RimWorld

RimWorld

Simple Non Humanlike Pawn Control
21 Comments
emitbreaker  [author] 13 Jul @ 3:19am 
@Cotton I'm currently refactoring entire code to align with 1.6. Will check and fix it for 1.5 as well.
Cotton 13 Jul @ 12:18am 
I should also add that I'm using 1.5
Cotton 13 Jul @ 12:18am 
My mechanoids wouldn't auto attack while drafted, it doesn't produce any errors either. But when I removed the mod they worked again. Any idea what i can do to fix it?
emitbreaker  [author] 6 Jun @ 4:01am 
@Dinomyte Sorry for my belated response - would you please give me a little context?
Dinomyte 28 May @ 11:50pm 
mine arent showing up in the work tab :c
emitbreaker  [author] 17 May @ 9:24am 
Updated: Architecture overhauled for 3 to 4 times past 2.5 weeks - so you will see the redlines for the first time you load this updated version. However, it won't damage your save file since I've tested them already.

See above updated description for the details how this new architecture works.

One big change is in game Pawn Preset Manager - now players can apply preset to the in game pawns - it stands for only within a specific save. However, deinjection may still remain some dead weights.
emitbreaker  [author] 6 May @ 11:57am 
Updated:
1. 15 more JobGivers updated. Now AllowWork_Handling fully works for non humanlike pawns.
2. ForceDraftable now works as intended. Now you could see the Draft gizmo if mod extension has forceDraftable == true.
3. ForceEquipWeapon added. Now you can allow Non Humanlike pawns wear weapons by right clicking over item. No function for Apparel implemented yet.
emitbreaker  [author] 5 May @ 12:05pm 
Also, you can find GitHub repository of this mod's assembly from the link at the bottom of mod descriptions.
emitbreaker  [author] 5 May @ 12:01pm 
Also, AllowWork_Firefighter has it's own JobGiver, but there is issue with Verb injection to pawn so I'm not recommend to use the function yet.

This update won't corrupt your save, yet you may see one time red lines as well as some Obsolete related warnings.
emitbreaker  [author] 5 May @ 12:01pm 
@All Completely revised architecture - now virtual mod extension injection function temporarily ripped off, as well as tag management function. It took stupid long time for me to understand how does rimworld job creating > reserving > assignment works.

Now, I fully created separated think tree, with think tree replace and ensure function, as well as custom JobGivers that replacing vanilla WorkGiver / JobDriver combination, in consideration with performance and compatibility.

Currently, force animal and AllowWork_BasicWorker, AllowWork_Warden, AllowWork_Growing, AllowWork_PlantCutting, AllowWork_Hauling, AllowWork_Cleaning fully functional with custom jobgivers. However, there could be potential glitches for Warden, which isn't fully tested yet.
Potato0 27 Apr @ 3:59pm 
okay tysm!
Priesttech 24 Apr @ 7:34am 
@emitbreaker, no prob! Looking forward to test new version
emitbreaker  [author] 24 Apr @ 6:40am 
@Potato0 For now, it only matters to snotling, so it is safe to say you can remove it from your list.
emitbreaker  [author] 24 Apr @ 6:40am 
@Priesttech Thanks for heads-up. I do recognize that part and fully refactoring backend code past few days. Give me few more time ;(
Potato0 22 Apr @ 3:56pm 
is this save compatible, i added it for the MIM mods but my game went to like 10 fps
Priesttech 22 Apr @ 6:03am 
Absolutely loved the concept, wish I found it sooner when I was doing mech-only run

However it seems that it eats a LOT of TPS. At least that's what Dub's Analyzer told. Apparently there is problem in Utility_CEComparability thing. I do have 750 mods so my TPS indeed drop sometimes, but with Pawn Control I've got 100 TPS max even on fresh map, default size, without humanoid pawns

Also, nope, don't have CE installed. I can publish full mods list if necessary

Oooh pictures [imgur.com]
Friend Computer 21 Apr @ 7:09am 
Oh hell yeah, I appreciate the effort to add the functionality just because of my comment. It would be nice if it were possible to set effective level on a skill-by-skill basis, but I don't know how feasible that is, since the base game XML tags all just seem to set it universally.
emitbreaker  [author] 20 Apr @ 7:33am 
@Friend Computer Sounds like a plan. I'm currently finishing up in-game tag editor which is kind of buggy at the moment, but will add the function after that.
Friend Computer 18 Apr @ 10:57am 
Is there a way to set the effective skill level for pawns that have skill-related work types enabled? In the same way that you can use mechFixedSkillLevel in XML to set the effective skill level of a mechanoid. Additionally, is the default effective skill level 10 for everything, like it is for Biotech Mechs?
emitbreaker  [author] 18 Apr @ 4:51am 
In game tag editor properly show the tags, but injection of tag to neither physical mod extension nor virtual mod extension works. For now, using XML injection for properly use the functions.
emitbreaker  [author] 18 Apr @ 1:12am 
Virtual Injection to races still need few more improvement to let players / modders update their tag information. Sequential update will be deployed by next week.