边缘世界 RimWorld

边缘世界 RimWorld

Mech Work Tab
100 条留言
XT-489 10 月 2 日 上午 3:58 
good mod
Saber啊 10 月 1 日 上午 1:13 
Hi,I found a small bug. I used the "Personal Work Categories" mod and merged some jobs into one category, such as less important ones like cleaning and fishing. This caused the cleaning machines to stop working. I was confused why the mechanical units were unresponsive even though the ground was clearly dirty. I only figured it out when I opened the mechanical work menu and found that none of the jobs could be checked.I also have a small suggestion regarding this: the "work tab" mod allows expanding a certain type of work with Ctrl + left-click, and adding a similar function might make this mod even greater.

The above is a machine translation, which may cause confusion, and I sincerely apologize for that.
Makazy 9 月 13 日 上午 7:03 
Hi, it seems there is an incompatibility with More Mechanitor Mechs 2.0, I tried building a Wardron (a Warden mechanoid) but it only wandered. I tried multiple combinations with or without other mods but it stopped wardening only with this mod. There is no error in debug.
Raygne 8 月 19 日 下午 7:57 
I agree on getting Compact Work Tab (Continued) to work with this. You might be able to get in touch with Mlie for help with integration. It would really help with readability.
Omega13 8 月 17 日 下午 4:20 
Great mod, but seems to overwrite and disable Lifters Haul Urgently, also a good mod.
Space Moth  [作者] 8 月 12 日 上午 2:26 
I will look into seeing if I can slant the work labels when I get a chance. I am not familiar with guards for me so will need to take a look.

Should be safe to add or remove from an existing save!
dark 8 月 12 日 上午 1:46 
Hi, can I install a mod on an existing save?
exBeNN 8 月 10 日 下午 6:54 
absolute godsend of a mod
Grimmas 8 月 5 日 下午 5:54 
Good mod! It would be quite nice if it could integrate with Compact Work Tab (Continued). Or just have an option for slanted work type labels :-) Even on my ultrawide screen it gets a bit tough to read with all the extra work types from other mods like Complex Jobs etc.
jimothy69billiams 8 月 3 日 下午 4:12 
Any possibility of this getting compatability with *Guards for me*? would be really cool to be able to set my mechs to do patrols
Tobi 7 月 29 日 下午 3:35 
Does anyone else have the issue that agrihands harvest stuff despite harvesting being deactivated for it with this mod?
Merloga 7 月 29 日 上午 4:04 
My hopes of Liferts loading reactors seems shattered. Great mod, but damn. Why does Dubs hate lifters so much
Sainth Moth [HME] 7 月 28 日 下午 1:25 
god bless you, brother Moth
Ros[É] 7 月 27 日 下午 3:00 
I don't see the deliver job type for mechs from [FSF] Complex Jobs. Is there something I'm missing?
Space Moth  [作者] 7 月 26 日 上午 2:01 
I would recommend trying [FSF] Complex Jobs to get more job types. It is a mod I have been running with for a long time, and I forget what ones it adds.

Allow tool also adds some more work types, and this mod should support any mod-added job types added to pawns.
Ironman_Mk11 7 月 25 日 下午 11:48 
Am I just being oblivious, or is there no way to expand the categories? This mod is helpful for fabricators, but the rest of the mechs basically only have 1 category. It doesn't do anything telling a lifter or a constructoid to "haul" or "construct" at priority 3 vs 5, because that's all they do...

What would be amazing is if we could expand the categories, like Work Tab. That way we could set the constructoid to prioritize menial tasks like maintenance first, set lifters to prioritize job deliveries instead of general hauling, set agrihands to only sow or harvest, etc.

Or maybe it can do this already and I'm just completely missing how?
JoeOwnage 7 月 23 日 上午 8:21 
I'm getting the modsettings error every launch
aef8234 7 月 22 日 上午 4:13 
Can you add the ability to give mechs work types in general? I like the mod, but a lot of mechs in general literally has no worktype.
gicago 7 月 20 日 上午 1:51 
After resubscribing to the mod and validating files the error mentioned below was still there.

I went to my "\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config" folder and deleted the XML file of the mod.

It will have mod ID "3268299107" in the file name. After I deleted the file and started the game the error was gone.

The file gets recreated when you start the game and the mod is loaded.
Crimson 7 月 19 日 上午 1:35 
I get the same error everytime I load the game since the last update. It still seems to work just fine tho
XYM04689733 7 月 18 日 下午 6:53 
Yes, the error only appeared once right after the update on the 17th during the initial load. Everything seems to work fine after that.
Space Moth  [作者] 7 月 17 日 下午 10:46 
I did notice this error, it seems to be because of the renaming of the settings handler in code finding a missmatch with the settings already saved. I only had this appear once, does it keep happening or is it only the first load after the mod update?
XYM04689733 7 月 17 日 下午 10:23 
ization.CultureInfo,object[])
System.Activator:CreateInstance (System.Type,object[])
Verse.LoadedModManager:CreateModClasses ()
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__10_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
XYM04689733 7 月 17 日 下午 10:23 
Verse.LoadedModManager:ReadModSettings<SM_MechTab.MechTabModSettings> (string,string)
Verse.Mod:GetSettings<SM_MechTab.MechTabModSettings> ()
SM_MechTab.ModSettingsHandler:.ctor (Verse.ModContentPack)
System.Reflection.RuntimeConstructorInfo:InternalInvoke (object,object[],bool)
System.Reflection.RuntimeConstructorInfo:DoInvoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.RuntimeConstructorInfo:Invoke (System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.RuntimeType:CreateInstanceImpl (System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo,object[],System.Threading.StackCrawlMark&)
System.Activator:CreateInstance (System.Type,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Global
XYM04689733 7 月 17 日 下午 10:23 
Could not find class MechTab.Source.MechTabModSettings while resolving node ModSettings. Trying to use SM_MechTab.MechTabModSettings instead. Full node: <ModSettings Class="MechTab.Source.MechTabModSettings" />
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.ScribeExtractor:SaveableFromNode<SM_MechTab.MechTabModSettings> (System.Xml.XmlNode,object[])
Verse.Scribe_Deep:Look<SM_MechTab.MechTabModSettings> (SM_MechTab.MechTabModSettings&,bool,string,object[])
Verse.Scribe_Deep:Look<SM_MechTab.MechTabModSettings> (SM_MechTab.MechTabModSettings&,string,object[])
Jack Jagger 7 月 16 日 上午 11:06 
If you get a chance, could you make this work with Work Tab mod? It has a few continued renditions.
7 月 13 日 下午 10:18 
Great:steamthumbsup:
aef8234 7 月 13 日 下午 8:44 
Is there a way for you to save mechanoid work priorities or have a specific type of mechanoid have a default priority setting? I use ALL my mechanoids as cannon fodder, so every time I res them their priorities gets wiped.
TOLGRIM 7 月 12 日 下午 7:30 
GOAT
Space Moth  [作者] 7 月 11 日 下午 5:24 
It should work fine with that mod, been running with it for ages!
I do not think I can combine the tab with the existing mech tab as they have different functionality.. unless I can add tabs to it or something. Will have to check how hard that would be in the limits of how pages are handled.
Gecko Esti 7 月 10 日 下午 7:24 
Hey do you think you can put the tab in another one instead of having 2 mech tabs in the menu bar ?
Thanks !
tide{S}haper industries 7 月 9 日 上午 3:50 
Sounds like a good plan - it's probably a bit late in regards to VFEM, since their specific mech-tab-mod was never properly updated after 1.4 I think. So people could have used yours instead for it. And if the VFEM2 rework will fully use Biotech, it probably would be auto-compatible then anyways.

Not sure AOBA will chance DMS though - I don't know the reason, but for SOME reason they felt like using VE's mech Class there over Biotech. I would assume on full purpose, since their other (larger) mechs are doing so and are actually also showing up in Mech Work Tab just fine. It's apparently just those smaller 'drone-like' variants that are using VE.
Space Moth  [作者] 7 月 9 日 上午 2:53 
I did read that VFE Mechanoids is being re-worked/written for 1.6 to make use of the Biotech mechanisms so I do expect the implementation to change. I will see if I can add support though for DMS/VFE-M robots for 1.5 and 1.6 however
tide{S}haper industries 7 月 9 日 上午 2:00 
@Space Moth

I actually haven't asked AOBA about anything. The topic just came up yesterday on the Discord and while looking into your code, how it picks what's about to show up in the UI, I saw other people in the comments here mentioning it. There's a chance that DMS will keep using the VE thingClass though, since it looks like the code for it is in the VE Framework anyways. They also already updated to 1.6 - so I would doubt there's a plan to change that.
Space Moth  [作者] 7 月 8 日 下午 11:44 
Thank you all for the information.I have not had a chance to look into it, but is DMS going to move to use the Biotech method, as VFE Mechanoids is going to be doing the same?

I have updated my GitHub repos and will update the mod links soon.
tide{S}haper industries 7 月 8 日 下午 5:07 
@Gender Bender - as we just found out on the RW Community Discord, after someone asking the same thing - (small) mechs from DMS don't show up in this mod because Mech Work Tab is strictly looking for faction pawns that are mechanoids. DMS uses VFE Mechanoids' system though, which pre-dates Biotech and has them as their own thingClass. So they are strictly not 'mechanoids' in the vanilla way.

Should be somewhat reasonable to add support for them here as well, IF that's in the interest of Space Moth of course. But adding *VFEMech.Machine* to it would probably already enough. The DMS mechs seem to use basic workTypes - but also include some from FSF Complex Jobs & Hospitality.
青道 7 月 8 日 上午 7:55 
Removing Work Tab from my list can't fix the issue of priorities not saving. But this issue disappears when I removing Personal Work Categories . I had thought it was the changes I made using the Personal Work Categories, similar to moving the butchering from Cook to Haul, that caused this issue. But enable Personal Work Categories without using it to change any work also caused this issue. And I use Complex Jobs at the same time and it doesn't cause this issue.
0。0 6 月 26 日 上午 9:07 
Do you have a GitHub repo? I’d love to contribute a PR to integrate extended column support like in Fluffy’s Work Tab.
Gender Bender 6 月 26 日 上午 8:03 
hey I'm using dead man's switch mod and the mech from this mod doesn't show up on the work tab for some reason. Is it something on your end or the mod?
Space Moth  [作者] 6 月 24 日 下午 12:33 
I have not been able to reproduce the issue with priorities not saving so far.
I have added in mod options into the 1.6 version to allow for changing the number of work priorities and to allow for the overseer group to be hidden.
Crippled-Knight 6 月 23 日 上午 2:20 
Any reasons why set priorities do not save between each loading save?
Space Moth  [作者] 6 月 21 日 下午 5:05 
I have been running with mods to add more work types, but not tried with one to add more work priorities. Was there one in particular you used?
Fokson 6 月 21 日 下午 5:02 
Gave this a try, but it isn't compatible with any mod that alters work types ( for example, moving 'haul corpses' out of haul and into its own work category ). My interest in installing it was to fix some issues that came from changing these around mid-save, so the mod wasn't useful to me.

Additionally, it isn't compatible with 'work tab' and its functionality to increase the max priority level to 9 ( or otherwise ), and it remains stuck as a maximum of 4.
frus-m 6 月 19 日 下午 3:13 
Очень нужна поддержка для The Dead Man's Switch для дронов уборщиков. Мод супер
Tybo 6 月 16 日 下午 12:32 
This seems to work fairly well in 1.6... no errors yet.
FripouilleSaharienne 6 月 11 日 上午 4:12 
Where am I supposed to find the tab ?
ump国第二钢板 3 月 18 日 下午 10:45 
When reloading and entering the game again, the priority of work will be reset.Maybe conflict with 'Better Pawn Control' or 'pernal work categories'?
Rohzdear 3 月 18 日 下午 7:23 
Is this compatible with 'Better Pawn Control'?