RimWorld

RimWorld

Colony Manager Redux
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Update: 7 Sep, 2024 @ 3:47am

Fixed

  • Attempt to fix bug reported by player who experienced that the hunting job started causing exceptions. It appears to have been caused by either meatDef or leatherDef being null on some animals, so make a null check before setting either as allowed.

Update: 3 Sep, 2024 @ 9:29pm

Added
  • Colony Manager Redux research tab now has a title and description.
  • Show an alert if jobs aren't being updated in a reasonable amount of time.
  • Added a gizmo to the manager buildings that takes you to the manager tab.
  • When the Ideology DLC is active, the hunting and livestock tabs will show warnings on animals who at least one colonist venerates.
  • Refresh button added to forestry tab.
  • Setting to allow the resource gathering job to assume ownership of mining jobs. Disabled by default as it could be very frustrating behavior for somebody not prepared for it.
Changed
  • Make the sorting of potential targets for various jobs a multi-tick operation. This should help substantially with performance when on large maps or when enabling the 'Calculate distance based on actual path' setting.
  • The way job exceptions were rendered wasn't very nice. It's been improved substantially now, and also includes a "copy to clipboard" button now.
  • Livestock jobs no longer get marked as complete. They are a bit complicated to reasonably determine completeness for, and the earlier logic was definitely not right.
  • Jobs will now reduce the number of designations so that the number achieved at the end is only slightly higher than the target.
Fixed
  • Livestock tab's main section was blank when no animal was selected; made it look a bit nicer.
  • Due to an oversight, chunks that are processed by smelting (such as steel slag chunks) were not being marked for collection when the 'Designate chunks on the map for hauling' setting was enabled.
  • The mechanism to skip a history update was missing the escape hatch so it queued them up anyway.
  • Animals and plants weren't being sorted properly in their respective lists. Animals could also show up as duplicated.
  • When using path based distance, a thing's map can sometimes be null; this would cause an exception.
  • Include all pawn kinds, not just ones from animals, otherwise players can't select things like human meat when said pawn kinds are available.
  • Recalculate treshold filters on refresh. By not doing this, any new kinds of resources that became available would not show up in lists and threshold filters.
  • Only count corpses' resources when they match the threshold filter for hunting jobs.
  • When leather was chosen as the target resource, the Hunting tab was still showing counts for meat.
  • The resource gathering job for detecting designations didn't catch designations that weren't initiated by its own processes.
  • Don't attempt to count the yield of plants that have despawned.

Update: 24 Aug, 2024 @ 10:10am

Dependencies

  • ilyvion's Laboratory: v0.11
    [!IMPORTANT]
    This release requires an update to ilyvion's Laboratory!

Added

  • FinalizeInit methods added to jobs and manager comps
  • You can now cull your excess animals by releasing them into the wild instead of slaughtering them. This can be handy if you're playing with an ideoligion that causes your pawns to frown upon animal cruelty of any kind or one that celebrates releasing animals.
  • Managers can now be hidden in the settings. This is only visual; their functionality will still remain even if hidden.
  • Setting in hunting jobs to unforbid all corpses, not just animals selected for hunting. Since corpes (typically) can't fight back, it can often be safe to collect those even when hunting the same animals isn't.

Fixed

  • Jobs whose managers get interrupted in their work for whatever reasons now stop running as soon as it happens; before this they would run to completion even when interrupted, which isn't very appropriate.
  • The synchronize logic fix from 0.2.0 wasn't correctly implemented for the resource gathering job, but has been fixed now.

Update: 21 Aug, 2024 @ 11:46am

Fixed

  • A player has reported an error where one of their jobs had become null after a load. This shouldn't be possible, but since it happened anyway, let's code so that we can at least recover from it if it does happen.

Update: 21 Aug, 2024 @ 8:43am

Fixed

  • A player has reported an error where their jobs list had become null. This shouldn't be possible, but since it happened anyway, let's code so that we can at least recover from it if it does happen.
  • When the setting 'Mine thick roofs' was disabled, attempting to check whether or not the mod could mine cells without roofs would cause an exception. This has been remedied.

Update: 20 Aug, 2024 @ 9:44pm

Fixed

  • Discovered and fixed another source of exceptions in Forestry jobs. Hopefully this is the last one. 🤞

Update: 20 Aug, 2024 @ 7:39pm

Fixed

  • Forgot to make sure a certain operation doesn't happen during load which caused an exception in any Forestry jobs on load.

Update: 20 Aug, 2024 @ 9:24am

Dependencies

  • ilyvion's Laboratory: v0.6
    [!IMPORTANT]
    This release requires an update to ilyvion's Laboratory!

Added

  • Major performance optimization/overhaul #1: Manager jobs now spread their work across multiple ticks rather than trying to do everything in a single tick. This should massively improve any hiccups/TPS issues that were caused by these jobs trying to do too much at a time.
  • Major performance optimization/overhaul #2: Manager job history trackers now spread their work across multiple ticks rather than trying to do everything in a single tick. This should massively improve any hiccups/TPS issues that were caused by these history trackers trying to do too much at a time.
  • The hunting job can now focus on leather as the target resource instad of meat.

Changed

  • Don't hard code wood as the only possible resource produced by the forestry job. It now handles multiple different kinds of tree products by reading them out of the actual plants on the map rather than just hardcoding it.

Fixed

  • When looking at the yields of things that had multiple resources, there'd be an extra dash at the beginning of the list. This is now gone.
  • If you opened the overview tab before your colonists had landed in a new game, you'd get an exception. This has been fixed.
  • Synchronize threshold logic wasn't quite right; if you allowed one thing and disallowed another that produced the same resource, the filter would be removed. Now the logic only removes the filter if no selected things produce a given resource.

Update: 18 Aug, 2024 @ 9:02am

Changed

  • Make use of the culling feature of GUIScope.ScrollView so we don't spend resources on rendering something that isn't even on screen. This improves performance a lot when there are a large number of logs in the log list.

Fixed

  • The log message produced when the Livestock job was taming past targets was incorrect and has been corrected.

Update: 17 Aug, 2024 @ 10:35pm

Added

  • Added iconPath to MainButtonDef for better compatibility with Vanilla Texture Expanded's usage of icons on main buttons.

Fixed

  • Assumed that a map could only have zero or one ancient dangers; that was an incorrect assumption and caused exceptions. Now supports any number of ancient dangers.