RimWorld

RimWorld

AC-Enhanced Crafting - A17
63 Comments
Elkstone 1 Dec, 2017 @ 7:00am 
RIP
KiameV  [author] 20 Nov, 2017 @ 2:24pm 
As of Jul 16th i am no longer supporting this mod as Better Workbench Management has the majority of this mod's functionality

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=935982361
Psigh 30 Sep, 2017 @ 1:49pm 
i suggest you edit this line: "- Worker and transportation settings can be set in the bill overview window by icon", i spent minutes trying to understand why i could no longer tell to drop on floor from the preview, and the rest of the time missing that feature
KiameV  [author] 2 Sep, 2017 @ 10:51am 
Are you talking about HugsLib? Are there problems with it?
Elkstone 2 Sep, 2017 @ 5:51am 
Better workbench management requires that shit library though :/ Shame, I'll miss this mod
KiameV  [author] 5 Aug, 2017 @ 7:25pm 
I'd suggest requesting that feature from that mod. This mod still works to the best of my understanding
KiameV  [author] 5 Aug, 2017 @ 7:24pm 
I'm not involved with bwm sry
Syfex 5 Aug, 2017 @ 3:53pm 
Is better Workbench Management a mod between u guys ? if so, pls for the sake of my index finger reimplement the "take to best stockpile/drop on floor" option back into the undetailed bill box..
"The" SeanMacLeod 17 Jul, 2017 @ 5:27pm 
Aw....
KiameV  [author] 16 Jul, 2017 @ 10:52pm 
Ending support for this mod. Please see

Better Workbench Management

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=935982361
BlackSmokeDMax 5 Jul, 2017 @ 11:22am 
Agreed on the backward logic. I'd rather a stockpile mod mess with those, and leave the workbench mod to workbench changes only. Seems a bit cleaner that way.
KiameV  [author] 5 Jul, 2017 @ 10:43am 
Yeah the enhanced do until you have. I think there is a mod the lets stockpiles dictate what's needed but imo that's backward logic =P
BlackSmokeDMax 5 Jul, 2017 @ 10:30am 
By Min-Current-Max, do you mean the display showing the "Do until you have" status?

Like 10/30/40 meaning you have a low level set at 10, you have 30 on hand and a make until of 40?

I do miss that in BWM (can we call it that now, please??!!)

Isn't there also some stockpile setting in Enhanced Crafting as well? Thought there was, but honestly, I never used it in any version so not really sure what it does.
KiameV  [author] 24 Jun, 2017 @ 8:50pm 
I'm in talks with the writer of Better Workbench Management to get the Min-Current-Max added. That's really all i get out of this mod at this point beyond what vanilla has. Is there anything else that people need from this mod that Better Workbench Management and vanilla do not have?

Better Workbench Management: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=935982361
Mittsies 24 Jun, 2017 @ 8:21pm 
This desperately needs to be added to vanilla. Incredibly useful quality of life mod.
Sentient_Worm 24 Jun, 2017 @ 12:34pm 
K
KiameV  [author] 24 Jun, 2017 @ 12:32pm 
At this point i tihnk i'd rather ask falconne of Better Workbench Managemen to add support for Min - Current - Max than try to add the support to this mod... This mod is not too extendable and I'd have to re-write. As i'm not the original author that'd take time.
Sentient_Worm 24 Jun, 2017 @ 11:59am 
I would have to have alaestor explain it. I know he just gives them a couple work types like the crafting bot will do smithing tailor and general crafting
KiameV  [author] 24 Jun, 2017 @ 11:41am 
Haven't used robots++. Do you assign them like pawns in the bill screen?
Sentient_Worm 24 Jun, 2017 @ 10:12am 
Would it be possible to add support for assigning specific bots from misc robots ++ to the jobs?
Somone on the misc robots++ asked about it.
PiggyWhiskey 17 Jun, 2017 @ 7:24pm 
Can you incorporate proper Filters for items to count?

Like https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=935982361

I don't want to count all the dead-mans clothes or the shoddy stuff that's falling apart.
Krypt 12 Jun, 2017 @ 7:52pm 
This is not exactly that I mean.
Not export to somewhere, but a "copy bill" button in bill details and "paste bill" button near "add bill" button.
VoshkaVonBadMeow 10 Jun, 2017 @ 11:18am 
@Krypt JTExport does that too, and it does it between games (you only need to set up the bills once, then it will let you import them whenever, next year if you'd like)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=939614291 and it seems to play nice with Enhanced crafting :)
Krypt 10 Jun, 2017 @ 10:53am 
Request: "copy bill"/"paste bill" buttons to create a copy of existing bill or move to another bench.
DoctorVanGogh 10 Jun, 2017 @ 6:06am 
Seems the 'did not find skill' bug is not fixed - just got

https://pastebin.com/nE9UWHn4

Occured at the electric smelter with the 'smelt metal from slag' job (I have Vegetable garden installed, which I'm pretty sure modifies the default smelter).
Clicking the 'Anybody' button to open the assignable pawns menu gives the error output.
Omnom 8 Jun, 2017 @ 11:33am 
Works great, tysm!
KiameV  [author] 6 Jun, 2017 @ 10:37pm 
I did try adding it to a game which didn't have it and most of it seemed to work. For the min/current/max selection to work i had to remove the old orders and re-create them.
Omnom 6 Jun, 2017 @ 8:28pm 
Please, please please tell me how to enable this in my current game... sliders are killing me but I can't just abandon this save! :(
KiameV  [author] 5 Jun, 2017 @ 12:14pm 
Just updated, should be fixed now
KiameV  [author] 5 Jun, 2017 @ 12:12pm 
Ack, I know what I did to cause that. Thank for the info Daniel and I'll get that fixed
Daniel_USA 5 Jun, 2017 @ 12:08pm 
triggered this error when I tell the bill to use a certain pawn:

Did not find skill of def , returning Shooting: 3 (1332xp)
Verse.Log:Error(String)
RimWorld.Pawn_SkillTracker:GetSkill(SkillDef)
AlcoholV.Extension.<>c__DisplayClass0_0:<GetSortedSatisfyWorker>b__2(Pawn)
System.Linq.SortSequenceContext`2:Initialize(Pawn[])
System.Linq.QuickSort`1:PerformSort()
System.Linq.<Sort>c__Iterator21:MoveNext()
AlcoholV.Extension.Bill_Production_Extension:CreateAssignPawnButton(Bill_Production)
AlcoholV.Extension.Bill_Production_Extension:DoConfigInterfaceExt(Bill_Production, Rect, Color)
AlcoholV.Overriding.Bill_Production:DoConfigInterface(Rect, Color)
AlcoholV.Detouring.Bill:DoInterface(Single, Single, Single, Int32)
RimWorld.BillStack:DoListing(Rect, Func`1, Vector2&, Single&)
RimWorld.ITab_Bills:FillTab()
Verse.<DoTabGUI>c__AnonStorey44F:<>m__65A()

Did not find skill of def , returning Shooting: 6 (950.6802xp)

[EH] Mordred 5 Jun, 2017 @ 10:06am 
Marvelous work! Would love a add-on to assign Misc-Robots or SAL-assemblers only or never!
Apohavnosis 5 Jun, 2017 @ 7:48am 
The minimum stock doesn't seems to work for simple meals. My cook keeps making meals forever, the vanilla way works better now.
NegativeX 5 Jun, 2017 @ 7:47am 
Thank you for this! I have been wanting these features since I started playing back in A8!
bigsengineer 5 Jun, 2017 @ 4:21am 
@maxybear123 u can already do that as it is just have to tell it to put out meal and refill hoppers as u make meals
VoshkaVonBadMeow 5 Jun, 2017 @ 12:53am 
The one thing I would like to see is the ability to set what quality and hp of the items it's counting towards the stock in the stockpiles.. mainly useful for tailoring.. Say you want 10 pants, but you want 10 Good or better pants at 100% hp

Right now your mod will count dead man's apparel (usually shit) and any quality or hp as long as it's pants, right?
KiameV  [author] 4 Jun, 2017 @ 9:32pm 
@ignis
Is that button part of the base game now? If so when I go over the GUI agian I'll make sure it's included. If it's another mod I can see about adding support

@Maxybaer123
Sounds like a new mod request, not something that I'll be looking into at this time.
KiameV  [author] 4 Jun, 2017 @ 9:31pm 
Updated to version 17.1557
maxybaer123 4 Jun, 2017 @ 5:22pm 
is there a way to add a way to make nutrient paste despensers be able to make meals to take on caravans noticed that i cant efficenly bring food on tradeing runs
ignis 4 Jun, 2017 @ 1:58pm 
Is it possible to add "for sale" button? So it would be hauled to the stockpile and then marked as not allowed.
ForgeTec 4 Jun, 2017 @ 8:28am 
any chance we can get a - use highest crafter - button? I know its possible with building and doctoring but not sure if it is with the craft tables but figured I'd toss it out there
Týr 3 Jun, 2017 @ 8:11pm 
This is a glorious mod.
someonesneaky 3 Jun, 2017 @ 10:37am 
Thank you! It's still very nice to have, and everything's working perfectly. As far as I can tell, it's just the one button that's missing.
KiameV  [author] 2 Jun, 2017 @ 7:21pm 
I took this mod over and rly just updated the code for a17. I do plan to take another pass at the ui to better integrate with a17's update :)
someonesneaky 2 Jun, 2017 @ 3:16pm 
Difference between 16 and 17 I've noticed -- in your A17 version, there's no longer a button on the main bill tab to enable jobs to drop on floor / carry to stockpile -- still have to go into the individual bill's settings to change it.

Very happy you updated, though! I've missed the functionality you added :D
Thalron 1 Jun, 2017 @ 4:39pm 
Would it be possible to add the ability to copy settings from one workbench to another of the same type? This is one of my favourite mods and that feature would help with a lot of the end game multi-crafting things.
KiameV  [author] 1 Jun, 2017 @ 5:29am 
East
I'll take a look at why that is. I'm out of town until Sunday so it won't be until then, stay tuned =)
EAST 1 Jun, 2017 @ 1:51am 
I can not see the bill 'drop down floor' icon. I often use this feature and it is a pity that it disappears.
DuckAndCower 31 May, 2017 @ 1:45pm 
Exactly the kind of QoL mod I love to see. Hopefully now I won't have to fiddle with zones to keep my doc from trying to craft smokeleaf when he should be making medicine.
kur123 30 May, 2017 @ 11:07am 
It works on the old saves, but it is necessary to build the building anew

Tnx!!!