边缘世界 RimWorld

边缘世界 RimWorld

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Schedule Presets
   
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Mod, 1.6
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480.803 KB
9 月 25 日 下午 8:26
10 月 1 日 上午 10:48
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Schedule Presets

在 RockPaperRemote 的 1 个合集中
The Expanded QOL Collection
3 件物品
描述
[buymeacoffee.com]

DESCRIPTION:

Like to micromanage your pawns' schedules but hate having to do everything manually? Well me too, and that's where this mod comes in.

Now, through the magic of mystical things called "buttons", you can assign pre-made presets. Don't like my pre-made presets? No worries, you can also create your own! No more fiddling with schedules!
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FEATURES:

The Basics:

This mod adds new buttons to bottom of the schedule tab, one for each schedule type: Work, Recreation, Sleep, and Meditation. Also included are two additional buttons, one to fill the entire day, and another for custom presets. Each button generates a resizeable window that remembers where you put it. Don't like it's size or location? Move it to your preferred screen spot.

Why is This Not Vanilla:

Manually scheduling every single pawn is a major hassle, and one of the main reasons I tend to keep my colonies smaller. I would rather just not deal with the headache of adjusting every new pawn's schedule, should I even remember in the first place.

Now, at the bottom of the schedule tab are several new buttons. Once you click them, you'll be presented with several pre-made presets to choose from for each schedule type. All you have to do is click on them, and that schedule type is automatically assigned! Simple!

Who Gets What:

But of course, no new schedule preset mod would make sense unless you could specify who gets what schedule, and so that's why now, when you open the preset window for any schedule type, you'll also have a button at the top to choose who you want the preset to affect. You can choose all pawns in your colony, or only one pawn. Of course, you're able to search by pawn names via the built-in search bar (no endless scrolling looking for one specific pawn).

Power Users Rejoice:

Each new schedule preset is assignable to a hotkey to open at a button press. You never have to actually open the schedule tab every again!

Mod Friendly:

You can make presets for any mod that you are using that adds TimeAssignmentDefs (Schedule Everything, for example)! You'll get a new window when clicking on the modded presets button, and you can even see what mod the schedule type comes from! Neat!

Infinite Choice:

What if you don't like my built in presets? Well of course, you can create your own! Just choose the custom preset button in the schedule tab, and click create preset based off of what type of schedule you're trying to make. You're able to name them whatever you want, and set them up however you want.

When you finish making your preset, open the schedule preset window via the button that corresponds to your custom preset, and boom, it's there now included with all of my pre-made presets!

And of course, if you get really crazy with it, and have tons and tons of custom schedules, you have a search bar in those windows as well, so you can quickly and easily search for which preset you need.

Go Beyond:

Newly added are MIXED preset types! Now you can create presets with mixed schedule types. Even more than that, you can also create MODDED mixed schedule presets! The sky truly is the limit with this new feature!
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DISCLAIMER, COMPATIBILITY, PERFORMANCE:

The single texture in this mod, I made by myself from scratch in Photoshop. I didn't reuse anything, but did base it off of vanilla gene icons. As usual, I tried my best to make it look as vanilla as possible.

Beyond that, I'm a texture person, not a coder, so I used ChatGPT for the majority of the C#.

Performance is a non-issue. This mod is super lightweight, and has no per-tick logic.

Compatibility should be fine as well, for the most part. Obviously anything that affects the schedule tab might cause visual overlap, though. This mod assumes the 24-hour timetable, so if you're using something that changes that, there might be some issues there as well.

TL;DR: Performance and compatibility should be fine overall.
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Q&A:

Q: Mid save compatible?
A: I would err towards a new save, but in theory it should be fine.

Q: Mid save removable?
A: I wouldn't, but in theory it should be fine. It's never smart to remove a mod mid save though.

Q: AI!?
A: Yes.

Q: Can I still use schedules like normal?
A: Yes. The presets apply things automatically, but you can still do things manually if you would like to. This mod doesn't touch that functionality.

Q: How many presets can I make?
A: As many as you want. They're saved per category in the mod settings. Game bloat might get crazy if you're creating thousands, but at that point, I don't think this mod is enough for a power user like yourself.

Q: Does this work with mods that add more schedule types?
A: Yes! As long as they use TimeAssignmentDefs, it will work straight out of the box!

Q: Why did you make this?
A: I'm in the planning process of making a new Xeno for my Darkotech lore, but wanted to take a break to make something else.

Q: I found a bug!
A: Please give me a log, and I'll do my best to fix it!
29 条留言
RockPaperRemote  [作者] 10 月 1 日 上午 10:51 
@Davinci I pushed another quick fix.You should now be able to bring their windows up again despite using mine via the hotkeys. Take it for a spin and let me know what you think.
Davinci 10 月 1 日 上午 8:58 
Another mod interaction I've noticed; with the mod "moody", when I open any of the schedule presets windows, moody disappears, and I have to reload my save to get it to come back. The moody builtin keybinds for hiding and displaying the window won't work to bring it back.
RockPaperRemote  [作者] 9 月 30 日 上午 3:50 
The new mixed presets feature has been added, as well as hotkeys to open any of the windows. Power users, this update is for you! I recommend watching the updated video to see everything you can do!
RockPaperRemote  [作者] 9 月 29 日 下午 7:17 
@Davinci Yeah, as long as the time slot doesn't conflict with the preset you're using, whatever is there prior will stay there
Davinci 9 月 29 日 下午 6:43 
Thanks for the quick fixes! One thing I noticed, I had been using a default standard schedule with just 2 recreation blocks added before the sleep blocks. I tested the changes by adding the biphasic sleep schedule to all pawns, and it works, but it left the recreation blocks. Is that intended?
RockPaperRemote  [作者] 9 月 29 日 上午 11:59 
@Davinci I pushed a quick fix for the issue you were having. There should be a fractional momentary hiccup when you click a preset for the first time, but after that, you shouldn't see it anymore and everything will behave as normal. I can't do much about the position of their buttons though. Probably within the next 24 hours, the next update should be out that adds mixed preset types, and probably my Areas Reworked mod as well.
RockPaperRemote  [作者] 9 月 29 日 上午 10:49 
@Davinci I'm in the process of working on creating mixed presets. While I work on that, I'll look into your issue. It's definitely a compatibility issue with that mod though.
Davinci 9 月 29 日 上午 10:12 
I added this to a save and when I click a preset, nothing happens. I have tried all the different preset categories, and mixtures of all pawns and single pawns, and no schedule is applied. There is nothing in the log file at all regarding the attempt. I am using better pawn control, which does modify the schedule tab to add it's own button. I wonder if that's a compatibility issue?
RockPaperRemote  [作者] 9 月 29 日 上午 3:47 
@Vril This mod doesn't add any new schedule types. It's basically a wrapper to automate scheduling via presets, and uses Vanilla scheduling logic.
Vril 9 月 29 日 上午 3:36 
@RockPaperRemote, so it doesn't force job type, but it toggles priority to 1 like the schedule everything mod, so if there's nothing to craft, the pawn will do something else?