RimWorld
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Custom Schedules
   
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Mod, 1.3, 1.4
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18.726 MB
13 ENE 2022 a las 0:52
20 DIC 2022 a las 18:30
11 notas sobre cambios ( ver )

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Custom Schedules

Descripción
Based on Mlies mod
https://steamproxy.net/sharedfiles/filedetails/?id=2436086611

Create Custom Schedules for your pawns, and automatically assign specific Pawns to specific Areas during specific Schedules using the Areas name, and a Pawns name or Job Title.

Features:
1. 6 New Schedules to customize is the mod settings menu.
2. Enable and disable which pawns will use Auto Schedule Area Assignments, with Drag Select.
3. When enabled the area the pawn is assigned to is saved. The pawn will default to that area in case no auto areas are found, or when they get disabled from Auto Assignments.
4. If an area is named "Schedule;Pawn Name", the Pawn with that name is assigned that area, multiple names separated with ";" are allowed.
5. If an area is named "Schedule;Job Title", all Pawns with that Job Title are assigned that area, multiple Job Titles separated with ";" are allowed.
6. If an area exists with the same name as a Schedule Assignment, the pawn is assigned that area.
7. All settings saved between saves.

For example, Lets say we have a pawn named "Susan", Susan has the Job Title of Cook, and Has a Schedule of Work.

If you define an area with the name "Work;Susan" then any time the pawn Susan schedule is set to Work, Susan's allowed area will be changed to the Work;Susan area.

If there is no "Work;Susan" Area, then we look for an area with the name "Work;Cook" as a secondary option.

If there is no "Work;Cook" Area, then we look for an area with the name "Work", as a last option.

If no areas are found, we default to the area that was assigned when Auto Assignments were enabled.

To use more than one name or job title it looks like this "Work;Susan;Henry;Jennifer" same with titles "Work;Crafter;Cook;Jailer".

Can mix names and titles also "Work;Susan;Henry;Cook".

If more than one area that can match exists, the first found is used.
For example if "Susan" is processing and we have the Areas: "Work;Susan;Henry;Crafter", and "Work;Jailer;Susan" Susan will be assigned the first Area.

Drafted or uncontrollable pawns will not change their area.
If a pawns area is changed manually, while enabled, it will revert to the Area the pawn was using when the Auto Area was enabled on them. Maybe when manually selecting we make that the new fallback Area?

There are alot of uses for this, and expanded features, like using the time of day for areas, or areas by Xenotype. I'm only worried it will slow the game down using string searches so much. I do believe it is enough as is to get most situations a user would want. Plus its complicated enough to understand.

Let me know what kind of areas you set up in the comments, as well as any feedback would be great!

====================================================================
Based on Mlies mod
https://steamproxy.net/sharedfiles/filedetails/?id=2436086611

Original Description:
If there is an area that matches a pawns current schedule-type they will automatically be confined to that area.
For example, if you define an area with the name "Work" then any time a pawns schedule is set to Work, their allowed area will be changed to the Work-area.

Drafted or uncontrollable pawns will not change their area.
If a pawns area is changed manually it will remain until the next schedule-type.
At the start of the next schedule item, if there is no matching area, it will try to set it back to the area used before automatic change. If that area does not exist, it will set unrestricted instead.

Idea by: Psyra
====================================================================

Credits:
Mlie - for Zone To Schedule that this mod is based on.
Discusiones populares Ver todo (1)
4
5 FEB 2022 a las 11:00
Bugs
l GH l NDCasmera
117 comentarios
Mysterius 25 AGO a las 6:20 
I decided to update the mod since it seems to be abandoned.
You'll find the 1.5 version here : https://steamproxy.net/sharedfiles/filedetails/?id=3316943374

I fixed the bug that prevented areas with uppercase in their name from working while I was at it. Thanks @PaulaRos for the heads up.

Everything *should* work fine. I'm not proficient in coding, I merely tinkered with the existing code to make it work. Please test and report any bugs, I'll fix them... if I can.

@Icepickgma : i tried reaching out to you but you didn't accept my friend request. Feel free to add me if you want to take back the mod or something :).
Flamangos 15 JUL a las 20:49 
Can i use this to have my colonists stay indoors when the sun goes down?
Zorg 31 MAY a las 22:40 
@NRFBToyStore This mod is critical for me since all the mothers in my colony decide to feed their babies instead of sleeping, which makes them extremely grumpy all day, plus they loose out on the Lovin' mood buff from maximizing time spent in bed with their lover.

If they are forbidden to leave their bedrooms during bedtime, and the cribs are outside the bedrooms, then they are much more emotionally stable.

forbidding the doors every night and unforbidding every morning is getting to be a hassle.
NRFBToyStore 18 ABR a las 0:12 
@Zorg Anything involving UI needs a quick token update for 1.5 from what I've seen. Anxious for this to come back, helps alot with converting.
Zorg 12 ABR a las 23:58 
So, is this completely incompatible with 1.5?
Nothing in the 1.5 changenotes should affect anything this mod does in theory, so I'm curious why it wouldn't work?
ThottyNathaniel 12 ABR a las 3:27 
would you be able to make a completely different tab for it? if i rename schedule1 to "work zone" and set their scheledue to that zone, wouldnt they still be able to do recreation?

thered be two sets of schedules, work/recreation/meditiaion/anything and then a zone schedule
lloki 8 ABR a las 13:25 
@Wintermist for sure it's because you're on 1.5, you can't expect 1.4 mod to work with the new update (some mods do, some don't). That's why I'm crossing my fingers that the author finds the time to update eventually.
Wintermist 8 ABR a las 7:56 
Sorry if I'm spammy lol, but this mod is between me and fulfilling my Rimworld plan of making a military base with scheduled combat training etc. It might just be it's the 1.5 version that stops me from enabling that Red button to Green, but weirdly it did somehow make it green at one point, but I have no idea how.

The explanation of Drag Select to enable it tells me nothing about what I need to do :/
Wintermist 8 ABR a las 7:20 
Maybe my problem is I can't click that red button to toggle it green.
Wintermist 8 ABR a las 7:09 
Here's how I would like it to work lol:
Let's say you have a recreation task you want done at 10 in the morning, in my case it's a melee training dummy counting as recreation tool which trains their melee skill.

You name a schedule "Melee" and then you name a zone "Recreation;Melee" and everyone who is then scheduled "Melee" will just walk to that zone and try and use what available Recreation tool is there.

The naming of the zone would then specify which type of work you want them to do there, as well as which schedule is allowed. If both the schedule of "Melee" and the activity of Recreation match, a pawn will go there and do the activity.

If only recreation matches, then they go wherever they want for recreation. This gives you a lot of flexibility I think, I set my zone where all training dummies are, and just schedule my soldiers for "Melee" in the morning.