RimWorld

RimWorld

Mech Work Tab
86 Comments
Space Moth  [author] 1 hour ago 
I would recommend trying [FSF] Complex Jobs to get more job types. It is a mod I have been running with for a long time, and I forget what ones it adds.

Allow tool also adds some more work types, and this mod should support any mod-added job types added to pawns.
Ironman_Mk11 3 hours ago 
Am I just being oblivious, or is there no way to expand the categories? This mod is helpful for fabricators, but the rest of the mechs basically only have 1 category. It doesn't do anything telling a lifter or a constructoid to "haul" or "construct" at priority 3 vs 5, because that's all they do...

What would be amazing is if we could expand the categories, like Work Tab. That way we could set the constructoid to prioritize menial tasks like maintenance first, set lifters to prioritize job deliveries instead of general hauling, set agrihands to only sow or harvest, etc.

Or maybe it can do this already and I'm just completely missing how?
JoeOwnage 23 Jul @ 8:21am 
I'm getting the modsettings error every launch
aef8234 22 Jul @ 4:13am 
Can you add the ability to give mechs work types in general? I like the mod, but a lot of mechs in general literally has no worktype.
gicago 20 Jul @ 1:51am 
After resubscribing to the mod and validating files the error mentioned below was still there.

I went to my "\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config" folder and deleted the XML file of the mod.

It will have mod ID "3268299107" in the file name. After I deleted the file and started the game the error was gone.

The file gets recreated when you start the game and the mod is loaded.
Crimson 19 Jul @ 1:35am 
I get the same error everytime I load the game since the last update. It still seems to work just fine tho
XYM04689733 18 Jul @ 6:53pm 
Yes, the error only appeared once right after the update on the 17th during the initial load. Everything seems to work fine after that.
Space Moth  [author] 17 Jul @ 10:46pm 
I did notice this error, it seems to be because of the renaming of the settings handler in code finding a missmatch with the settings already saved. I only had this appear once, does it keep happening or is it only the first load after the mod update?
XYM04689733 17 Jul @ 10:23pm 
ization.CultureInfo,object[])
System.Activator:CreateInstance (System.Type,object[])
Verse.LoadedModManager:CreateModClasses ()
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__10_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_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.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
XYM04689733 17 Jul @ 10:23pm 
Verse.LoadedModManager:ReadModSettings<SM_MechTab.MechTabModSettings> (string,string)
Verse.Mod:GetSettings<SM_MechTab.MechTabModSettings> ()
SM_MechTab.ModSettingsHandler:.ctor (Verse.ModContentPack)
System.Reflection.RuntimeConstructorInfo:InternalInvoke (object,object[],bool)
System.Reflection.RuntimeConstructorInfo:DoInvoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.RuntimeConstructorInfo:Invoke (System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.RuntimeType:CreateInstanceImpl (System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo,object[],System.Threading.StackCrawlMark&)
System.Activator:CreateInstance (System.Type,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Global
XYM04689733 17 Jul @ 10:23pm 
Could not find class MechTab.Source.MechTabModSettings while resolving node ModSettings. Trying to use SM_MechTab.MechTabModSettings instead. Full node: <ModSettings Class="MechTab.Source.MechTabModSettings" />
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.ScribeExtractor:SaveableFromNode<SM_MechTab.MechTabModSettings> (System.Xml.XmlNode,object[])
Verse.Scribe_Deep:Look<SM_MechTab.MechTabModSettings> (SM_MechTab.MechTabModSettings&,bool,string,object[])
Verse.Scribe_Deep:Look<SM_MechTab.MechTabModSettings> (SM_MechTab.MechTabModSettings&,string,object[])
Jack Jagger 16 Jul @ 11:06am 
If you get a chance, could you make this work with Work Tab mod? It has a few continued renditions.
13 Jul @ 10:18pm 
Great:steamthumbsup:
aef8234 13 Jul @ 8:44pm 
Is there a way for you to save mechanoid work priorities or have a specific type of mechanoid have a default priority setting? I use ALL my mechanoids as cannon fodder, so every time I res them their priorities gets wiped.
TOLGRIM 12 Jul @ 7:30pm 
GOAT
Space Moth  [author] 11 Jul @ 5:24pm 
It should work fine with that mod, been running with it for ages!
I do not think I can combine the tab with the existing mech tab as they have different functionality.. unless I can add tabs to it or something. Will have to check how hard that would be in the limits of how pages are handled.
Gecko Esti 10 Jul @ 7:24pm 
Hey do you think you can put the tab in another one instead of having 2 mech tabs in the menu bar ?
Thanks !
tide{S}haper industries 9 Jul @ 3:50am 
Sounds like a good plan - it's probably a bit late in regards to VFEM, since their specific mech-tab-mod was never properly updated after 1.4 I think. So people could have used yours instead for it. And if the VFEM2 rework will fully use Biotech, it probably would be auto-compatible then anyways.

Not sure AOBA will chance DMS though - I don't know the reason, but for SOME reason they felt like using VE's mech Class there over Biotech. I would assume on full purpose, since their other (larger) mechs are doing so and are actually also showing up in Mech Work Tab just fine. It's apparently just those smaller 'drone-like' variants that are using VE.
Space Moth  [author] 9 Jul @ 2:53am 
I did read that VFE Mechanoids is being re-worked/written for 1.6 to make use of the Biotech mechanisms so I do expect the implementation to change. I will see if I can add support though for DMS/VFE-M robots for 1.5 and 1.6 however
tide{S}haper industries 9 Jul @ 2:00am 
@Space Moth

I actually haven't asked AOBA about anything. The topic just came up yesterday on the Discord and while looking into your code, how it picks what's about to show up in the UI, I saw other people in the comments here mentioning it. There's a chance that DMS will keep using the VE thingClass though, since it looks like the code for it is in the VE Framework anyways. They also already updated to 1.6 - so I would doubt there's a plan to change that.
Space Moth  [author] 8 Jul @ 11:44pm 
Thank you all for the information.I have not had a chance to look into it, but is DMS going to move to use the Biotech method, as VFE Mechanoids is going to be doing the same?

I have updated my GitHub repos and will update the mod links soon.
tide{S}haper industries 8 Jul @ 5:07pm 
@Gender Bender - as we just found out on the RW Community Discord, after someone asking the same thing - (small) mechs from DMS don't show up in this mod because Mech Work Tab is strictly looking for faction pawns that are mechanoids. DMS uses VFE Mechanoids' system though, which pre-dates Biotech and has them as their own thingClass. So they are strictly not 'mechanoids' in the vanilla way.

Should be somewhat reasonable to add support for them here as well, IF that's in the interest of Space Moth of course. But adding *VFEMech.Machine* to it would probably already enough. The DMS mechs seem to use basic workTypes - but also include some from FSF Complex Jobs & Hospitality.
青道 8 Jul @ 7:55am 
Removing Work Tab from my list can't fix the issue of priorities not saving. But this issue disappears when I removing Personal Work Categories . I had thought it was the changes I made using the Personal Work Categories, similar to moving the butchering from Cook to Haul, that caused this issue. But enable Personal Work Categories without using it to change any work also caused this issue. And I use Complex Jobs at the same time and it doesn't cause this issue.
0。0 26 Jun @ 9:07am 
Do you have a GitHub repo? I’d love to contribute a PR to integrate extended column support like in Fluffy’s Work Tab.
Gender Bender 26 Jun @ 8:03am 
hey I'm using dead man's switch mod and the mech from this mod doesn't show up on the work tab for some reason. Is it something on your end or the mod?
Space Moth  [author] 24 Jun @ 12:33pm 
I have not been able to reproduce the issue with priorities not saving so far.
I have added in mod options into the 1.6 version to allow for changing the number of work priorities and to allow for the overseer group to be hidden.
Crippled-Knight 23 Jun @ 2:20am 
Any reasons why set priorities do not save between each loading save?
Space Moth  [author] 21 Jun @ 5:05pm 
I have been running with mods to add more work types, but not tried with one to add more work priorities. Was there one in particular you used?
Fokson 21 Jun @ 5:02pm 
Gave this a try, but it isn't compatible with any mod that alters work types ( for example, moving 'haul corpses' out of haul and into its own work category ). My interest in installing it was to fix some issues that came from changing these around mid-save, so the mod wasn't useful to me.

Additionally, it isn't compatible with 'work tab' and its functionality to increase the max priority level to 9 ( or otherwise ), and it remains stuck as a maximum of 4.
frus-m 19 Jun @ 3:13pm 
Очень нужна поддержка для The Dead Man's Switch для дронов уборщиков. Мод супер
Tybo 16 Jun @ 12:32pm 
This seems to work fairly well in 1.6... no errors yet.
FripouilleSaharienne 11 Jun @ 4:12am 
Where am I supposed to find the tab ?
ump国第二钢板 18 Mar @ 10:45pm 
When reloading and entering the game again, the priority of work will be reset.Maybe conflict with 'Better Pawn Control' or 'pernal work categories'?
Rohzdear 18 Mar @ 7:23pm 
Is this compatible with 'Better Pawn Control'?
回火的战马 21 Jan @ 9:49pm 
When used with Personal Work Categories, the tabs will reset when loading a save. When used with Work Tab - 1.5 Unofficial, it works fine.
Aizuki 26 Dec, 2024 @ 12:36am 
hai, i only had base game not biotech. is this working?
Pike 6 Dec, 2024 @ 4:36am 
发现和DMS的机械体有点问题,无法狩猎
Pike 6 Dec, 2024 @ 4:36am 
obDriver threw exception in toil unnamed's initAction for pawn DMS_Mech_Arquebusier52624 driver=JobDriver_Hunt (toilIndex=3) driver.job=(Hunt (Job_525676) A = Thing_AEXP_Badger57347 Giver = JobGiver_Work [workGiverDef: HunterHunt])
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 18204DEA] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobUtility.TryStartErrorRecoverJob_Patch1 (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobDriver.ReadyForNextToil_Patch1 (Verse.AI.JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil ()
5150 1 Dec, 2024 @ 6:55am 
It may vary depending on the mod setup, but this mod helps with performance. After installing this mod and adjusting the work tab settings, the job driver, giver, and work giver values will change, which helps improve TPS.
Dycantos aka Dyno Nuggies 13 Oct, 2024 @ 6:08pm 
Seems to have issues with DMS mechs
DemonX3 5 Oct, 2024 @ 3:00pm 
Is it supposed to reset work priorities on save load?
Sean 8 Sep, 2024 @ 11:07pm 
This'll be real good with (I think) alpha mechs, the one that adds specialist crafting mechs (eg. culinarius that can only cook) so my standard fabricors don't take jobs that have a specialist mech that can do it better!
日暮 23 Aug, 2024 @ 12:57pm 
I found my error message...
As long as my initial character is not a mechanic, the setup interface will not appear. Even if the character becomes a mechanic in the future, this interface will not appear again.
Space Moth  [author] 22 Aug, 2024 @ 6:23pm 
Strange, any errors in the error log? Can you post your log file?
日暮 22 Aug, 2024 @ 6:19pm 
There are many mechanical bodies.
I opened a new save today and it disappeared.
Space Moth  [author] 22 Aug, 2024 @ 4:50pm 
For those having issues with the icon being missing, do you have any mechanoids?
It looks like the mechanoid tabs are hidden automatically if you have no mechs.
日暮 22 Aug, 2024 @ 3:29pm 
The function of this module suddenly disappeared today?
The gear icon on the adjustment interface is missing
Meyar 17 Aug, 2024 @ 10:07am 
Appears to be missing from my UI as well