RimWorld

RimWorld

Colony Manager Redux
459 Comments
Schadenfreude 5 Sep @ 4:11am 
@ilyvion
Thanks for the explanation.
ilyvion  [author] 4 Sep @ 9:06pm 
@Schadenfreude: It's the combined, yes. So you'll want separate jobs per type. As for deconstructing buildings, as the tooltip says, "Should unclaimed buildings be deconstructed for salvage?" i.e. it'll only target buildings that you can use the "Claim" gizmo on, which is typically all buildings not built by the player on a given map. There's a even a special associated setting to not deconstruct the ancient danger, since I figured people generally wouldn't want that, lol.
Schadenfreude 4 Sep @ 4:06am 
When you put for instance silver and steel in the same job, and the target to meet is 5000 units, does that mean it will check for 5000 combined units of steel and silver, or will it count these resouces individually, trying to get 5000 of each?

If its its the former then I'd need to have two jobs active for the individual resources, right?

Also when you are allowing them to deconstruct buildings to meet the steel/granit quota, will they deconstruct your owned items? Or how do they determine what to deconstruct for the quota? I assume nothing under your ownership? Or is it maybe determine by the home zone?
Vril 2 Sep @ 4:32am 
Works with Work Manager mod?
ilyvion  [author] 1 Sep @ 10:26pm 
I could probably add a mod integration for that mod so that the colony manager can "release to repopulate" automatically for such animals as a culling option.
Delmain 1 Sep @ 3:25pm 
I wouldn't say a lot of micromanagement, but yeah you'd need to set it up in colony manager for them to just not have an upper limit and instead you "cull" them every once in a while by releasing them to the wild manually
IchigoMait 1 Sep @ 7:47am 
@ilyvion
In the screenshot, that specific vanilla mod adds a secondary release option for the vanilla mod animals, where it releases the creature into the wild and it will right away try to leave map and grant faction relation points, vanilla mod has some issues with that feature though, that if the animal is in a building, then it can't leave.
So dunno if it's even worth it after testing it out.

Thought I just could breed those endangered animals and "release to repopulate" automatically, but guess it needs a lot of micromanagement.
ilyvion  [author] 31 Aug @ 9:22pm 
0.14.1 out with manager database functionality restored!
ilyvion  [author] 31 Aug @ 9:09pm 
Nope, they didn't break it, I accidentally broke it between v0.12 and 0.13. I'll get a fix out ASAP.
ilyvion  [author] 31 Aug @ 8:57pm 
@IchigoMalt: What does "secondary option" mean?
ilyvion  [author] 31 Aug @ 8:54pm 
@Graysuki: Confirmed. I guess they broke it with their latest 1.6 update. I'll look into it.
IchigoMait 31 Aug @ 12:09pm 
Any chance you can add a secondary option how to release animals?
mod:
https://steamproxy.net/sharedfiles/filedetails/?id=2366589898
screenshot:
https://steamproxy.net/sharedfiles/filedetails/?id=3559782769
Greysuki 30 Aug @ 7:43am 
So, the manager database seems unable to retain the manager jobs when the gravship launches and moves to another location.

I tested this with only all DLCs, two library mods, and this mod.

After assigning hunter and mining jobs in the gravship scenario, and using god mode to build both the AI manager and the manager database, I launched the ship to another tile. When I landed, the jobs were gone.

I have confirmed by re-subscribing and removing all old files in the directory.
ilyvion  [author] 29 Aug @ 3:38am 
@arl85: Thanks for the tip. That feature is in the queue for being implemented soon, so that was a very timely suggestion. 🫡
arl85 29 Aug @ 3:26am 
@ilyvion regarding " a way to tell named animals apart from unnamed ones" in my mod "More filters for animals' pen" (I guess is the one Splaetos is using) I used the "pawn.Name.Numerical" property. Feel free to look at the sources (linked in mod's page) but it is quite straightforward.
Sundanian 28 Aug @ 7:35am 
Love to see the deep drill update!
Splaetos 26 Aug @ 7:04pm 
I can exclude named animals from pens, but that may be behavior from a pen mod I have used since pens came about. It keeps my named muffalo from being slaughtered, because a "slaughter" zone overlaps the slaughter pen. But the manager will obviously keep marking them.
ilyvion  [author] 26 Aug @ 12:04am 
@DragoDuval: Yes, this mod has a gravship facility you can build called "manager database" that takes your map's settings with it to the new map.
ilyvion  [author] 26 Aug @ 12:03am 
@Splaetos: Good idea. If there's a way to tell named animals apart from unnamed ones, I'll add that in when I can.
Splaetos 25 Aug @ 8:31pm 
Would be awesome if you could exclude named animals from slaughter. Always bugged me. Thanks for the work though.
Drago Duval 25 Aug @ 2:24pm 
Question, does this version work with Gravships ? The version has a bug that clear the managing tab every-time that i change tile.
nataviniciusbr 25 Aug @ 6:12am 
I think that happens when you have too much energy being produced, i have downloaded some mods, one of then is debug generators, tath produce 100k each, when i din't have tath mod it was working fine, but when i spawned a bunch of these in my colony, she broke.
ilyvion  [author] 23 Aug @ 10:16pm 
@Eclipse: This one's much better than the original, but despite my best efforts, once your map is big enough or you have enough *stuff* on your map, it will start to eat into your TPS.

The mod has incredibly detailed settings you can change to mitigate various performance issues, though.
Eclipse 23 Aug @ 3:37pm 
How is it with performance?
I’ve heard that original colony manager had problems with it
BlitzTheSquishy 21 Aug @ 3:52am 
More a feature request than bug (so its here)
But a way to purge the manager history from the save maaay be handy (my game likes to crash on it cause i use a LOOOOT of jobs for it)
IDK how possible that is though
Mark誌 19 Aug @ 6:44am 
Considering some specific gameplay styles, I was wondering if it might be possible to add an option to research that would generate the relevant blueprint?
Ronald Hardest 18 Aug @ 5:20pm 
That's cool. Glad it's planned, at least! Turns out there was another mod that could do that (Custom Actions) but it hasn't been updated past 1.5 yet.

Love me more automation, so I'm looking forward to it, whichever mod it ends up in.
ilyvion  [author] 17 Aug @ 8:54pm 
@RonaldHardest: It's a planned feature, but it's unlikely to come very soon, I'm afraid, as there are a lot of other things with higher priority that I want to do first.
Ronald Hardest 17 Aug @ 2:51pm 
Is there any way to craft an item only if we have X amount of an ingredient? I'm asking here since this mod feels very Dwarf Fortress-y, and that's one of the things I love about DF's manager system.

I want my guys to eat lavishly, but only when we have like 2000 corn stockpiled, y'know?
ilyvion  [author] 15 Aug @ 11:04am 
@SalazarWindriver: What exactly do you have in mind that this mod would offer that it already doesn't?
SalazarWindriver 15 Aug @ 10:38am 
any plans on options to deal with controlling venerated animal populations? My colony has 100 starving cats that they can't kill.
kenlon 13 Aug @ 7:38pm 
Hey, just wanted to say thanks for keeping this alive - it makes playing Rimworld the way I enjoy (30+ colonists) much less micromanagement-intensive.
ilyvion  [author] 13 Aug @ 11:48am 
@NyxHyperion: There's a little padlock symbol above the list of targets that lets you set and keep targeted resources even if they aren't available on the current map.
NyxHyperion 13 Aug @ 7:55am 
Is there a way to help setting for jobs like forestry stay across multiple maps? I'm thinking grav ship play through when you land on multiple types of maps it only keeps setting that overlap, but if you go from temperate to desert, then back to a temperate all of a sudden there is nothing checked on your forestry job or very little of the available trees
ilyvion  [author] 10 Aug @ 10:15pm 
@MadCake: You can turn off hauling of chunks in the settings for the resource gathering job if your colony isn't prepared for smelting chunks yet.
Mad Cake 10 Aug @ 5:31pm 
those fellas expecting me to smelt steel when i cant build any smelter... bruh, there are fkn mountains of steel that you can mine, just go and mine them... nah, we are going to bring those broken mechs on your dump and call it a day, and then not doing anything about that because "result from smelting already expected, so idc". Man.
DHAT 10 Aug @ 10:59am 
In case anyone was having the weird behavior for pathfinding I was having and posted before (pawns would freeze in place trying to move to job location and just doing nothing unless you drafted and moved them) I found out the culprit, it was the mod "Quarry". As soon as I deactivated it everything is now working flawlessly. Thanks again ilyvon for the awesome mod!
sanicek 9 Aug @ 1:49am 
ah, thank you, found it in the options and turned the alarms off, I'm not sure why I couldn't find it before, could have been pebkac
ilyvion  [author] 6 Aug @ 10:57am 
(Also, why didn't Steam tell me people left comments here until just now? Grumble grumble.)
ilyvion  [author] 6 Aug @ 10:56am 
divine derivative: Oh sorry, those are left behind from when I was debugging a really bad bug, I didn't mean for them to stick around.
ilyvion  [author] 6 Aug @ 10:55am 
@sanicek: There should be settings for turning off whatever alarms you don't like if you're on a recent version.
divineDerivative 1 Aug @ 7:28pm 
I don't seem to be able to turn off the verbose debug logging. It looks like DoVerboseLogging isn't actually called anywhere.
aef8234 1 Aug @ 5:11pm 
Whatever fix you did earlier worked for the UI btw, thanks!
sanicek 1 Aug @ 9:32am 
1st thanks for continuing this mod, it's been a staple in my list and one of the essentials for reducing micromanagement.

However, is there a way to get rid of all the warnings when I really don't care about my manager jobs? Once you research the power management it nags you constantly. It is super super annoying. No I don't want to construct a manager desk and no, I don't care that the manager jobs are not updating. I'm only on this tile to stripmine it of all resources and go back to my orbital base.
ilyvion  [author] 31 Jul @ 1:17am 
@NeinDao: Are you sure you commented this on the right mod? That's not at all related to what this mod does. 😅
NeinDao 31 Jul @ 12:44am 
feature request. (escort job) assign combat personnel as escorts to follow workers that leave home area.

living in a mountain base. the workers that leave the base are usually alone far from everyone if they need help from events like mad animals.

this might be a very niche problem so might be little interest for this feature. but i can go into more detail on how it could work if there is interest to add this :3
ilyvion  [author] 29 Jul @ 9:40am 
Since I seem unable to cause the bug to happen myself, I've just released a new version of the mod that allows for turning on verbose logging of the manager job as it progresses. If those of you who regularly experience the problem can first make sure you're on version 0.12.0, then enable "developer mode" in RimWorld and finally enable the "DEV: Enable verbose logging" setting in Colony Manager Redux and send me some logs in the topic I made to deal with this bug , that'd be much appreciated.
kongkim 29 Jul @ 8:01am 
@ilyvion Oohh yah, you know the thing with reading it all... not good at that :P
ilyvion  [author] 29 Jul @ 7:58am 
If you don't get this warning, that's a bug: https://imgur.com/a/XCuCxIu
ilyvion  [author] 29 Jul @ 7:55am 
Not only is there such a gravship database building, but you should get a warning in the dialog when you try to leave the map if you don't have it on your ship and the map has jobs on it.