RimWorld
Colony Manager Redux
342 則留言
Hebrux 10 分以前 
problem is I get it each time I visit a new location without a manager work desk
Hebrux 10 分以前 
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 7 小時以前 
Appreciate you considering it.
ilyvion  [作者] 8 小時以前 
@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 8 小時以前 
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  [作者] 11 小時以前 
@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 12 小時以前 
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  [作者] 7 月 17 日 上午 5:20 
@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 7 月 17 日 上午 3:30 
Can you add Alpha Bees trees to forestry management too?
Kittenpox 7 月 17 日 上午 2:07 
Thankyou! :trophy:
ilyvion  [作者] 7 月 17 日 上午 1:56 
@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 7 月 17 日 上午 12:02 
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 7 月 16 日 下午 11:04 
Thank you, as someone doing a roaming nomad run, the database will be a big help :)
ilyvion  [作者] 7 月 15 日 下午 9:48 
@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  [作者] 7 月 15 日 下午 9:46 
@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 7 月 15 日 下午 1:40 
Considering odyssey incentivizes moving through different "colonies," is there a way for you to have default management jobs or something?
Wolfbane 7 月 15 日 上午 11:44 
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  [作者] 7 月 15 日 上午 7:15 
@SharkySuited Looks like HugsLib's log publisher is having issues; the thing that log says is "Exception during log publishing (gist creation)"
Joren 7 月 15 日 上午 7:13 
Nice, thanks for the update! This mod is wonderful!
SharkySuited 7 月 15 日 上午 7:06 
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 7 月 15 日 上午 4:16 
Can confirm, Manager Database is working as expected. Thanks for the update!
ilyvion  [作者] 7 月 15 日 上午 1:26 
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  [作者] 7 月 14 日 下午 10:04 
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  [作者] 7 月 14 日 下午 9:51 
@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 7 月 14 日 下午 5:33 
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 7 月 14 日 下午 12:05 
Thank you for the time you sacrifice for the community
ilyvion  [作者] 7 月 13 日 下午 10:43 
@0。0: I'll see what I can do. :D
0。0 7 月 13 日 下午 10:08 
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 7 月 13 日 上午 5:25 
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  [作者] 7 月 13 日 上午 12:22 
@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  [作者] 7 月 13 日 上午 12:18 
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  [作者] 7 月 13 日 上午 12:08 
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 7 月 12 日 下午 1:16 
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 7 月 12 日 上午 7:06 
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 7 月 12 日 上午 6:17 
Gathering resources tab isnt working, also the mod resets every time you land your gravship ship in a new location in DLC.
Lilo 7 月 12 日 上午 5:47 
Just commenting that I also have an issue with gathering resources with Odyssey
ilyvion  [作者] 7 月 12 日 上午 4:45 
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  [作者] 7 月 12 日 上午 4:16 
I will look into the resource gathering problem, sorry about the issue.
ChipDarulei 7 月 12 日 上午 1:40 
I'm also experiencing the Gathering Resources tab not working.
SirGumps 7 月 11 日 下午 10:16 
Also seeing Mining not working.
Osium 7 月 11 日 下午 9:25 
Does this address any of the performance issues of the original?
Navyfire 7 月 11 日 下午 1:33 
Same as Croni, Resource Gathering tab is disabled (non-clickable) and preexisting manage jobs are missing.
Croni 7 月 11 日 下午 1:16 
Resource gathering (mining) tab doesnt work after odyssey update or it is just me?
Stellar Harbour 7 月 1 日 上午 11:50 
This is the way :3
Deep 6 月 30 日 上午 5:20 
daum bruh, thanks for updating the mod, i cant play without it.
ilyvion  [作者] 6 月 29 日 下午 10:12 
@Schadock Glad it worked after validating the files. I'm not sure why you had to, though...
ilyvion  [作者] 6 月 29 日 下午 10:11 
@F8L3RROR That's a cool idea. I'll add it to my list of features to add!
F8L3RR0R 6 月 29 日 下午 1:24 
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] 6 月 29 日 上午 8:01 
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] 6 月 29 日 上午 6:41 
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