RimWorld

RimWorld

WVC - Work Modes
308 Comments
Sergkart  [author] 16 hours ago 
Resubscribe. Or check the integrity of the files.
fug 18 hours ago 
Latest update seems to have made my mechs want better living standards because they refuse to rest outside anymore if I have a shutdown zone there :P
S.S.Mogeko 21 hours ago 
How is this not vanilla?
Aranador 23 hours ago 
Yah seems latest update caused quite a few new errors.
Wuruhi Takitahi 12 Jul @ 3:47pm 
correction they are going to the recharge side and going to the rest point
Wuruhi Takitahi 12 Jul @ 2:46pm 
After the update, the mechanoids are no longer in the shutdown zone. Going to random places when there are 2 even organized by different groups
MMXLV 12 Jul @ 2:37pm 
Hi, im getting some errors after the mod updated.
https://gist.github.com/HugsLibRecordKeeper/f308efd4c1dde6e02707e0b72ebf831c
Apocrypha 12 Jul @ 12:04pm 
Throwing an error Fortified Features Framework. Both mods have been recently updated so not sure which one may be causing it. Just wanted to give you the heads up.
Sergkart  [author] 12 Jul @ 5:08am 
@Aizuki
Fixed

@Ribera
Yeah, I know. I'm already working on it, it'll have to wait, the zone transfers were hardcoded for some reason.
Aizuki 12 Jul @ 2:25am 
on 1.6 I cant hide mechanoid shutdown zone
Ribera 11 Jul @ 11:53am 
Mechanoids shutdown area is deleted after changing map with gravship
Hykal 18 Jun @ 5:28am 
@Author

Thanks for 1.6. How this isn't vanilla, I've no clue.
Nin-Sama 11 Jun @ 12:08pm 
Thanks for the quick update!
Visoth 2 Jun @ 4:53pm 
This is such a brilliant mod. Thank you so much! It enables so much quality of life for a mechinator. I couldn't imagine playing as one without it.
Ñupo 30 Apr @ 12:23pm 
Please add a mode that doesn't make my ranged mechs run to melee and this would be perfect.
The Blind One 8 Apr @ 10:43am 
So Work & Recharge is by far the goat of all the work modes but I wish the utility of this mode was extended towards the vanilla work modes as well, in particular for the 'Recharge' vanilla mode.

Often times I just want to put some of my workers in stand-by mode but the vanilla recharge mode doesn't tell them to go to the shutdown zone which is annoying, they just drop down somewhere randomly after recharging, which luckily is often close enough to the charger station but can still be silly sometimes like walking right out of my mech facility to lay in front of the door 🫠

Any chance you could add a recharge & stand-by mode? They would recharge and go dormant in the shutdown zone. (also in the options it would be nice if we could disable the vanilla modes from showing up, I don't need the standard work mode anymore lol)
Dea 28 Mar @ 3:42pm 
This is a great mod dude, the "work and recharge" mode is basically how the game should work by default imo, the fact that the mechs finish their work, then go recharge, and then once full will go and chill (in my designated mech sleeping zone) is sooooo much better than seeing them aimlessly wander around when they have no work. Great job!
Sergkart  [author] 25 Mar @ 9:50pm 
@Kyle McTexas
1) Yes, it's a feature. Because of the whining about "too cheaty" about the modes, I decided to leave them with minimal functionality without expanding the AI.

2) Yes, you can safely use any number of mods that add modes, they will not interfere with each other's work.
Kyle McTexas 25 Mar @ 6:27pm 
@Sergkart
Wait, so that's a feature instead of a bug??? I thought I was doing something wrong, like maybe not assigning a zone or something to limit their movement.

So with this mod, I CAN'T have a fully autonomous drone army fight my battles for me? That sucks. Can I add OTHER mods that add mech work modes? There's a recently added mod that you can see in the popular tab that makes the mech use raider AI logic. That sounds exactly what I need but would these two clash? Would be great for my Dead Mans Switch run.
Sergkart  [author] 25 Feb @ 1:58am 
@Aquila15
That's how it should be. These modes shouldn't fight instead of you.
Aquila15 25 Feb @ 12:42am 
Is it just me or is the wait enemy, and find and destroy work modes somehow broken? I'm having issues with my mechanoids literally going into melee range or as close as possible to enemies before firing, this has caused lots of preventable yet expensive incidents.
Keelala 21 Feb @ 10:57am 
@Sergkart it randomly fixed it self today lol
Sergkart  [author] 21 Feb @ 12:23am 
@Keelala
Clear the cache of mods that cache xml patches.
Keelala 19 Feb @ 12:17pm 
I cant seem to find the Bonus modes after turning them on in game and restarting is there something I am doing wrong?
Xenik 18 Dec, 2024 @ 9:59am 
I'd love a mode in which a mech keeps close to other mechs (support mechs from ve and alpha mechs) when they use find and destroy
քǟʀǟֆɨȶɛ 9 Dec, 2024 @ 2:31pm 
I would kill to have this for insectoids from Vanilla expanded
Alchemist 17 Nov, 2024 @ 8:24am 
This is really frustraiting. Non of the work modes are working for me.
EM7HydraFox 13 Nov, 2024 @ 3:15am 
Would love a mode where they work/wander normally as they should but attack and pursue enemies as soon as one is detected. Had a couple of scenarios of my mech that would be better off working/wandering (DMS Mech) then attacking/chasing enemies rather than the all of that but shutdown after work mode that is already implemented.
EM7HydraFox 13 Nov, 2024 @ 3:11am 
Where have this been in all my Life? Literally perfect for my playthrough and playstyle.
Hermann 9 Nov, 2024 @ 7:06am 
@Luneyl do you mean that they don't work at all or they wandering around when you set them to this mod 'custom modes'?
Sergkart  [author] 7 Nov, 2024 @ 3:34am 
@Shork with a Torpedo
Yes
Shork with a Torpedo 6 Nov, 2024 @ 7:32pm 
Is the shutdown zone can't be placed in the prison was intended?
Luneyl 30 Oct, 2024 @ 12:49pm 
This doesn't seem to work with laborers from Robotic Servitude . They just wandering around instead of doing anything.
Sergkart  [author] 22 Oct, 2024 @ 2:57pm 
@ignis
In 1.5, the developers broke the behavior of the mechanoid medics.

They endlessly try to jump to the target, and then forget why, and then turn around to go back and repeat this circus until the ability charge ends. The game stopped taking into account their existence if they are in shutdown mode. And now there is no way to keep them in an optimized state. And these are surface bugs that occur in the vanilla game, in combination with this mod, everything only gets worse.

No, there is no mode for medics. And it is unlikely that there will be. They do not need a special mode, they need a fix.

For non-vanilla mechanoid medics, without broken abilities, any mode that supports work will do. The bug with not taking medics into account is easily bypassed by the presence of any medic in the colony.
ignis 22 Oct, 2024 @ 2:00pm 
Is there a good mode for medic bots? They need to be active for pawns to properly go for operation, but using vanilla "just work" mode has a lot of downsides. First, it makes them recharge for a long time, leaving you without a medic. Second, they tend to wander far away, so they are not in hospital when they are needed, but if you restrict them to hospital they can't fight fires.

I need a mode where mechanoid is active and ready for work, but at the same time stays docked instead of wandering around and will interrupt recharge if the work appears.
Sergkart  [author] 18 Oct, 2024 @ 9:40pm 
@TheBronzeWarrior
In some ways, yes. But this does not apply to vanilla modes, and modes without a auto shutdown function.

@★UP | julius ★TeamPyro★
Please go through the vanilla tutorial. Switching work modes is vanilla.
TheBronzeWarrior 18 Oct, 2024 @ 7:18pm 
does this mod *improve* performance? mechanoids shred tps when they arent working, does this mod fix that?
★UP | julius ★TeamPyro★ 16 Oct, 2024 @ 1:24pm 
I may be stupid, but how do i use this mod properly?
I made a shutdown zone and assigned it to group 1. Thats the group of my only mechanitor with all mechs in it, both combat and workers. Yet non of them seem to shut down even if nothing is going on.

Also, how do i switch their work modes?
Dizzy 15 Oct, 2024 @ 5:54pm 
thanks for the quick update!
Dizzy 15 Oct, 2024 @ 3:57pm 
the function to find a shutdown zone skips searching if the current map is not a playerhome. this works fine for vanilla, but is annoying when using mods that allow you to create your own pocketmaps (like the one that i discovered this behaviour through, "RV with built-in PD"), since your mechs will completely ignore shutdown zones, thanks to it not being considered a playerhome. would it be possible to add a check for this scenario, to allow mechs to seek shutdown zones while in pocketmaps?
Device 11 Oct, 2024 @ 4:32am 
@Sergkart Thanks for the answer.
Sergkart  [author] 11 Oct, 2024 @ 4:30am 
@Device
One of the goals of this mod is to improve performance, for this mechanoids automatically shutdown in most modes, so they request less work node with its countless checks. If you do not use hive mind research or scavenging, then no, there is no impact on performance.
Device 11 Oct, 2024 @ 4:15am 
is there any impact on performance with this mod?
Lacey94 9 Oct, 2024 @ 2:16am 
Is there a way to get the mech zone to work with gestalt engine? It doesnt give me the option to assign any mech groups from the engine only the 2 my mechanator has
Jogoat 19 Sep, 2024 @ 8:20am 
All fixed now, just disabled and re-enabled the mod. Not sure what caused it, but I know its something on my end. I was indeed being stupid :,(
Sergkart  [author] 19 Sep, 2024 @ 8:02am 
@Jogoat
Not confirmed. Repeat the bug on the modlist specified in the bug report discussion and send the log.
Jogoat 19 Sep, 2024 @ 7:40am 
Mechanoids are aimlessly wandering when assigned off of escorting their mechanitor. For example: Work, Recharge and Escort > Work. It fixes when I restart, but when I do the same thing they go back to wandering aimlessly, even with obvious tasks that need doing. Theres nothing in the error logs. Am I being stupid?
Dinomyte 19 Sep, 2024 @ 7:32am 
ah! thats whats wrong my bad!
Sergkart  [author] 19 Sep, 2024 @ 7:11am 
@Dinomyte
It only works with escort modes from the mod. And it is turned on manually on mechanoids.
Dinomyte 18 Sep, 2024 @ 6:29pm 
the "smart escort" feature doesnt seem to appear when i have it active in the settings menu is there a chance it could be messed up by something?