RimWorld

RimWorld

Better Pawn Control
1,393 Comments
Vallian 13 Oct @ 7:37am 
great mod, but sadly i'd prefer to keep my work tab. no errors coming up but with bpc loaded, all my work priorities reset 5 seconds after i set them. kinda rough with a 15-20 man colony. honestly this should have been base game stuff
blackendpizza 27 Sep @ 1:18pm 
damn it doesnt work when caravaning. that would have been quite useful.
Zaphiel 21 Sep @ 1:03am 
Hi, I am currently having issue with default policy button. I am clicking on it to make a policy default, but nothing happens. Button is just staying unresponsive. Other buttons, such as rename, works fine. Anyone have any idea why it is not working?
llunak 20 Sep @ 1:25am 
@VouLT You have a github PR, in case you do not watch those.
thedoctorofall 18 Sep @ 9:47pm 
So im having a weird issue where exact preset set ups wont hold. im trying to set up a calm "worker" preset and a "battle" preset. but the combat apparel policy isn't staying for all the mods. there appears to be some bleed over for whatever reason
SwampRats94 17 Sep @ 6:22am 
great mod. really liked having a linked use video. thanks
Losttooth 15 Sep @ 6:15am 
amazing. thanks
Schrödinger's Cat 4 Sep @ 12:11am 
Can you use this mod to disable honorofics which display with pawn name? Some of them are very annoying, like "Alexander of the great long title that takes up half of your screen"
ziplock9000 29 Aug @ 5:54am 
Fantastic mod. Essential I'd say
xuxing2008 28 Aug @ 4:24am 
Good mod:steamthumbsup:
Monkey Magic 28 Aug @ 2:05am 
@VouLT - RE: - the default policy for new pawns: any chance we can get a default set for guests (rescued pawns) too? They don't appear to follow the colonist defaults, so they always start off with Lavish meals and Glitter medicine preset.
VouLT  [author] 27 Aug @ 11:37am 
Thanks Lucifer. I'll do test run with anchors.
Lucifer Verone 27 Aug @ 8:46am 
@VouLT. The gist of it is, i got an ancient complex on my map, i travelled there and liked the layout of the map. So I put down a grav anchor there.

I left that location and went somewhere else. After like 2 jumps I tried to change my apparel but all of them were set to the apparel policy currently active.

I had 4 apparel policies, Default, Draft, Duster and Parka. I took off with parka and on the new map all the apparel policies were showing parka.

So to try and fix this i jumped back to the location of my grav anchor and all of a sudden my apparel policies were working again.

Unfortunately i took off after that to see if that fixed the issue but it didnt, and a raid happened on the grav anchor location and destroyed the anchor. So now im just stuck with the issue.
VouLT  [author] 26 Aug @ 12:50pm 
Hi @Lucifer, I don't really understand by what you are trying to explain. Could you explain it, step-by-step, so I can reproduce it without doubts?
Lucifer Verone 26 Aug @ 8:56am 
@VouLT Could it be a mechanic of the game?

Because I put down a Grav anchor on tile and then moved around. When i was away my settings were reset and nothing was saved. But when I returned to the site with the Grav Anchor my setting returned. Is this supposed to happen?
Sanco.47 24 Aug @ 3:05pm 
All best for you!
Sanco.47 24 Aug @ 3:04pm 
Thx for you work! Have good game!
Ataman 24 Aug @ 7:55am 
Well, here is my modlist: https://steamproxy.net/sharedfiles/filedetails/?id=3552084136

It's pretty small and most of these are also popular ones. None of these should be an issue in my opinion expect vanilla expanded framework maybe. If VEF is really the culprit, I suspect you'd want to find out.
VouLT  [author] 24 Aug @ 4:29am 
Apparel policies work fine with my mod list. I assume you have mod conflict that is causing the reset.
Lucifer Verone 23 Aug @ 3:13pm 
Apparel policies are getting reset. I had 4 presets set, after moving maps none of them were active. What they were assigned to at the time of launch is the default for all presets now.
Ataman 23 Aug @ 1:49pm 
Sadly, apparel policies keep getting reset in my case. I had to reconfigure the apparel policies of my pawns over a dozen times now and I'm growing tired of it.

What I mean by reset: I have three policies (Default, Space and Planet). Space and Planet keep getting overridden resulting in all policies having the same apparel configuration again.
VouLT  [author] 23 Aug @ 3:39am 
For those reporting that settings are lost when moving gravship, please note that is not the case.
All the settings are transferred EXCEPT areas (schedule and animal areas). This is because you moved to a NEW map where the areas do NOT exist. So you need to recreate the areas; this is a feature.
Stumblefoot 21 Aug @ 1:17pm 
Just reporting same issues as others a having, when moving gravship to new map all settings are lost
Lucifer Verone 16 Aug @ 4:56pm 
My settings are not being saved. Im changing the presets but nothing is happening.
Albatros 15 Aug @ 2:23am 
I had the same issue than @Gomoku, I thought it was caused by FSF Complex Job so i remove it and i had the same problem...
Gomoku 15 Aug @ 1:47am 
When you land with Gravship on new map, all your settings are lost. I use [FSF] Complex jobs and it work fine on current map but reset on relocation with all other settings... ´=I
crawling mice 11 Aug @ 7:50pm 
@Datura87, i encountered the same issue, only my log said its a conflict with vanilla factions expanded- empire.
Cerastia 11 Aug @ 1:25pm 
Moving maps on the grav ship clears the allowed areas in all the policies.
SalzStange 4 Aug @ 10:24am 
Does it work again with misc robots? Any news? I saw 2.8.3 update. Was it about misc robots?
Datura87 30 Jul @ 5:30am 
Noticed that pawns were no longer leaving the map when part of a refugee group after the quest ended. They stayed on the map and stayed in the colony (still marked as temporary pawns). Then I noticed I could no longer banish pawns either, same issue. Turning this mod off solved it, but seeing I'm the only one mentioning it, I probably have a conflict with another mod. Can't say which mods conflict, but at least confirming it MIGHT cause this issue.
Nepenthe 28 Jul @ 8:59pm 
One possible hint for null pointers: In vanilla if I assign pawns to a custom zone on my gravship then fly to a new location they keep the assignment. With this mod they end up assigned to no zone, and there are errors that suggest they are now assigned to a non-existent zone. As well as the errors in the logs pawns will sometimes (but not always) end up frozen and unable to move, because there are no tiles they are permitted to be in. Re-assigning them to the zone fixes this.

I assume behind-the-scenes that every time you move your gravship to a new map all custom zones get recreated and assignments updated, and this mod needs to replicate that logic.
enriqueasdasd 27 Jul @ 9:45am 
someone buy this man the dlc ;-;
Moja 27 Jul @ 7:21am 
2.8.3 fixed the bug in my case - no error, no log entries
Asuna 27 Jul @ 5:04am 
not sure if this is already reported, but moving maps on the grav ship clears the allowed areas in all the policies.
MrFlodo 27 Jul @ 4:54am 
Hi VouLT,
I deleted my comments about compatibility with Complex Jobs and have created a discussion instead as i noticed a few comments in the list about the same thing.
Hopefully this means you can provide insights into the Discussion so its all in one place and easier to find, rather than having to read / reply to the same comments over and over again :)
Thanks in advance!
VouLT  [author] 26 Jul @ 1:46pm 
v2.8.3
-Third tentative fix to 'null pointer exception' bug when saving pawn states;

The error should not happen so what I'm trying to do is to avoid the crash. I've added more logs to further help understand how often it could happen (while trying to prevent the crash)
szmtex 26 Jul @ 8:53am 
Compatible with Achtung! --> Do disable the 'Rescue work priority column' if error in console bothers you

Is there any way you could patch it so this option could be kept astive without red error?
Kaiser 26 Jul @ 2:27am 
Big ups for the creator to also upload a very good video explaining how this actually works!
one-man committee 25 Jul @ 5:40pm 
this mod might have caused a bug (or has a feature im not aware of) that automatically on some unidentifiable trigger changes the work priorities. it was a long search until i found the problem with google and reddt.

i was suspecting "automate work prio" mods.

i was playing around with the work policy feature, and had all "automate work prio" mods deactivated and it still on some random trigger changed the work prios to something that wasnt working. i had most of the time just the default policy.

if needed i can provide logs.
Khaosius 25 Jul @ 5:21pm 
Ah, probably not compatiable with Personalized Work Categories either then.
I also have the complex jobs, which I didn't realize was incompatible with this mod as I have used them together in my previous playthrough in 1.5.
I cannot land a gravship after selecting a landing tile, the game just keeps "rumbling" and it's definitely this mod as I had landed on this tile yesterday, noticed this mod was updated, so I activated it, and today, upon trying to leave, the problem persists.
SalzStange 24 Jul @ 5:18pm 
Maybe it helps you @voult. Misc robots work without problems until you get your first robots, then it crashes. But if you start a new game without robots it works. So maybe it helps you to found the issue
Synthawk 24 Jul @ 4:52pm 
What's the incompatibility with Complex Jobs? I just noticed that's listed as incompatible.
VouLT  [author] 24 Jul @ 4:01pm 
Added Misc. Robots mod to not compatible list for now
SalzStange 24 Jul @ 1:55pm 
Yes, I can confirm. If I activate https://steamproxy.net/sharedfiles/filedetails/?id=3253308913&searchtext=misc+robots together with your mod

(Misc robots) the robot window does not close anymore. Would be amazing if you could fix this, thanks for your work. Until then I have to deactivate your very good mod :(
SalzStange 24 Jul @ 1:31pm 
Atm it's unplayable with this mod. If I open the robot view the whole screen stucks. and it does not close, i need to use taskmanager... to close the game.

I checked for incompatble mods but didn't found anything which could be the reason
VouLT  [author] 24 Jul @ 11:59am 
This is most likely mods incompatibility and I believe there is little more I can do.
kaban 24 Jul @ 5:31am 
Work schedule getting stuck:roflanGigi:
Khaosius 23 Jul @ 11:22pm 
Issue persisting. I'm using 200+ mods; issue occurs instantly on opening mech list; but I only have 6 lifters, 1 cleansweeper, 1 mechanitor, and few if any mods affecting mechs.