous event: System.ArgumentNullException: Argument cannot be null.

Parameter name: key

  at System.Collections.Generic.Dictionary`2[RimWorld.Area,System.Boolean].Add (RimWorld.Area key, Boolean value) [0x00000] in <filename unknown>:0 

  at FluffyManager.ManagerJob_Forestry.ExposeData () [0x00000] in <filename unknown>:0 

  at Verse.PostLoadInitter.DoAllPostLoadInits () [0x00000] in <filename unknown>:0 

  at Verse.MapIniter_LoadFromFile.InitMapFromFile (System.String fileName) [0x00000] in <filename unknown>:0 

  at Verse.RootMap.<Init>m__513 () [0x00000] in <filename unknown>:0 

  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0 

Checking the savegame in N++ I found the following lines in

<li Class="FluffyManager.ManagerJob_Forestry">:

<ClearAreas_allowed>
    <li>True</li>
    <li>False</li>
</ClearAreas_allowed>
<ClearAreas_areas>
    <li>Area_Home</li>
    <li>Area_Named_Area 1</li>
</ClearAreas_areas>

And after removing the "Area_Named_Area 1" and "False" lines, the game loads again.

Hysteresis for jobs

This is especially for cooking bills. When you define a threshold of less than X, you sometimes only get the cook producing 1 meal and then scurrying off to another job. Then repeats right after, causing unnecessary time spent on moving between jobs.

Please add a feature to define a repeat option so that when that trigger condition is met, the bill will be repeated Y times (like when adding bills manually) to make sure it doesn't trigger again just 10 seconds later.

Incompatible with Extended Woodworking

Extended Woodworking modifies trees to drop species specific wood logs, this however seems to break the tree type detection in the Manager. The result is that the Forestry Manager can't find any trees.

Corpse counting in Manager

The manager counts potential meat to avoid making too many hunting designations.
If you ask "hunting" to hunt when animal corpse > 5 it will designate one hunt, then count the meat as potential corpses or whatever you designate (leather for example).
It then stops making more designations even if you only get one corpse until the animal has been killed.
it should be making 3 hunting designations if you lack 3 corpses (instead if one)

forcing colonist to work at desk should make them work until the queue is done

I've been hunting what I thought was a bug for a while, but now it seems like it may be an undesired "feature", where someone assigned to managing will only add one bill at a time. No matter how much work there is to be done, they'll add one bill at a time, and it'll start at the top and progress to the bottom of the list.

If I set that person with maximum priority on Managing, so that they willingly do the job, they'll add everything in a row without any issues, but if I force them to work they'll only add the first item on the list to be processed and then leave to do something else.

My managers literally don't stay there long enough for me to pause with them on the manager table if I force them to work, so I'm guessing they've been just walking there, creating a high priority production job that they're also assigned to do, and leaving before finishing managing.

I'd suggest changing it so that when forcing someone to manage they'd process everything rather than getting there and instantly leaving, having only applied the first job (which they then go on to do). Either that, or forcing them to stay there for at least one second or something like that.

Also, unrelated, I tried saving the manager jobs and then loading them, and I started getting lots of errors (debug log). Should I make a separate issue for this? Or is it mod incompatibility?

Unchecks manual work priorties on load savegame

RimWorld version 0.14.1249
RW_Manager version 0.14.1.0

Manual priorities check under work tab is uncheck after load a savegame.

  1. Rimworld is started quick with only Core, CCL and RW_Manager mods
  2. Check Manual priorities check
  3. Save the game.
  4. Quit to main menu
  5. Load savegame
  6. Manual priorities is uncheck

Only installed art is counted?

Zappa 25 Dec @ 1:04pm Delete
Hi Fluffy, I want to report a bug with production of Large Sculptures, i set it to produce 5 of them, but it only recognises installed art and not uninstalled in the stockpile. If you need anymore info let me know, happy holidays

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