RimWorld

RimWorld

Colony Manager Redux
345 Comments
Wolfbane 2 hours ago 
Allow me to set Healroot, to harvest in same was as the other things.

I know Im on a map, where it does not grow naturally, but still... why?

https://prnt.sc/hsORco6ufpg5
< blank > 7 hours ago 
I'm getting issues with the power manager.

Exception filling window for ColonyManagerRedux.MainTabWindow_Manager: System.NullReferenceException: Object reference not set to an instance of an object
[Ref AD494E0A]
at ColonyManagerRedux.Managers.ManagerTab_Power.get_Enabled () [0x00000] in D:\a\colony-manager-redux\colony-manager-redux\Source\ColonyManagerRedux.Managers\ManagerTabs\ManagerTab_Power.cs:70
at ColonyManagerRedux.MainTabWindow_Manager.DrawTabIcon (UnityEngine.Rect rect, ColonyManagerRedux.ManagerTab tab) [0x0000e] in D:\a\colony-manager-redux\colony-manager-redux\Source\ColonyManagerRedux\MainTabWindow\MainTabWindow_Manager.cs:207
at ColonyManagerRedux.MainTabWindow_Manager.DoWindowContents (UnityEngine.Rect inRect) [0x00327] in D:\a\colony-manager-redux\colony-manager-redux\Source\ColonyManagerRedux\MainTabWindow\MainTabWindow_Manager.cs:183
GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced.
ERU9 8 hours ago 
Does this work with Free Will mod?
Hebrux 9 hours ago 
problem is I get it each time I visit a new location without a manager work desk
Hebrux 9 hours ago 
is there any way to stop the annoying "Manager jobs not updating" Warning? I looked in the mod settings but didn't see anything to toggle it off
evoc 17 hours ago 
Appreciate you considering it.
ilyvion  [author] 17 hours ago 
@evoc That's harder to do because a job just stores the trees you've checked one by one in the save file. I can think of a way to solve that though; I can add an option to list all trees, even ones not present on the current map, and then you can check all the ones you want from the entire set, and loading that one in should work. (I'll obviously do the same for foraging, etc.) This might be a bit of a larger undertaking though; we'll see.
evoc 17 hours ago 
Nice, thanks.
Now I also noticed, that for logging jobs, it remembers the trees exactly, but only lists those trees that are present on the map. I'd like to be able to just say all normal (i.e. not anima etc.) trees, so that on a new map with different trees.
I think the same also applies for foraging?
Maybe also for others.
ilyvion  [author] 21 hours ago 
@evoc That's correct. The feature was added mainly to move jobs between different saves, and it's safe to say that most saves won't have the same exact areas, so they get left out.

I suppose it wouldn't hurt to save that data, and then just discard it if it turns out that the given area doesn't exist on the new map. That'll maintain the old behavior more or less but also allow for the behavior you want. I'll see about adding that to the next version.
evoc 21 hours ago 
Hi @Ilycvion,
I'm noticing that when exporting the manager jobs and then reimporting them after moving to a different map, the areas are not set.
I have set my jobs to apply to the "Allowed" area, which still exists on the new map, but the imported jobs fall back to "unrestricted".
ilyvion  [author] 17 Jul @ 5:20am 
@Stellar Harbour -- Custom trees should just work automatically as long as they produce logs or have the "Wood" harvestTag. I've tested it with a bunch of mods that add extra trees.
Stellar Harbour 17 Jul @ 3:30am 
Can you add Alpha Bees trees to forestry management too?
Kittenpox 17 Jul @ 2:07am 
Thankyou! :trophy:
ilyvion  [author] 17 Jul @ 1:56am 
@Kittenpox: Not currently no, but adding a setting for that is a breeze, so you can expect it in the next mod update, which I'm in the middle of doing right now. Thanks for the suggestions.
Kittenpox 17 Jul @ 12:02am 
Is there a way to turn off the notification about manager jobs not updating?

I tend to have Managing set as Priority 3, so for example when my lumberjack is done with their work they can go to the manager's desk and then assign more tasks before continuing with helping out with unskilled tasks. Similarly, my cook/hunter can go do managing after their work is complete - but often that means the manager's desk is used as-required, rather than on a daily basis.

Which means I keep ending up with bright red notifications warning me that NOBODY's doing managing, nobody's done managing in DAYS, and the mod fears that the manager's desk will never be touched again ... when the reason for that is: my people are busy doing the work being managed.

Being able to deactivate these notifications could be useful. Being able to adjust the timer of how soon before the warning appears would also be useful.
Daevien 16 Jul @ 11:04pm 
Thank you, as someone doing a roaming nomad run, the database will be a big help :)
ilyvion  [author] 15 Jul @ 9:48pm 
@aef8234: Default jobs is something I've thought of adding and it's on my to-do list. In the meantime, though, I've addressed the Odyssey issue by adding a gravship component that takes your jobs with it when installed; it's called Manager Database.
ilyvion  [author] 15 Jul @ 9:46pm 
@Wolfbane: You might be interested in one of my other mods, Farming Hysteresis: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2431191516 I intend to eventually add Colony Manager integration to it, but in the meantime, it works fairly well on its own.
aef8234 15 Jul @ 1:40pm 
Considering odyssey incentivizes moving through different "colonies," is there a way for you to have default management jobs or something?
Wolfbane 15 Jul @ 11:44am 
Suggestion.

Add a feature to have same principals when it comes to harvesting things you grow.

Its bad to forage 5000 wood and have in storage, and the same goes for Rice, Corn, Potatoes... and so on.

( Sure when you have a large area freezer, then sure it might be better to harvest always when fully grown, but before that. )
ilyvion  [author] 15 Jul @ 7:15am 
@SharkySuited Looks like HugsLib's log publisher is having issues; the thing that log says is "Exception during log publishing (gist creation)"
Joren 15 Jul @ 7:13am 
Nice, thanks for the update! This mod is wonderful!
SharkySuited 15 Jul @ 7:06am 
Hi, I saw you added this not so long ago. Not having the required DLC (I have none), I got the following error: https://gist.github.com/HugsLibRecordKeeper/c0548a08d0162559f3205f9f930b967b

Basically, the XML can't find the parent. Seems like the MayRequire="Ludeon.RimWorld.Odyssey" didn't do it's job!
PahandaBear 15 Jul @ 4:16am 
Can confirm, Manager Database is working as expected. Thanks for the update!
ilyvion  [author] 15 Jul @ 1:26am 
The latest version (0.7.0) now has a Manager Database gravship component you can build on your gravships that brings along manager jobs from the map you leave to the map you land on.
ilyvion  [author] 14 Jul @ 10:04pm 
As for the threshold being more free-form, it's a planned feature that I'll try to get added as soon as I'm done with Odyssey integration.
ilyvion  [author] 14 Jul @ 9:51pm 
@divineDerivative -- you can turn off the "Synchronize threshold" setting on a job (whose tooltip is "Enabling this will try to synchronize the counted materials in the threshold filter with the animals allowed for hunting, and vice versa") to avoid having threshold settings affect allowed settings and vice versa.
divineDerivative 14 Jul @ 5:33pm 
When I try to have the hunting threshold look at all meat, it toggles all animals to be hunted. And I notice that for gathering, the only things you can add to the threshold count are the forage-able plants. I don't want to pick berries when I have less than 200 berries, I want to pick berries when I have less than 200 vegetarian ingredients. It'd be great if the items counted for the threshold could be separate from the items targeted for the jobs.
Sig 14 Jul @ 12:05pm 
Thank you for the time you sacrifice for the community
ilyvion  [author] 13 Jul @ 10:43pm 
@0。0: I'll see what I can do. :D
0。0 13 Jul @ 10:08pm 
Could you consider shrinking the icon for the AI_ManagerStation in the production menu? It's currently too large and overflows the top of its box, which makes it look quite awkward in the building menu.
PahandaBear 13 Jul @ 5:25am 
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] 13 Jul @ 12:22am 
@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] 13 Jul @ 12:18am 
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] 13 Jul @ 12:08am 
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!