RimWorld

RimWorld

WVC - Work Modes
271 Kommentare
I may be stupid, but how do i use this mod properly?
I made a shutdown zone and assigned it to group 1. Thats the group of my only mechanitor with all mechs in it, both combat and workers. Yet non of them seem to shut down even if nothing is going on.

Also, how do i switch their work modes?
Dizzy 15. Okt. um 17:54 
thanks for the quick update!
Dizzy 15. Okt. um 15:57 
the function to find a shutdown zone skips searching if the current map is not a playerhome. this works fine for vanilla, but is annoying when using mods that allow you to create your own pocketmaps (like the one that i discovered this behaviour through, "RV with built-in PD"), since your mechs will completely ignore shutdown zones, thanks to it not being considered a playerhome. would it be possible to add a check for this scenario, to allow mechs to seek shutdown zones while in pocketmaps?
Device 11. Okt. um 4:32 
@Sergkart Thanks for the answer.
Sergkart  [Autor] 11. Okt. um 4:30 
@Device
One of the goals of this mod is to improve performance, for this mechanoids automatically shutdown in most modes, so they request less work node with its countless checks. If you do not use hive mind research or scavenging, then no, there is no impact on performance.
Device 11. Okt. um 4:15 
is there any impact on performance with this mod?
Lacey94 9. Okt. um 2:16 
Is there a way to get the mech zone to work with gestalt engine? It doesnt give me the option to assign any mech groups from the engine only the 2 my mechanator has
Jogoat 19. Sep. um 8:20 
All fixed now, just disabled and re-enabled the mod. Not sure what caused it, but I know its something on my end. I was indeed being stupid :,(
Sergkart  [Autor] 19. Sep. um 8:02 
@Jogoat
Not confirmed. Repeat the bug on the modlist specified in the bug report discussion and send the log.
Jogoat 19. Sep. um 7:40 
Mechanoids are aimlessly wandering when assigned off of escorting their mechanitor. For example: Work, Recharge and Escort > Work. It fixes when I restart, but when I do the same thing they go back to wandering aimlessly, even with obvious tasks that need doing. Theres nothing in the error logs. Am I being stupid?
Dinomyte 19. Sep. um 7:32 
ah! thats whats wrong my bad!
Sergkart  [Autor] 19. Sep. um 7:11 
@Dinomyte
It only works with escort modes from the mod. And it is turned on manually on mechanoids.
Dinomyte 18. Sep. um 18:29 
the "smart escort" feature doesnt seem to appear when i have it active in the settings menu is there a chance it could be messed up by something?
Zalera 5. Sep. um 17:46 
@Mikado Biden DMS conflict was patched by AOBA yesterday evening :steamthumbsup:
Mikado Biden 4. Sep. um 7:29 
conflict with The Dead Man's Switch
MRS0 29. Aug. um 14:40 
Alright then, thank you for the answer!
Sergkart  [Autor] 29. Aug. um 14:28 
@MRS0
This feature, like most mechanics in the mod, is only available for mechanoids inherited from vanilla mechanoids. If for some reason the mod developer decided that they should not inherit vanilla mechanoid comps, they will not be supported.

So this mod needs compatibility patches, but I don't have time to do this right now.
MRS0 29. Aug. um 13:38 
Hello, I am having an issue- Mechanoids from the "Mechanite Plague" mod do not have the option to become forced to use the shutdown zones of only THEIR group. The "Use only group zones" button does not show up.

I noticed this does not happen with the mechanoids from alpha mechs mod, as for other mechanoid mods I have yet to create any to test this with in my colony.

Is this a bug? or do you need to add some sort of compatibility patch to every mod's mechanoids?
Thank you for your support regardless!!!
BitBoySeven 31. Juli um 23:24 
@Sergkart No problem.
Sergkart  [Autor] 31. Juli um 17:38 
@Aqua
No.
BitBoySeven 31. Juli um 12:49 
Hi!

First, thanks for the mod!
Really cool way to play with mechs in biotech expansion.

Second, Is there a way to remove "Shutdown" feature from some "Work Modes" in the Settings?

The reason -> I use "Mechanoid Spots" and because of the "Shutdown" feature from your "Work Modes", even when i assign them to the spots they immediately shuts off, "Wait enemy" or "Work and wait" don't seems to work in this situation either.
Sergkart  [Autor] 25. Juli um 8:38 
@The Lord of Ebola
Maybe in the future.
The Lord of Ebola 25. Juli um 6:35 
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. Juli um 17:53 
Thanks。
Sergkart  [Autor] 22. Juli um 8:45 
@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. Juli um 20:14 
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. Juli um 3:49 
Ah thanks. Somehow I had it in my head that sycthers dont use "work" because.. .well they dont really work :D
Sergkart  [Autor] 18. Juli um 3:46 
@Nightfish
"Wait enemy" or "Work and wait"
Nightfish 18. Juli um 3:29 
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  [Autor] 18. Juli um 3:11 
@Nightfish
Vanilla modes do not work with the mechanics of the mod, they are intentionally left as is.
Nightfish 18. Juli um 1:55 
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. Juli um 8:53 
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. Juli um 0:02 
oh shit, cool
Sergkart  [Autor] 1. Juli um 21:47 
@Farbott
Resource spawner.
Farbott 1. Juli um 21:30 
What does the scavenging mode actually mean? I am stupid and dont understand
Jaggid Edje 20. Juni um 6:55 
That's a really good reason, thank you for the response.
Sergkart  [Autor] 20. Juni um 6:23 
@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. Juni um 6:12 
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. Juni um 0:47 
recharge and patrol when enemy
JadeKaiser 15. Juni um 5:00 
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. Mai um 6:29 
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. Mai um 12:30 
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  [Autor] 13. Mai um 21:53 
@HanA
Okay, I'll check again.
하나 13. Mai um 19:03 
I think that's weird, miho's mech seems to work as biotech mech does and I'm not using vefm.
Sergkart  [Autor] 13. Mai um 18:22 
@HanA
I didn't find any mechanoids in this mod. There are machines for VFEM, but the machines do not have integration with biotech.
하나 13. Mai um 18:12 
@Sergkart https://steamproxy.net/workshop/filedetails/?id=2816826107 there's many mechanoids but not working with WVC at all.
Sergkart  [Autor] 13. Mai um 18:11 
@HanA
Don't know. Links?
하나 13. Mai um 17:22 
could you make a compability with some mod mechaniods? especially, miho's.
Sergkart  [Autor] 6. Mai um 8:59 
@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. Mai um 8:32 
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.