RimWorld

RimWorld

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Colony Manager Fork
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Mod, 1.5, 1.6
File Size
Posted
Updated
16.489 MB
7 Jun, 2024 @ 7:16am
14 Aug @ 10:02am
3 Change Notes ( view )

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Colony Manager Fork

Description
Disclaimer
This mod was created by Fluffy, if any new version is available by the original owner (Fluffy) prefer subscribing that version.

Colony Manager

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*.

This is a forked version fixed to work with Rimworld v1.5 & v1.6

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.


- Please read this guide before creating a bug report,
and then create a bug report here[github.com]


- All original code in this mod is licensed under the MIT license[opensource.org]. 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[creativecommons.org].

- 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[github.com], so license information in the source code is preserved.

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

Fluffy: Original Mod Developer
DinosoftLabs: mustache icon (BY-NC[www.flaticon.com])
Smashicons: top hat icon (BY-NC[www.flaticon.com])
56 Comments
Drago Duval 25 Aug @ 2:26pm 
Not sure if it was mentioned before (Didn't see it in the comments at least), but changing tiles with the gravship reset the Manager content, emptying it each time.
We're in Heaven  [author] 14 Aug @ 10:06am 
Mod updated to have the AI Job Manager working, In my testing it was working fine.

@Epic Store Exclusive I looked into your request, the way to do it easy would also change it for everyone else, there seems to be a more complicate way to hot reload it while in game but yeh I've not touched that ATM.

@everyone else, sorry for the delay on this fix, I've been moving to a different house so time has been short the last month :/
Epic Store Exclusive 12 Aug @ 6:22am 
Can you please move the Manager job to be before Dark Study/Research in the Work tab, rather than after it? Maybe even move it as far back as being just after Basic in the work tab.

The rationale for this is that when we're not using work priorities (just the simple checkbox system), managing will almost never actually happen. Since colony management is both very important AND relatively quick, it would make sense for it to be done at a high priority, to allow our workers to then go on to their other tasks.

I can work around this by manually setting it to a high priority, but I like using the checkboxes in the work tab.

I feel that moving the job would make a lot more sense.
Thels 19 Jul @ 12:30am 
@Evoc: The Redux version does support Import/Export: https://steamproxy.net/sharedfiles/filedetails/?id=3310027356
Speve Berry 15 Jul @ 9:08pm 
the AI manager doesnt manage autonomously
We're in Heaven  [author] 13 Jul @ 1:10pm 
@evoc TBH that was something i assume Fluffy was working on, the description for this mod is a copy paste of his with a added disclaimer at the top, since Fluffy seems to not be coming back though...

I'll be busy the next weeks, but if it is something people value I can look into it, though no promises since that is actually going above what was my plan for this fork
evoc 12 Jul @ 11:34pm 
Is the import/export still planned? Currently in Odyssey my management jobs are reset when switching map (which is often). Would be nice to either keep them or be able to import them from a previous state.
We're in Heaven  [author] 12 Jul @ 12:34pm 
@Stellar I don't know, I don't really use it, I guess I can look at it, but no promises,

I'm not an active modder, I just fixed this one because I used it quite a bit and Fluffy disappeared.
We're in Heaven  [author] 12 Jul @ 11:18am 
I've just read the comments you've referred too, atm I've not yet bought Odyssey, so I've not tested the not keeping it to a new map, but if he didn't change the original mod too much, this one should also not keep the settings between maps, I've done nothing about that.

The gathering should be working though, it was working on unstable branch when I worked on it.
We're in Heaven  [author] 12 Jul @ 10:56am 
@IchigoMalt I would assume it might be more, this is literally just a fork of Fluffy's original version, made work with the newer game patches. As far as I remember that developer wanted to added new stuff to it, I didn't really look at his work.