RimWorld

RimWorld

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WVC - Work Modes
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Mod, 1.4, 1.5, 1.6
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579.491 KB
13 Nov, 2022 @ 3:00pm
23 Jul @ 3:29am
59 Change Notes ( view )
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WVC - Work Modes

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.)

Rechage and shutdown - Mechanoids, regardless of type, will first go to charge, and then to the shutdown zone. (1.5 only)

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.

Scavenging - Mechanoids, regardless of type, will search for useful resources in special "Scavenge" zones.

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.

Auto-repair On - New mechanoids spawn with auto-repair enabled. Enabled by default.

Version 1.6:

Mechanoid hangar - any room that has a mechanoid charger will be considered a hangar. If possible and in the absence of zones, mechanoids will be sent to a random hangar for shutdown. Enabled by default.

Warning: If you have the Odyssey DLC, the Harmony mod is required!

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.

Q: I found a bug, what should I do?
A: Go to bug report discussion. Prepare a log and describe how you got the bug. All bug reports without log and/or outside the appropriate discussion will be ignored.

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

Don't forget to clear Rocketman's cache!
Popular Discussions View All (2)
56
17 Jul @ 6:55am
PINNED: Bug Reports
Sergkart
35
3 hours ago
PINNED: Suggestions
Sergkart
328 Comments
NeinDao 22 hours ago 
is it possible to assign mechs to guard someone else than the overseer?

would like to assign mechs to guard my worker mechs/pawns when they leave the base/home zone
Lobanych 30 Jul @ 12:37pm 
How does scavenging works?
Sergkart  [author] 29 Jul @ 11:31am 
@Merloga
It's much simpler, that's how it's done in vanilla. Mechs can't shutdown in prison cells.
Sergkart  [author] 29 Jul @ 11:28am 
@不善言辞钟表头
Please re-subscribe or check the integrity of your files.
不善言辞钟表头 29 Jul @ 4:18am 
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem ()
System.Threading.ThreadPoolWorkQueue:Dispatch ()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()

红字报错
不善言辞钟表头 29 Jul @ 4:18am 
Could not resolve cross-reference to WVC_WorkModes.WorkModeResearchRequirementDef named WVC_WorkModes_Scavenging (wanter=workModeResearchRequirementDefs)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DirectXmlCrossRefLoader:TryResolveDef<WVC_WorkModes.WorkModeResearchRequirementDef> (string,Verse.FailMode,object)
Verse.DirectXmlCrossRefLoader/WantedRefForList`1<WVC_WorkModes.WorkModeResearchRequirementDef>:TryResolve (Verse.FailMode)
Verse.DirectXmlCrossRefLoader/<>c__DisplayClass16_0:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)
Verse.GenThreading/<>c__DisplayClass7_1`1<Verse.DirectXmlCrossRefLoader/WantedRef>:<ParallelForEach>b__0 (object)
Merloga 26 Jul @ 5:45am 
Are Shutdown zones not supposed to be allowed in prisons cells/barracks? Cuz I'd love to have my wardons camping the prisoners. Unless it's what you deem appropriate balance, then fair enough.
Sergkart  [author] 25 Jul @ 10:23pm 
@YnFa
Please re-subscribe or check the integrity of your files.
YnFa 25 Jul @ 8:40pm 
wvc red bug
If it's not a problem with this mod, please tell me the name of the mod.

https://gist.github.com/HugsLibRecordKeeper/5cbbc15180c6921ef851106a62165417
FancyMelon 22 Jul @ 8:42pm 
Best mod on the workshop. Thank you.