Timberborn

Timberborn

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Configurable Workplace (Building-specific Work Shift) [U7 ✅]
   
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23 Apr @ 10:26am
20 Jun @ 10:29pm
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Configurable Workplace (Building-specific Work Shift) [U7 ✅]

In 1 collection by Luke ✞ Jesus Saves ✞
U7 Compatible Mods (My mods only)
75 items
Description
With Configurable Workplace, you can now change the number of workers, allow bots to work everywhere (Power Wheel and Inventor buildings) and most of all, the highly requested building-specific work shift is here!

Mod Settings

By default, only the building-specific work shift is enabled. You can change it by going to Main Menu -> Mods -> Setting button next to the mod name.

- Workplace-specific shift: Allows you to set a different work shift for each building.
- Max Worker Multiplier: Multiply the max worker count by this value. Rounded down but to minimum of 1.
- Bot Everywhere: Bots will be able to work in any workplace. May need to restart the game for any change to take effect.

Building-specific shift

Every building that has workers can now have a specific work time. Bots are not affected by this setting.

You can also set Lunch break time, similar to my other mod Lunch break. You do NOT need that mod to use this feature. That mod's global setting is also not applied when custom work shift is enabled but it will use building's specific lunch break time instead.

To disable lunch-break, simply set the Start time and End time to be the same.

Other options

This mod also enables you to set the number of workers to 0. Someone requested this feature to "disable" the worker slot while keeping the materials inside.

===
Mod source code and donation: https://github.com/datvm/TimberbornMods

v7.1.0: You can now set the number of workers to 0.
v7.0.2: fixed more workplaces crash when increasing Max Workers. Increasing Max workers now also increase Power Wheels' Power Output to match.
v7.0.1: fixed certain workplaces crash when increasing Max Workers.
18 Comments
你不会急了吧 28 Jun @ 12:01am 
I’m grateful for your help
Luke ✞ Jesus Saves ✞  [author] 27 Jun @ 8:06pm 
You can use TImprove 4 UI ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3472334132 ), it has an option to add a scroll to that panel.
你不会急了吧 27 Jun @ 6:25pm 
When I set a large number for the workforce, it obscures the job options below. What's the solution?
Luke ✞ Jesus Saves ✞  [author] 20 Jun @ 10:31pm 
v7.1.0: You can now set the number of workers to 0.

This mod also enables you to set the number of workers to 0. Someone requested this feature to "disable" the worker slot while keeping the materials inside.
Luke ✞ Jesus Saves ✞  [author] 23 May @ 8:58am 
If you increase the Worker limit and they are idles (no job) then yes. Some buildings don't have enough animation slots and would crash if I don't duplicate those. As long as they still work when needed, then it's fine.
Dskecht 23 May @ 7:22am 
Is it normal for the bots and beavers working in the construction and transport cabins to keep playing the run and forward animation at the entrance of the building?
Dirty Harry 26 Apr @ 7:04am 
Working. Thanks. Love all your mods. <3
BoNes 26 Apr @ 6:55am 
The latest update seems to have fixed the crash I was experiencing. Thank you :steamthumbsup:
Luke ✞ Jesus Saves ✞  [author] 26 Apr @ 6:48am 
v7.0.2: fixed more workplaces crash when increasing Max Workers. Increasing Max workers now also increase Power Wheels' Power Output to match.

Thank you for reporting the issue. Please tell me if there is still crash on any building. Sorry I can't test them all.
BoNes 26 Apr @ 6:40am 
Just had a crash while using increased Max Workers:

InvalidOperationException: No unassigned slots left out of total 1 at TappersShack.IronTeeth(Clone)
BeaverAdult Zinjo (Timberborn.EnterableSystem.Enterer) tried to enter.
Slots occupied by: :
Slot: TransformSlot, assigned: BeaverAdult Velgua

Timberborn.SlotSystem.FixedSlotManager.OnEntererAdded (System.Object sender, Timberborn.EnterableSystem.EntererAddedEventArgs e) (at <b8f7da7b57584e67a87800b858f2ab07>:0)