边缘世界 RimWorld

边缘世界 RimWorld

Colony Manager Redux
513 条留言
ilyvion  [作者] 12 月 3 日 上午 6:17 
@GATC: Yes, like all RimWorld UI, it's redrawn each frame. I know one obvious optimization I can do as soon as I start working on it, which is to not draw anything not currently in view, and I'll make that change.
GATC 12 月 3 日 上午 5:58 
I genuinely curious as to why this is the case. Is the UI recreated each frame?
Abbot 12 月 2 日 下午 4:12 
@ilyvion No worries at all, thank you for your work.
GATC 12 月 2 日 上午 4:08 
I have a ton of mod (500ish?) and thus a ton of animals, yes.
ilyvion  [作者] 12 月 1 日 下午 10:11 
@GATC: Only reason I can think of for that happening (I've never seen it myself) is that you have a literal ton of mods that add a lot of animals.
GATC 12 月 1 日 上午 11:10 
Ok, it LOOKS like it's working (for now) but the hunting tab lag SO much when openned ^^'
GATC 12 月 1 日 上午 10:25 
Hello!
I have a gamebreaking bug with the other version of Colony Manager Fork (My hunting tab generate MANY error).
Can I try this mod in an ongoing save?
ilyvion  [作者] 11 月 30 日 下午 9:16 
@19Crows: This mod already has an integration with Animal Generics. Is it not working for you?
19 Crows 11 月 30 日 下午 8:53 
@Ilyvion Ages back on the Animal Genetics mod, you said you would be looking into compatability with that mod, is it doable?
ilyvion  [作者] 11 月 30 日 上午 1:19 
I'm working on bringing myself to working on my RW mods through December, so hopefully some of y'all's bugs and concerns will receive the attention they need. In the meantime: Sorry for the bugs still being there.
Abbot 11 月 30 日 上午 12:03 
Power management tab crashes my game immediately while using Rimatomics and Rimefeller power sources.
Salep 11 月 25 日 上午 3:32 
my bro put all that effort and time into this mod.. Yet, he couldn't spare ten seconds to include screenshots of the new GUI elements. I dont get it
ilyvion  [作者] 11 月 20 日 下午 9:50 
@Darkwing: Huh, interesting. I'll look into it.
Darkwing 11 月 20 日 下午 4:20 
Forestry doesn't seem to respect zones. It keeps generating harvesting jobs outside of the allowed logging zone.
坏蛋小土豆 11 月 18 日 下午 6:56 
There is an error message regarding the archive issue
Object with load ID ColonyManagerRedux_ManagerJob_0_10 is referenced but is not deep-saved. This will cause errors during loading.
Jamil_AAAAAAAAAAA 11 月 10 日 上午 7:11 
The power management crashes the game if u idle in the tab for too long
testourposes8 10 月 31 日 下午 3:51 
does the output/trade system work with vehicle expanded
Hugalafutro 10 月 29 日 上午 1:56 
I totally get it and it's a niche case due to the overgrown biome. In the end it works as is. Maybe not worry about resuming and just let job time out rather than starve pawn? But then what if next pawn does too, it's too many variables to think of.

As for the workbench I don't really get why, but only the advanced one triggers the warning, the ai station or gravship doesn't, neither does the basic. It's only cosmetic, but I would lie that it doesn't irk me (out of ~360 mods it's the single workbench that does it), which is why I only use the basic table until I get my hands on subpersona core. Not sure if it has to do with the "class", to me it seems more about the warning detects the table can do Bills but have none. Don't have modding experience with Rimworld enough to suss it out.
ilyvion  [作者] 10 月 29 日 上午 1:07 
@Hugalufutro: Yeah, I guess I could check the pawn is okay and abort the job if they're not... but then I need to worry about making jobs resumable, which would add a layer of complexity....

I mean, the research benches are also "production workbenches" then? It inherits from the same "BenchBase" ThingDef as I do; the only thing it really does differently is set its "work table room role" to "Laboratory" but that's not really appropriate for a managing desk. 😅
Hugalafutro 10 月 28 日 上午 2:01 
This is the size of the area I'm cutting for reference https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3595076869
Hugalafutro 10 月 28 日 上午 1:55 
Ahh I understand now, I re-enable dthe job and watched the map zoomed out and the trees get marked for cutting going from bottom to top, I think I am selecting too large of an area as it takes the job about 6 in game hours to finish then again I'm marking like 1/3 of the map to cut since I'm in heavily overgrown tropical jungle biome. There are no errors in the log and the job finishes, but I had colonist go to starvation or fall asleep from exhaustion while doing the job, but maybe the job could check if the pawn is ok?

By power tab I meant the mod "Power Tab 2 - 1.6 Bug Fixed Version", but if the bench requires power that works as intended. The warning from TD Enhancement pack for Empty Workbench is triggered by production workbenches that have no bills created, however the advanced manager desk has no bills button, yet the game treats it as production workbench. But that is only cosmetic issue I can always turn off the waning.
ilyvion  [作者] 10 月 28 日 上午 1:32 
@Hugalafutro: The progress bar is kind of an illusion because I don't really know ahead of time how long a managing task will actually take. Most of the time in my own testing, the task actually finishes before the progress bar does, but there are situations where there's just so much to do that a task takes longer than that. Unless there's any kind of error or warning in your game log, I don't think it's necessarily a bug.

I dunno what TD Enhancement does to detect that a workbench is empty, but the two desks are basically identical except for the power requirement of the second one. I dunno what "power tab" is, but the second desk does require power.
Hugalafutro 10 月 27 日 下午 9:24 
Hi, I seem to run into an issue with the clear trees command, the pawn gets stuck on the table even after the progress bar is finished (I only have 1 order to handle chickens and 1 to clear trees and if I disable the tree one the other one finishes normally, that's how I know it's the trees.) Any idea why? Does it simulate the time spent based on the size of the area?

Managed to get it on capture: https://youtu.be/wsnw9ITdseA

Another "issue" I run into is, the advanced managing table acts as a workbench and triggers the warning "Empty Workbench" from TD Enhancement and power tab from Power Tab, the first table does not do that is why use that one.

Thanks for any ideas!
Tox 10 月 25 日 下午 6:24 
I seem to be having problems with animal taming jobs, regarding the zone assignment. i made a slaughter zone for animals to go to when marked for slaughter, but most of my animals went to that zone instead, even if they weren't marked. I tried checking all my settings and it all seemed set up correctly, but i couldnt get them to leave that zone. It didn't seem to respect other zone assignments either.
Jamil_AAAAAAAAAAA 10 月 12 日 上午 10:32 
Any one else getting crashes from the power managing page? its quite consistantly been crashing my game
Anex 10 月 11 日 下午 2:55 
started getting this, what should I do?
[Colony Manager Redux] It was time for a history update, but the previous update hasn't finished yet.
This means that your history updates are taking longer than 600 ticks...
ilyvion  [作者] 10 月 10 日 下午 9:48 
@DangerDan: By default, jobs will filter down items to the map, so when you move from one biome to another, there will be a different "set" of animals/plants/etc. available on that map. You can click the little padlock symbol above the item list to have this filtering turned off, which lets settings survive across different maps. Keep in mind that this mod was designed when moving your colony around between maps was not a common event.
Danger Dan 10 月 8 日 下午 3:39 
Unsure if this is a bug or not but I didn't see any similar reports in any recent comments. Whenever I move to a new tile w/ the grav ship some of the existing management jobs change and have some or none of the original items ticked. For example, the foraging job goes from the 20 or so listed items and then after a move most or all of the listed items are unchecked.
ilyvion  [作者] 10 月 7 日 下午 9:47 
@Vladmirangel: That is correct, the jobs are optimized to not do any processing when quotas are met. I didn't realize this wouldn't play well with new deep drills. While I'm on a mini hiatus from modding atm, I'll add it to my list of things to fix once I'm back. Thanks for the report.
Vladmirangel 10 月 6 日 下午 4:17 
I'm having some trouble with how the deep drills are being managed. It works fine and turns the deep drills off when the resource quota is reached, but that gets circumvented when a new drill is made on a new deposit wherein even though the quota is met, the new deep drill isnt being turned off.

It seems the manager doesnt update stuff once the quota is met and stays met. the new drill only gets updated once the resources go below quota which sometimes doesnt happen until the new drill get depleted and the player doesnt relocate it immediately to a new deposit.
ilyvion  [作者] 9 月 26 日 下午 6:46 
@Dracon: I haven't tested, but I also have no plans to add any specific support.
Dracon 9 月 26 日 上午 10:55 
Does this work with Multi Floors and MultiFloors-Dev?
•҉Terse 9 月 23 日 下午 6:31 
Thank you, ilyvion. I threw some love at you. :D
ilyvion  [作者] 9 月 23 日 上午 1:58 
@•҉Terse: Probably. As those items can be made out of things like wood and steel, adding them with synchronize enabled will make the filter include those, which may not be what you want.
•҉Terse 9 月 22 日 下午 7:44 
Awesome thank you. One last thing. For mining/resources. If I select "Deconstruct unclaimed buildings" and then select the items to deconstruct say "tables, walls, doors" my total immediately shoots up so the job stops sending out people to do the work. Is this also the Syncro threshold"?
ilyvion  [作者] 9 月 22 日 上午 1:14 
@•҉Terse: You can turn off the "Synchronize threshold" setting on a job, which makes the threshold filter and the allowed filter independent, so changing one does no longer update the other. This lets you have the threshold count things like meats you aren't hunting for.
•҉Terse 9 月 21 日 下午 9:10 
How can I take stock of animal meat that I don't want to hunt, but I have a ton of meat for? They keep hunting even though I have a lot of another meat that isn't set to hunt.
Werewolfie 9 月 21 日 上午 10:09 
Not a huge fan of needing a separate Manager Database on my gravship, which is already super cluttered and pressed for space. It's particularly jarring since I have an entire AI Manager to run things, somehow there wasn't enough space there for fairly simple instructions? Anyway, I'm sure some love that feature, so my ask is would it be possible to make it optional in the settings, please? Thank you for this must-have mod.
Schadenfreude 9 月 17 日 上午 5:12 
@ilyvion
I always thought that's intended behaviour, iIrc it's one of Uuuugs mods, and he called it "not perfect", but they would eventually unload things once they a command to unload again.

For instance they may be hauling a lot of things, stuff it in inventory, you then draft, because of a raid, keeping their stuff in there.

After the raid the stockpile became full, now they are saddled with a lot of things in their inventory there is no space for.
ilyvion  [作者] 9 月 16 日 下午 12:17 
@Schadenfreude: Kind of sounds like a bug with those mods to me... why are pawns hauling things there isn't free space for?
Schadenfreude 9 月 16 日 下午 12:03 
Running into an issue with setting a target for getting blocks produced.

It's difficult to have enough space for the chunks that become designated to be hauled, if you're not setting a very conservative target for blocks to be made out of them.

With mods that allow pawns to hault multiple things, this can have pawns end up putting a lot of chunks in their inventory, hauling them to base, then finding there isn't enough space for all these chunks, then they either keep them in inventory, until space frees up, or they dump them in the middle of the base, cluttering the surrounding.

I'm trying to have around 3k blocks of 2-3 sorts of stones at a time to be prepared for monument-building quests, and a steady stream of marble to keep pumping out sculptures.

Is there a proper way to do this, that won't make me end up with this issue?
ilyvion  [作者] 9 月 10 日 上午 6:46 
@Emily: Yep, should be fine in the latest version. 😄
Emily 9 月 10 日 上午 6:40 
@ilyvion no need to be sorry, I wasn't sure if you were are of it or not :)

Should the update today fix this bug? I can check for you
Vril 9 月 10 日 上午 5:32 
Compatible with "Automatic Work Assignment" mod?
Turmoil 9 月 10 日 上午 12:42 
@ilyvion: Oh I didn't realise you had already made a different mod for it. Thank you!
ilyvion  [作者] 9 月 9 日 下午 10:54 
@Turmoil: An integration with my Farming Hysteresis mod is partially implemented, but I keep having to work on other things, so it's moving along a bit slowly.
Turmoil 9 月 9 日 下午 10:53 
I realise it would probably be very complicated, but is there any possibility of expanding this to include farming? I'd like to be able to maintain "enough" hay, for example, without turning on/off the sowing/harvesting myself.
ilyvion  [作者] 9 月 9 日 下午 10:17 
@Emily: Sorry if you've reported that before and I missed it, I can confirm that the bug exists and I'll fix it shortly.
Emily 9 月 9 日 下午 12:49 
I'm still having a bug with the jobs after launching my gravship. The jobs stay in the list but they stop being updated. I can't click the manager table because "No jobs need updating".

If I enter the manager window, all the jobs are there but if I click one instead of letting me "delete" the job it says "Manage". If I click it, then it creates a second and identical job but now both of them appear to be linked and are highlighted together? I then can delete the two jobs and reimport from my saved jobs list.

I don't know how to find the logs for this
ilyvion  [作者] 9 月 8 日 下午 10:19 
Schadenfreude: The manager just creates mining jobs the same as if you had created them using the mining tool from the architect menu. So it'll prioritize mining them in whatever order the game would normally.