RimWorld

RimWorld

WVC - Work Modes
250 Comments
Sergkart  [author] 3 hours ago 
@The Lord of Ebola
Maybe in the future.
The Lord of Ebola 5 hours ago 
any chance you could add the ability for mechs to escort another mech? I wanna have my diabolus escort the centurion so it follows it to combat within the shield automatically :D
自古萝莉幸运a 22 Jul @ 5:53pm 
Thanks。
Sergkart  [author] 22 Jul @ 8:45am 
@自古萝莉幸运a
Use modes without smart charging, there is no other way.
自古萝莉幸运a 21 Jul @ 8:14pm 
machine translation
I want to let Mechanoids idle directly instead of recharging when it is not working in version 1.5. I don't seem to see the idle setting in 1.4. How is it possible to achieve this in 1.5?
Nightfish 18 Jul @ 3:49am 
Ah thanks. Somehow I had it in my head that sycthers dont use "work" because.. .well they dont really work :D
Sergkart  [author] 18 Jul @ 3:46am 
@Nightfish
"Wait enemy" or "Work and wait"
Nightfish 18 Jul @ 3:29am 
Oooh. So what work mode would I use to get my scythers to behave? The one I use most of the time is "find and destroy" (this is why I installed this mod and it's working great!) but I don't want my scythers to just wander around while there are no enemies on the map, which is what they seem to do in this mode. When there is nothing to do, I just want them to go home and sleep.
Sergkart  [author] 18 Jul @ 3:11am 
@Nightfish
Vanilla modes do not work with the mechanics of the mod, they are intentionally left as is.
Nightfish 18 Jul @ 1:55am 
I can't seem to get my mechs to use the shutdown zones. Maybe I'm not understanding them correctly? I've out one such zone around my chargers and, let's say I have 15 scythers that I put on "recharge", I would expect them all to go to that zone and whoever gets a charger uses that and whoever cannot use a charger goes into shutdown mode in that zone? What happens instead is that 12 scythers just go to sleep wherever they are and the 3 that get a charger use that.
Spank Daddy 16 Jul @ 8:53am 
I was waiting for mechanoid idle optimization to be updated to 1.5 not realizing there was this whole different mod the whole time lmao
Farbott 2 Jul @ 12:02am 
oh shit, cool
Sergkart  [author] 1 Jul @ 9:47pm 
@Farbott
Resource spawner.
Farbott 1 Jul @ 9:30pm 
What does the scavenging mode actually mean? I am stupid and dont understand
Jaggid Edje 20 Jun @ 6:55am 
That's a really good reason, thank you for the response.
Sergkart  [author] 20 Jun @ 6:23am 
@Jaggid Edje
The vanilla game does not allow mechanoids to go into shutdown mode in prison. There is no reason to allow a zone to be placed where a mechanoid cannot shut down.
Jaggid Edje 20 Jun @ 6:12am 
Is there a reason I can't build a Shutdown zone inside a prisoner's barracks? I wanted to put a spot for my Paramedics to be idle when there's no work in the prison hospital, but the zone cannot be created in any room which is considered a prison.
killer_bug 17 Jun @ 12:47am 
recharge and patrol when enemy
JadeKaiser 15 Jun @ 5:00am 
I literally just want this so I can stop my idle mechs from constantly running in and out of the freezer for no reason, while still allowing my Lifters access to do their job. But I'll take the rest of it anyways, lol.
SariusSkelrets 18 May @ 6:29am 
Found an unintended interaction with paramedic mechs:
If there's a paramedic set to "work and recharge" with a shutdown zone, then the mech will try to shutdown in the zone after using its jump (i.e everytime it approaches a colonist needing rescue) while the colonist is considered reserved by the mech the whole time, leading to bleedouts that would've been completely avoidable

So remember to set your paramedics to "work" to avoid that issue
Irrer on Tour 16 May @ 12:30pm 
This Mod should be part of VANILLA!
I mean, WHATS the point in killing a person to create a High-class Subcore, if it can only use 4 Commands?
Sergkart  [author] 13 May @ 9:53pm 
@HanA
Okay, I'll check again.
HanA 13 May @ 7:03pm 
I think that's weird, miho's mech seems to work as biotech mech does and I'm not using vefm.
Sergkart  [author] 13 May @ 6:22pm 
@HanA
I didn't find any mechanoids in this mod. There are machines for VFEM, but the machines do not have integration with biotech.
HanA 13 May @ 6:12pm 
@Sergkart https://steamproxy.net/workshop/filedetails/?id=2816826107 there's many mechanoids but not working with WVC at all.
Sergkart  [author] 13 May @ 6:11pm 
@HanA
Don't know. Links?
HanA 13 May @ 5:22pm 
could you make a compability with some mod mechaniods? especially, miho's.
Sergkart  [author] 6 May @ 8:59am 
@漆黑之梦
1) Yes, performance problems arise due to research. I'm still thinking about the optimal solution and in the future I may fix this problem, but for now this mode is not friendly with large modlists and a large number of pawns.

2) Yes, I can make them stand or lie down, it's not difficult. It's just that, for obvious reasons, this is not the main problem of this mode.
漆黑之梦 6 May @ 8:32am 
So it's easy to implement to have them stand up, but not move, when researching ?
It does feel like it's a bit of a mess to move around.
漆黑之梦 6 May @ 8:25am 
I draft them, but the research progress hasn't increased, so I guess you could say this research is consuming my CPU's performance, right? (laughs)
漆黑之梦 6 May @ 8:22am 
Okay, even standing still is better than moving around aimlessly, and I also feel a bit slow.
Sergkart  [author] 6 May @ 7:14am 
@漆黑之梦
This is the idea of this mode, mechanoids spend a charge and wander around the base, but generate research points.

This mode is optional precisely because it has an impact on performance.
漆黑之梦 6 May @ 6:37am 
@Sergkart
HIYE MIND RESEARCH
When conducting research, can you keep the mechanoids lying down instead of wandering around? It seems to be affecting its performance.
Cade 3 May @ 7:07am 
Just wanted to pop by and say this mod has made mechs actually playable!
Not sure how its taken me this long to discover your mod but props dude this is great stuff. :steamthumbsup:
Irrer on Tour 30 Apr @ 7:48am 
FOR THE GLORY OF STEEL AND OIL!XD
kongkim 25 Apr @ 11:27pm 
@Sergkart I think it found the problem and way i helped remove this mod.
I have some items that mech/paws could not reach that they were trying to pickup all the time.
After deleting that the warnings are gone.
Sergkart  [author] 25 Apr @ 6:25pm 
@Gamiseus
Thank you for your assistance!

@kongkim
Hmm, as I thought, there is not a single error in the log related to my mod. Error spam coming from mechs originates from a vanilla node. Most likely some mod that edits work behavior caused this cycle of errors.
kongkim 25 Apr @ 9:39am 
Something worked, as i don't get any warnings now :)
Gamiseus 25 Apr @ 9:37am 
@Sergkart @Kongkim I fixed that link. You had to replace all the %2F bits with a / (slash)and the %3A with a : (colon) to make it work. I'm not sure why it didn't correct those when the link was generated, but this is what it was supposed to be. Hope it helps deduce what the issue may have been. I see some errors at the end about mechs pathing for a running out of cells to process though, and seems to be cycling endlessly between different pawns trying to process it. Maybe related to the dozens and dozens of errors right above related to adaptive storage?

https://gist.github.com/HugsLibRecordKeeper/0d01b0ad4f2ba82b16f7740870ca58a2
kongkim 23 Apr @ 1:35pm 
Ohh i don't have the log anymore then.
But yah no errors, but the spamming of warnings stoped after trying to disable this.
So don't know.
Sergkart  [author] 23 Apr @ 1:29pm 
@kongkim
The first link is broken. In the second there are no errors concerning my mod.

Do not remove mods in the midgame, this always leads to errors.
kongkim 23 Apr @ 1:17pm 
Something wird is going on, i got alot of spam of yellow warnings that slowed my FPS and made my pawns stand still.
steam://openurl_external/https://steamproxy.net/linkfilter/?u=https%3A%2F%2Fgist.github.com%2FHugsLibRecordKeeper%2F0d01b0ad4f2ba82b16f7740870ca58a2

After a long time trying to find the mod, when i only remove this the warnings stop.
I then tried to activate it again and now the mech group is gone and i get red errors when going to the mech tab.
https://gist.github.com/HugsLibRecordKeeper/67e3284b42008e0c5083d896e3fa2cf7
Sergkart  [author] 23 Apr @ 10:56am 
@Shork with a Torpedo
This is vanilla behavior.
Shork with a Torpedo 22 Apr @ 11:45pm 
Sometime attack &search command make mech go melee in 1.5, including vanilla mech.

And need a new command for firefighting, mech should automatic uses it foam skill if it have or you can command them manually where to pop without draw and a mechanitor near by. Because we need a lot of fire... i mean A Lot on anomaly DLC.
Irrer on Tour 21 Apr @ 11:26am 
THANKS you are a live-saver! FINALLY the Mechs ONLY move if the have SOMETHING TO DO! Instead of burning precious battery charge to uselessly roam around!
Sergkart  [author] 18 Apr @ 4:42pm 
@дюрекс
Thanks! I've added a link to the description.
дюрекс 18 Apr @ 3:48pm 
Hello! I have just made an up-to-date translation into Russian for your mod, do you mind? Here is the link: WVC - Work Modes Russian Language
ntiem8r 18 Apr @ 3:49am 
Many thanks sir for the clarification. So the group zoning is for the shutdown zone rather than area zone. Understood, then it must be some other mod that causes the mech to have issues with disconnected area zones. Thanks again for taking the time to reply.
Sergkart  [author] 17 Apr @ 11:51am 
@ntiem8r
1) Shutdown zones are zones for shutdown and nothing more. They do not affect other aspects of mechanoids in any way.

Also, the mod does not affect the basic mechanics of the game in any way. All behaviors and bugs outside the described mechanics do not concern my mod.

2) It is impossible to assign mechanoids from the same group to different shutdown zones. This restriction only applies within the zone for the selected group and for mechanoids with the rule enabled. For each mechanoid, this rule must be switched separately and manually.

Shutdown zones are zones. Just like stockpile zone, but for mechanoids. They are for “storing” mechanoids in shutdown state.
ntiem8r 17 Apr @ 10:23am 
Hi @Sergkart,

Can i seek clarification for the following

1) Zoning for mechs does not behave the same as zoning for pawns. Vanilla behavior for pawns is that pawns will perform whatever activities within the highlighted zones and does not require it to be connected. e.g. i can highlight a farm area and storage area. Pawns assigned with hauling task can haul rice and haul it to the storage and pawns can traverse between zones with no issues. However for a mod, if the zones are not connected, what I'm seeing is the lifters would pickup the item and drop it at the edge of the zone and unable to complete the hauling or repeatedly picking up and dropping at the edge of the zone. Is this behaviour intended as designed?

2) I dont quite understand the group zoning. Does it work in the following way; Say i have 3 mechs in the group and assigned to different zones respectively. With this turned on does it mean now the mechs can share these zones (somewhat like a union of zone areas)?