RimWorld

RimWorld

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WVC - Work Modes
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Mod, 1.4, 1.5
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13 Nov, 2022 @ 3:00pm
13 May @ 9:56pm
44 Change Notes ( view )
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WVC - Work Modes

In 2 collections by Sergkart
WVC
9 items
Sergkart`s tweaks
7 items
Description
More mechanoids work modes
Expanded mechanoids work modes or Better mechanoids work modes
Adds 14 new work mods for mechanoids:

Find and destroy - Mechanoids, regardless of their type, will look for enemies and try to destroy them.

Work and recharge - Work autonomously according to mechanoid type. If the mechanoid cannot work or it has done all the work it shuts down. (Does the same thing as this mod, but for all mechanoids.)

Escort and recharge - The mechanoid, regardless of its type, will accompany the overseer and, if necessary, go to charge.

Work, recharge and escort - The mechanoid will accompany the overseer if it does not have a job, and will also be charged if necessary.

Wait enemy - The mechanoid will shutdown and wait for the enemy, and when it appears, it will wake up and head towards the target.

Work and wait - Mechanoids, depending on the type, will work, and when an enemy appears, they will drop everything and go to destroy him. If they don't have a job, they'll just shutdown. (The shutdown lasts longer than in "wait enemy" mode)

Ambush - The mechanoid shutdown and waits for the enemy to approach it, then attacks.

Defend yourself - Mechanoids, regardless of type, will attack enemies that get too close. Or if damaged, they will try to retreat to the nearest safe zone.

Escort if enemy - Mechanoids, regardless of type, will accompany the overseer, but only if there is an enemy on the map. When there is no enemy, mechanoids shutdown.

Work if safe - Mechanoids will work, but only as long as there are no enemies on the map. In case of danger, they will try to get to the safe spot.

Bonus modes
Escort if enemy, work and recharge - Mechanoids, regardless of their type, will accompany the overseer when an enemy is in their zone of operation (within area). Otherwise, they will work.

Escort if drafted or downed - Mechanoids, regardless of type, will accompany an overseer if it is drafted or downed.

Hive mind research - Mechanoids, regardless of type, will generate research points relative to their bandwidth cost. The speed and efficiency of research directly depends on the number of mechanoids involved in it. This mode requires the "Mech research mode" technology.

Scavenging - Mechanoids, regardless of type, will search for useful resources in special "Scavenge" zones. This mode requires the "Scavenging mode" technology.

Bonus modes require manual activation in settings!

Unique behaviors
Checking for enemies on the map - if the enemy is reachable and is not in the area in which the mechanoid operates, then False is returned and the mechanoid will continue to work normally.

What does it mean:
If you enable the "Work if safe" mode and limit the working area, the mechanoid will ignore the intrusion until the enemy is in the mechanoid's working area.
If you have enabled the "Find and destroy" mode and locked the mechanoids in a small but open area, then the mechanoid will not pursue enemies, but will try to fight with the enemy that is in the field of view of the mechanoid. This can lead to too smart AI kiting your mechs.

Smart charge - In some modes, mechanoids will try to maintain close to the maximum charge. This is calculated according to the formula (Maximum charge level - 5), that is, if you set the charge to 100%, the mechanoids will be charged up to 95%, and so on. However, unlike vanilla charging, mechanoids will be interrupted if necessary.

Shutdown mode - Some work modes automatically shutdown mechanoids if they have finished their work. For this purpose, special shutdown zones are used. Mechanoids can also shutdown even if these zones do not exist, but then they become an easy target for any threats.
In work (with work) modes, the cooldown is much longer than in combat (without work). (For work 1500 ticks (1 game hour). For combat 650 ticks.)

Note: The shutdown state from the mod uses the vanilla shutdown job. That is, all triggers and checks will count mechanoids as if they were in vanilla "Shutdown mode".
For example, the game will not count shutdown paramedics as medics. Distribute mechanoids into groups wisely!

Mechanoid shutdown zone - Mechanoids that have finished all their business and are going to sleep will go to a such zone, if it is in an accessible area for them.

Smart escort - Mechanoids can be assigned an escort purpose. This way the mechanoids will be able to protect and accompany different pawns. This feature only works for the home map.

Version 1.5:

Dormant mode - Mechanoids consume less bandwidth when they are in a shutdown state. Requires manual activation in settings.

Known Issues
-

Translations
Chinese Traditional by SY1102
Русский by дюрекс

FAQ
Q: Mechanoids sleep for a whole minute and do nothing! What should I do?
A: Wait, wait and wait again. Seriously, shutdown's rollback isn't big enough to report it.

Q: Is it save to add a mod in the mid game?
A: Yes.

Q: Is it save to remove a mod in the mid game?
A: Partially. First, switch all group modes to vanilla, then remove all zones and objects associated with the mod.

Q: I don't like "anything_name", can it be disabled?
A: Yes. In the mod settings. Almost all elements of the mod can be disabled or configured in the mod settings.

Q: Where are the shutdown zone located?
A: In the "Biotech" or "Zone" tab in the architect's menu.

Link to other mods made by me.
GitHub[github.com]

Don't forget to clear Rocketman's cache!
Popular Discussions View All (2)
42
8 May @ 6:44am
PINNED: Bug Reports
Sergkart
18
3 Apr @ 3:35am
PINNED: Suggestions
Sergkart
239 Comments
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?