RimWorld

RimWorld

WVC - Work Modes
 This topic has been pinned, so it's probably important
Sergkart  [developer] 26 Nov, 2022 @ 11:34am
Suggestions
If you have any suggestions regarding work modes, you can suggest them here.

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But, I will not make work modes that add work to mechanoids that other mechanoids or potentially implementable ones can do.

For example:
* Hunting - there are no hunter mechanoids in the vanilla game, but hunting is fully supported by mechanoids and works without errors.
* Haul - this will take away work from poor lifters, which will greatly reduce the number of wild lifters in nature during solar flares.
* Rescue - one of the mechanoids is also busy with this

What is acceptable:
* Different combinations of existing ones
* New behaviors that don't upset the balance more than those already in the mod
* Infernal monster combinations with a lot of conditions under which the mechanoids will sometimes dance

In developing:
- Smart Charging Behavior - Mechanoids will charge to maximum when they are out of work, and interrupt charging if necessary.
- Smart search for an enemy - when "hunting" for an enemy, mechanoids will take into account the restrictions of the zones.
- Smart escort - The ability to choose who will be accompanied by mechanoids, regardless of who is the overseer.
- Mech release - the same as for animals but for mechanoids in escort mode.
- Retreat if - Mechanoids in combat modes will retreat upon certain damage.
Last edited by Sergkart; 3 Apr @ 1:27pm
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Showing 1-15 of 21 comments
Sidelingknave 27 Nov, 2022 @ 7:58pm 
First, I'd like to say you've made an amazing mod that helps out significantly.
Could we get a setting or something to make mechanoids wait on the designated spot? Instead of just the area? i'd like for my idle mechanoids to all bunch together in a specific area so it doesn't look so cluttered.And my ranged mechs to hide behind cover.

And possibly a way to hide said spots?
Last edited by Sidelingknave; 27 Nov, 2022 @ 8:01pm
Sergkart  [developer] 28 Nov, 2022 @ 1:00am 
Originally posted by Sidelingknave:
First, I'd like to say you've made an amazing mod that helps out significantly.
Could we get a setting or something to make mechanoids wait on the designated spot? Instead of just the area? i'd like for my idle mechanoids to all bunch together in a specific area so it doesn't look so cluttered.And my ranged mechs to hide behind cover.

And possibly a way to hide said spots?

Spots by areas were due to the limitation of the vanilla behavior, I still haven't found a way to allow mechs to be assigned to a single spot. I can't say how long this implementation will take.

The vanilla thinkTree of mechs is even simpler than that of dryads, it will take a lot of time to bring it to perfection.
SudoSays 1 Dec, 2022 @ 9:34am 
The mod is not Compatible with Allow Tunnelers to Drill , could you add compatibility? I tried loading Allow tunnelers to Drill above and below this mod in load order, and in game the tunnelers show they have the worktype added, but none of the work modes make them use the deep drill. https://steamproxy.net/sharedfiles/filedetails/?id=2882915775

It also seems slightly incompatible with BetterPawnControl, as the option to have mechs switch work types/zones when the danger mode is toggled does not appear on the mech tab.
https://steamproxy.net/sharedfiles/filedetails/?id=1541460369

This mod is worth the incompatibilities for me, but it still would be nice if it worked with them.
Sergkart  [developer] 1 Dec, 2022 @ 10:16am 
Originally posted by SudoSays:
The mod is not Compatible with Allow Tunnelers to Drill , could you add compatibility? I tried loading Allow tunnelers to Drill above and below this mod in load order, and in game the tunnelers show they have the worktype added, but none of the work modes make them use the deep drill. https://steamproxy.net/sharedfiles/filedetails/?id=2882915775

It also seems slightly incompatible with BetterPawnControl, as the option to have mechs switch work types/zones when the danger mode is toggled does not appear on the mech tab.
https://steamproxy.net/sharedfiles/filedetails/?id=1541460369

This mod is worth the incompatibilities for me, but it still would be nice if it worked with them.

My mod doesn't touch vanilla mechanics like the mods you linked to (In other words: My mod doesn't use harmony patches). So the incompatibility comes from those mods.

About Allow Tunnels to Drill. My mod uses vanilla work orders, only shutdown modes are custom. There's nothing I can do about it.

About Better Pawn Control. The situation is similar. The conflict comes from the mod itself but for a different reason. Judging by the recent problem, the mod had conflicts with the vanilla mechanics of work modes, most likely the author of the mod still hasn't completed the support for mechanoids, so any custom changes (for example, additional work mode options) lead to a conflict.

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A little offtopic with an explanation.
My mod was made using vanilla resources, the developers put all the work modes in XML, making it very easy to add new modes. To do this, you just need a simple XML patch and a def that contains only a link to the texture and name, the game does the rest, namely switching between behaviors and applying nodes. The only thing I had to add related to the C# code was the options for the nodes used, namely: spot search, smart charging and shutdown. The search for the enemy was also custom, but it only limits the initialization of the nodes. Everything else is vanilla.

The conflicts you described are more related to modifying vanilla C# code. My mod is built entirely around vanilla code and doesn't modify it in any way.

So there is nothing I can do on my end.
ignis 14 May, 2023 @ 2:04am 
Maybe more specific shutdown spots? I would like to make my paramedic standby in hospital, not one of other worker mechs.

Looks like ther is no "escort when drafted or doing fieldwork" imitating tamed animal behavior?
Last edited by ignis; 14 May, 2023 @ 2:09am
Sergkart  [developer] 14 May, 2023 @ 2:18am 
Originally posted by ignis:
Maybe more specific shutdown spots? I would like to make my paramedic standby in hospital, not one of other worker mechs.

Not before I redo the spots from scratch. The spots themselves do nothing, the modes are absolutely responsible for everything.

Originally posted by ignis:
Looks like ther is no "escort when drafted or doing fieldwork" imitating tamed animal behavior?

I think this is quite doable. When I have time I'll see what I can do.
ignis 14 May, 2023 @ 2:57am 
Originally posted by Sergkart:
Originally posted by ignis:
Looks like ther is no "escort when drafted or doing fieldwork" imitating tamed animal behavior?

I think this is quite doable. When I have time I'll see what I can do.
Just make them keep protecting downed master...
Veltaris 1 Dec, 2023 @ 2:23am 
Thanks for this awesome mod and your current update on it.
I really love the addition of the shutdown zones.
However the escort mechanic is a bit unclear when first used.
Could you rename the label of the vanilla escort mode to something like "escort mechanitor"?
Or even only show the gizmo when they are in work modes that lets them use the custom escort?

On the topic of assignable mech spots, I already acomplished assigning custom spots for my upcomming mod (not for shutdown but for just staying there). Mechs like all pawns can be assigned to a meditation or sleeping spot which then in turn can be used as a position to force them to go there. You probably need to rewrite/patch the shutdown code so they actually shut down on those spots. If you patch that vanilla behevior I would really appriciate it if you don't hardcode it only your spots <3
Sergkart  [developer] 1 Dec, 2023 @ 3:58am 
Originally posted by Veltaris:
Thanks for this awesome mod and your current update on it.
I really love the addition of the shutdown zones.
However the escort mechanic is a bit unclear when first used.
Could you rename the label of the vanilla escort mode to something like "escort mechanitor"?
Or even only show the gizmo when they are in work modes that lets them use the custom escort?

On the topic of assignable mech spots, I already acomplished assigning custom spots for my upcomming mod (not for shutdown but for just staying there). Mechs like all pawns can be assigned to a meditation or sleeping spot which then in turn can be used as a position to force them to go there. You probably need to rewrite/patch the shutdown code so they actually shut down on those spots. If you patch that vanilla behevior I would really appriciate it if you don't hardcode it only your spots <3

1. I'll add one more mention that this mechanic only works with my modes. And I'll change the display rules.

2. Spots in my mod are nothing more than beacons needed for custom job givers. To make them “real” I need to write code for this from scratch. But I won’t do this, since the spots are nothing more than a temporary plug. The zones should have been there from the beginning, just go-to-the-beacon-code is already in vanilla and easy to use.

As for compatibility. I don't touch vanilla nodes. If I need something specific, then I write my own. This guarantees high compatibility and does not break vanilla modes; they always work as the developers intended.

I'm wondering how you are going to force mechanoids to return to a specific spot? Taking into account how their AI works, this can be done either by patching the idle, or by making a custom mode. In both cases, this will only work within specific modes.
Morlund 13 Dec, 2023 @ 5:19pm 
If this is possible, I'd like an option to be able to assign mechanoids to shutdown zones by Control Group. I have a base with two entrances on opposite sides and I'd like to be able to make sure my mechanoid attack force is evenly split.

Right now they seem to just pick a random allowed spot for their work type and not even necessarily the closest one. Right now I have two combat type shutdown zones, one at each entrance, and one has a single militor and the other one has everything else. I'd like to be able to say the zone at my east gate is usable by control group 2 and the west gate usable by control group 3.

As I'm typing this out though I'm remembering that control groups are unique to the individual mechanitor so its probably more complicated if not impossible to implement than I hope as each zone would have to be able to assign an allowed mechanitor first to be able to assign their control groups since you could potentially have multiple mechanitor colonists.
Sergkart  [developer] 14 Dec, 2023 @ 1:33am 
Originally posted by Morlund:
If this is possible, I'd like an option to be able to assign mechanoids to shutdown zones by Control Group. I have a base with two entrances on opposite sides and I'd like to be able to make sure my mechanoid attack force is evenly split.

Right now they seem to just pick a random allowed spot for their work type and not even necessarily the closest one. Right now I have two combat type shutdown zones, one at each entrance, and one has a single militor and the other one has everything else. I'd like to be able to say the zone at my east gate is usable by control group 2 and the west gate usable by control group 3.

As I'm typing this out though I'm remembering that control groups are unique to the individual mechanitor so its probably more complicated if not impossible to implement than I hope as each zone would have to be able to assign an allowed mechanitor first to be able to assign their control groups since you could potentially have multiple mechanitor colonists.

Due to the way control groups and work modes in general work, this is currently difficult to implement. I'm working on this, wait for such a feature to appear in the future.

The zones are not completely randomly selected. They are selected in order. While playing, it creates a list of all zones, and the current search for zones uses the first matching one.
Sidelingknave 14 Dec, 2023 @ 5:04pm 
Originally posted by Morlund:
If this is possible, I'd like an option to be able to assign mechanoids to shutdown zones by Control Group. I have a base with two entrances on opposite sides and I'd like to be able to make sure my mechanoid attack force is evenly split.

Right now they seem to just pick a random allowed spot for their work type and not even necessarily the closest one. Right now I have two combat type shutdown zones, one at each entrance, and one has a single militor and the other one has everything else. I'd like to be able to say the zone at my east gate is usable by control group 2 and the west gate usable by control group 3.

As I'm typing this out though I'm remembering that control groups are unique to the individual mechanitor so its probably more complicated if not impossible to implement than I hope as each zone would have to be able to assign an allowed mechanitor first to be able to assign their control groups since you could potentially have multiple mechanitor colonists.

If your okay with them not being able to work in that zone, if the shutdown spots area isn't in their allowed zone, I think they should always go to a different one. I might be remembering wrong though, Haven't played in a while.
Morlund 16 Dec, 2023 @ 1:12am 
The shutdown zone group assignment seems to be working perfectly and I just wanted to stop back in to say thanks! It's such a convenient feature.
Can "ambush" be set so that all mechs "aggro" at the same range? I have some melee ones (Agrihand/Cleansweeper) that almost need enemies to pass right by before they awaken, meanwhile Militor or Lancer (ranged) react much sooner and at longer distances from the enemy while in "ambush" at a zone.
Sergkart  [developer] 3 Apr @ 2:41am 
Originally posted by Deadmano:
Can "ambush" be set so that all mechs "aggro" at the same range? I have some melee ones (Agrihand/Cleansweeper) that almost need enemies to pass right by before they awaken, meanwhile Militor or Lancer (ranged) react much sooner and at longer distances from the enemy while in "ambush" at a zone.

Aggro is already set to the same range, regardless of the type of mechanoid.
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