RimWorld

RimWorld

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Colony Manager Redux
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Mod, 1.5, 1.6
File Size
Posted
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1.843 MB
15 Aug, 2024 @ 9:19pm
20 Jul @ 2:16am
28 Change Notes ( view )

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Colony Manager Redux

Description
Colony Manager Redux is ilyvion's new and improved take on Fluffy's Colony Manager. Why did I make my own custom version? This version may never have seen the light of day if Fluffy had kept updating the original (though it's understandable why it's been hard), but after a long time without updates (nearly two years at the time of this writing) it felt like the space was primed for a replacement/new contender. I've put enough effort and care into this project at this point that I consider it an entirely separate project from the original, and will not be removing it or deprecating it should the original Colony Manager make a comeback.

Features
The purpose of the mod is to let you assign certain tedious managerial tasks to your colonists instead of you having to do them manually. The main principle of the mod is that you configure the resource you want, and how many of that resource you want to maintain, and then the mod, along with a colonist with the manager work type, makes sure that these targets are met.

Out of the box, the mod has the following manager jobs:

Hunting: Set how much meat you want, and which kinds of animals you want to hunt, and watch your hunters take care of it.
Forestry: Set how much wood you want, and which kinds of trees you want to chop, and the plant cutters take care of the rest.
Forestry (clearing): Mark an area for clearing, like the immediate outside of your colony, and watch your enemies having nothing to take cover behind the next time you're raided!
Livestock: Takes care of taming, culling (butchering excess), training and corralling your animals according to your specifications.
Foraging: Set how much you want of berries/herbal medicine/mushrooms, and watch your colonists go out and collect it.
Resource gathering: Set how much steel/silver/gold/jade/stone/etc. you want, and watch your colonists haul chunks for processing and mine the resources you're after automatically.

Background
One of the biggest issues I had with the original was that its tabs and manager jobs were hard-coded, so initially I was going to leave it mostly as it was, but with the ability for third party modders to add their own manager tabs/jobs. But, as is often the case when I get really into a project, I got completely absorbed into the project, came up with a ton of new ideas, and spent a whole month implementing everything I could think of. The result is this mod.

I also intend to keep adding features (and feature requests) and fixing bugs going forward, so make sure you report any bugs you encounter and request any new features you want!

To see how much has changed since the original, you don't have to look any further than the change notes. Any change I made that had an impact on the behavior of the mod has been dilligently documented there.

It would be way too much to list it all here, but here are some highlights:
  • As mentioned in the introduction, adding a new manager job/tab by third parties is now directly supported by making them Def-based. More on this farther down.
  • Added comprehensive mod settings to let players configure many more aspects of the mod
  • Importing and exporting jobs is back
  • You can disable the recording of historical data, which is a bit of a performance drain (it is on by default)
  • Jobs log their activities so you can go back and look at what the mod's been doing (the 100 last logs are kept by default)
  • The manager work now has a much higher priority (placed between Warden and Handle) instead of being relegated to less important than Research, as managing the colony is important work.
  • Guest animals (such as those from Royalty quests) are now properly handled by the relevant parts of the livestock job (such as limiting them to the set area) without involving them fully (they don't get counted against the target population and won't be automatically slaughtered, e.g.)
  • A lot of small and not so small changes have been made to the UI; again, check the change log for all the details.
  • A lot of small and not so small bugs have been fixed.
The mod can be added to a game at any time. Removing the mod should be fine as well, at least it has been in my own testing. There will be a fairly large list of once-off errors when first loading such a save, however, due to the way Rimworld's save system works.

For modders
So, you want to add your own manager job/tab to the mod? Awesome! I've written a small set of articles on how to do this on the Wiki[github.com], and you're also free to come ask me any questions you may have on my Discord server[discord.gg] and I also hang out in the RimWorld discord.

Troubleshooting

See this troubleshooting guide.

Translations
Want your translation in this list? Release a translation mod (i.e. a mod with only a Languages folder, not a copy of this entire mod + the translation) for this mod, and notify me of its existence, and I'll add it to the list. Please license your translation mod in such a way that someone else can take over if you are no longer interested in doing the work at a later date.

The original Colony Manager had some translations to various languages, but when I updated the mod, I added, changed and removed enough translations that it doesn't feel worthwhile to include these anymore. Plus, as mentioned above, I'd prefer translations to be separate mods to reduce my own maintenance load. You can find the old translation files from the original under the OldLanguages[github.com] directory in the GitHub repo.

Attributions
Parts of this mod were created by, or derived from works created by;

  • Smashicons: top hat icon used in mod preview and mod icon graphics (BY-NC[www.flaticon.com])
  • jeonggihun: new textures for the work benches and AI manager based on the [JGH] Colony Manager retexture mod. Used with permission; license unknown.

Source code
Source code can be found on GitHub[github.com]. Report any bugs or feature suggestions/requests on the issue tracker[github.com].

Like my work?
[ko-fi.com]

Feel free to join my Discord server[discord.gg] if you want to talk to me (and other members) about my projects, or just to hang out, I guess. :)
Popular Discussions View All (2)
86
2 hours ago
PINNED: Troubleshooting/bug reporting
ilyvion
367 Comments
Zebraoracle 4 hours ago 
Does this also include crops from planting? Like limiting how much your colonists harvest.
Bruunz 17 hours ago 
Ah thanks for that! Didn't realise it was a vanilla thing... that's how dependant I am on Colony Manager :)
WhY 21 hours ago 
If you encounter an error where the manager job just keeps going without finishing, I recommend saving and reloading the save, since that fixed the issue for me.
ilyvion  [author] 22 Jul @ 8:33am 
@Bruunz: If I recall, it's because it was added to the vanilla game in 1.5. Or it might've been in 1.4 already actually.
Bruunz 22 Jul @ 5:03am 
Firstly I want to thank you for providing this mod. I'd been using fluffy's version for so long that I didn't play Anomaly because there was no update for it. Your mod has brought me back to the game.

Out of curiosity, is there a reason why you didn't include the forestry option to auto clear wind turbine areas like the original mod did?
ilyvion  [author] 21 Jul @ 8:27pm 
@Kelven: Good question. I've personally never had issues with modded storage when using my own mod, but that's not to say there aren't any. I'll look into those two for ya.
Kelven 21 Jul @ 5:51pm 
Does this mod not take into account modded storages? I have 500 meat in a fridge added by [sbz] Fridge, but my Colony Manager job to hunt meat doesn't see that, so it always thinks I need more meat.

I've also had this problem previously using other storage mods (like LWM's Deep Storage)

Is this something that is fixable, either on your end or the storage mod's end?
ERU9 21 Jul @ 12:39pm 
@ilyvion I've tested the Free Will mod and it seems to be working well alongside Colony Manager, in case anyone wants to know.
Angel Soulstar 21 Jul @ 10:01am 
Hi, I found an incompatibility issue with "Fishing Work Type" the jobs are not updating with it
evoc 20 Jul @ 3:15am 
@Ilyvion Thanks for the new features!