RimWorld

RimWorld

Colony Manager Redux
314 Comments
PahandaBear 13 hours ago 
I can confirm that Steam allowed the update to go out - and that it fixes the problem of not being able to access the Gathering Resources section of the manager.
ilyvion  [author] 18 hours ago 
@IchigoMait: I mean, that's up to you, but as far as I understand, it is the version of the mod from before I took over, updated just enough to make it work on the newer RW versions, but without any new or additional features. I've made countless changes to the mod since I forked it, all of which are meticulously documented in the change log: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/3310027356
ilyvion  [author] 18 hours ago 
As for moving to a new map resetting the jobs, this makes sense, as jobs are associated with a map. The mod wasn't created with these new gravships in mind, but instead with the possibility of somebody running more than one base, and possibly wanting to have two different sets of jobs for each map.

I'm sure I can add a feature for having the jobs following the gravship, but that won't happen until I get my hands on a copy of Odyssey (which I can't right now due to not having the money for it). In the meantime, you can use the export/import feature to bring the jobs with you, and I apologize for the inconvenience.
ilyvion  [author] 18 hours ago 
I've released a new version that should hopefully stop the exception now. Unfortunately, Steam has suddenly decided that my mod is suspicious and it's entered some kind of weird limbo state. Hopefully that doesn't prevent y'all from getting the update.
trigger_hurt 12 Jul @ 1:16pm 
I will also chime in and say that my Gathering Resources tab is not working, here are part of the logs (since Steam caps comments at 1,000 characters long):

Exception filling window for ColonyManagerRedux.MainTabWindow_Manager: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
[Ref 588C956]
at Verse.ThingFilter.SetAllow (Verse.ThingDef thingDef, System.Boolean allow) [0x0002a] in <fcfab19af5d14a608a65ebd77f29482f>:0
at ColonyManagerRedux.Managers.ManagerJob_Mining.ConfigureThresholdTriggerParentFilter () [0x00015] in D:\a\colony-manager-redux\colony-manager-redux\Source\ColonyManagerRedux.Managers\ManagerJobs\ManagerJob_Mining.cs:1355
<0x27c68bf7ee0 + 0x0055a> <unknown method>
(wrapper managed-to-native)
MiniBN 12 Jul @ 7:06am 
I confirm the gathering resource tab isn't working with the new DLC (nothing happen when you click it). Also when you move your ship to a new map on the planet, all manager job created are deleted and you have to create them again.
Thanks for the mod (it's very useful for the nomadic gameplay of Odyssey) and good luck to fix everything with the update :D
DragonLight 12 Jul @ 6:17am 
Gathering resources tab isnt working, also the mod resets every time you land your gravship ship in a new location in DLC.
Lilo 12 Jul @ 5:47am 
Just commenting that I also have an issue with gathering resources with Odyssey
ilyvion  [author] 12 Jul @ 4:45am 
I'm not able to reproduce the issues y'all are experiencing. Is it related to the DLC itself? I haven't acquired Odyssey myself yet, so I can't check.
ilyvion  [author] 12 Jul @ 4:16am 
I will look into the resource gathering problem, sorry about the issue.
ChipDarulei 12 Jul @ 1:40am 
I'm also experiencing the Gathering Resources tab not working.
SirGumps 11 Jul @ 10:16pm 
Also seeing Mining not working.
Osium 11 Jul @ 9:25pm 
Does this address any of the performance issues of the original?
Navyfire 11 Jul @ 1:33pm 
Same as Croni, Resource Gathering tab is disabled (non-clickable) and preexisting manage jobs are missing.
Croni 11 Jul @ 1:16pm 
Resource gathering (mining) tab doesnt work after odyssey update or it is just me?
Stellar Harbour 1 Jul @ 11:50am 
This is the way :3
Deep 30 Jun @ 5:20am 
daum bruh, thanks for updating the mod, i cant play without it.
ilyvion  [author] 29 Jun @ 10:12pm 
@Schadock Glad it worked after validating the files. I'm not sure why you had to, though...
ilyvion  [author] 29 Jun @ 10:11pm 
@F8L3RROR That's a cool idea. I'll add it to my list of features to add!
F8L3RR0R 29 Jun @ 1:24pm 
Would it be possible to make hunting specific animal types during specific weather events?
Boom-anything - when raining
tox-anything - toxic fallout
etc.

Just curious if that is something that would be possible. Always thought it would be a good feature for certain animals to prevent disasters.
Schadock [The Angeloids] 29 Jun @ 8:01am 
IGNORE previous message, validating the files fixed it, did have to do it 2 times tho.

i posted it after the first time but it didnt work yet, tried again and that fixed it!
Schadock [The Angeloids] 29 Jun @ 6:41am 
after the update both the textures of the manager benches and icons in the managing menu became just coloured squares, still works just textures have become squares
ilyvion  [author] 29 Jun @ 3:44am 
@MarsRust 1.6 support is added!
ilyvion  [author] 28 Jun @ 12:49am 
@MarsRust I will update all my mods to 1.6; hopefully before the release, but definitely no later than at most a few weeks after the release. I am aiming for *before*.
MarsRust 27 Jun @ 4:34pm 
Are you currently working on updating this to 1.6?
CameraGuy 19 Jun @ 4:16pm 
Does this require a new save or can I add it to my current?
Vercreek 19 Jun @ 1:55am 
noticed that the basic manager desk is still available even in tribal starts, would be great if this could be locked to medieval tech

also, hope your doing well o/
SiaNKs 14 Jun @ 8:13am 
Thank you for sharing your project with rest of us, your passion and time helped us to have more advanced and easier colonies, you made many people smile and enjoy the game by just releasing this to public. Thank you :steamthumbsup:
lol 12 Jun @ 9:22pm 
it is
BlueAU 12 Jun @ 8:09pm 
Is this mod still good?
WJSabey 12 Jun @ 7:59am 
Just noticed an issue where items that are forbidden do not count towards current stockpile levels.
SadPlastic 12 Jun @ 4:46am 
And it would be nice if it was possible to only cut down trees except in the grow zone.
SadPlastic 12 Jun @ 2:40am 
Does this mod require a new save file like Colony Manager?
lol 31 May @ 10:23am 
Hate to bother but variable frequency ("Update every 2 days" or "Update every X days") would be a godsend
Evono 19 May @ 12:09pm 
@ilyvion thanks for making the mod , i also posted a small bug on the discord. nothing major, take your time modding is a hobby thanks for all the work :)
ilyvion  [author] 14 May @ 1:18am 
Sorry for not being present for requests; I'm hoping to be able to get back into modding soon, but my life's too hectic for that at the moment. I will go back and read all your suggestions and issues once I can, though.
Orcc 4 May @ 12:29pm 
is anyone else finding that the the manager job keeps moving around on the work tab between loads? it's messing up my priorities something fierce.
Ninja San Ember 24 Apr @ 4:47am 
Does this mod support multiplayer?
Ninja San Ember 24 Apr @ 3:11am 
Is this compatible with multiplayer?
beetlecat 20 Mar @ 9:12pm 
This apparently doesn't like the new Vehicle Maps mod -- which isn't surprising since it messes with the world map. :D
ShadouFireborn 17 Mar @ 10:51am 
@Dracon that sounds like something that should be handled by the VE and Medieval Overhaul developers, in a compatibility patch.
Atreides Warrior 6 Mar @ 3:53pm 
This mod is so helpful and I really appreciate your work. Excited to see animal genetics update too if you feel up to it. Thanks again.
Dracon 25 Feb @ 3:08am 
Request regarding the hunting bill:
Could you please make the mod consider dried meats from VE and Medieval Overhaul(and Smoked) when they decide whether to go hunting?
Lord Zero 22 Feb @ 12:51pm 
Getting and error for colony manager redux after Vanilla expanded started doing updates again, can't tell if that was the cause or another mod, just in case I did a total config removal
https://gist.github.com/HugsLibRecordKeeper/3f4cbaa1321dc3ca79f60437c95265f6
AkumuNyaaa 21 Feb @ 7:17am 
Does this thing works?
Treacherous 12 Feb @ 1:49pm 
Thank you four your wonderful work! Now, someone needs to make a Medieval version, with a little abacus and whatnot. (Unless this already exists, then please point the way.)
Stigma 4 Feb @ 11:53am 
Why is the Dromedary missing from the animal list?
Duke Flapjack 20 Jan @ 5:06pm 
Any way we can add *anything* to *any* of the production tabs? I really want to be able to hunt based on the amount of dried meat I have on hand but I cannot do so.
ilyvion  [author] 20 Jan @ 6:23am 
@GwenBlanketSpecter I'll add it to my list of things to do, but I'm currently still dealing with burnout from working very aggressively on Rimworld mods for like half a year, and so my mods are in a bit of an hiatus apart from fixing any severe game breaking bugs.
GwenBlanketSpecter 15 Jan @ 12:25am 
fishing automation appears to be abandoned. any chance of adding support for it here?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2266336252