RimWorld

RimWorld

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Better Workbench Management
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
540.151 KB
30 May, 2017 @ 2:45am
30 Jul @ 1:19am
59 Change Notes ( view )

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Better Workbench Management

Description
NOTE: Most of what this mod did has now been integrated into vanilla. This version just adds in the features that have not been included in vanilla. The mod description below and the screenshots will be updated soon to reflect the new, cut down mod.

This mod adds some some QoL features to the workbench and bills overview screens:

* When the "Count Equipped" option is selected in bill details, adds an option to also count equipped items even when colonists are away from their home map (e.g. caravaning or raiding).

* A "Copy All" button has been added to the bills overview to copy all the bills in a workbench. The paste button will then paste all copied bills.

* When pasting bills you can "Paste Link", which links the bills back to their originals. Any changes made to a linked bill will be mirrored to all bills in the chain. Links can be made across workbenches and can be broken manually later.

* When a workbench is selected, its Bills tab will automatically open. This can be disabled in the Mod Settings menu.

* Bills using "Do until X" now have a button to add arbitrary extra products to be counted. For example, you can create a bill to produce X Simple Meals and set that bill to also count Fine and Lavish Meals in the final count.

* Bills set to resume production when stock falls to a certain level now show that level in brackets on the workbench overview.

* Button added next to each bill allowing the toggling of bill store mode between "Drop on Floor" and "Take to Best Stockpile" from the bills overview page.

* You can drag to reorder bills in a workbench's overview instead of having to use the up/down buttons. Dragging works from anywhere in a bill's background or use the drag box that has replaced the buttons.

* Navigation arrows added to bill details window to navigate between bills in that workbench.

* Ability to rename bills. (From RimWorld version 1.6, rename button is native feature in RimWorld)

* When a single bill is copied, a "Paste Into" button appears on every other bill, in the bill details and workbench overview screen. This button will paste all compatible settings from the source bill into the target bill, except for the output product itself. For e.g., you can create a number of tailoring jobs for different items of clothing, adjust the production counts and material filters for one and paste these into all the others. Any job's settings can be pasted into another, but not all settings are compatible between all recipes; incompatible settings will not be copied.

* The Mod Options section for this mod lets you change the default store mode of new bill's to "Drop on floor" instead of "Take to best stockpile".

* Fixes inconsistency in vanilla where items without quality or hitpoints, like meals and medicine, are not counted if they are not in a stockpile.

* You can set a bill restriction that applies to the entire workbench, so all bills on that workbench share the same restriction. New bills and copied bills will automatically inherit this restriction.

-- Notes:
* When a bill is copied only a reference to the copied bill is made at the time. No data copy is done until you paste, so if you change the original bill before pasting, the pasted bill will have the modified data. If you delete a copied bill, it will be removed from the "clipboard" too.

* Can be added to existing save.

* You can use the mod "Everybody Gets One" if you want to set target counts based on colonist counts, or set minimum stockpile counts for ingredients: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1687566130

* Use this mod if you want the butchers table to count different meat types: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2178417679

* Workbench bill limits can be removed with this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1588831229

Translation credits (GitHub usernames):
Russian by @skyarkhangel
Simplified Chinese by @mm615657
Japanese by @Proxyer
Spanish by @53N4
Korean by @LazyRichard

Source: https://github.com/Falconne/ImprovedWorkbenches/

Standalone download: https://github.com/Falconne/ImprovedWorkbenches/releases

Ludeon: https://ludeon.com/forums/index.php?topic=33083.0

You can view planned features / roadmap and known bugs here: https://github.com/Falconne/ImprovedWorkbenches/issues
Popular Discussions View All (9)
139
51 minutes ago
Bug Reports
falconne
6
18 Mar, 2023 @ 4:42am
Suggestion: Default ingredient radius.
Draconicrose
1
7 Aug, 2024 @ 1:13pm
something broke this mod
Fralee
1,134 Comments
Malgin 1 Aug @ 6:33pm 
@Hedgehog @Tanker I also had this bug before the fix was released. I tested it yesterday and it seems the bug is still there - I have a multi-meal set up (Fine meals + simple meals), both count the same additional items: all meals except package survival meals. And these bills show different number of prepared meals, which affects when the 'stop until' rule kicks in.
Reaper415 1 Aug @ 3:31pm 
Got version 1.6.1.1 from github and its working fine like before now. It seems with this latest update "Added compatibility for PUAH #114" is now causing "look everywhere" to look in pawn's inventories as well.
Xeo 1 Aug @ 9:11am 
spoke too soon, when i unpause the game, the FPS drops again with the bills open...
Xeo 1 Aug @ 9:09am 
The option for "Count resources carried by non-humans" was the issue for my HEAVY FPS drop when opening the Fabrication bench with almost 1 of each Advanced Bionic x being set to "do until x" (it was trying to count all the animals and mechs etc i guess?).

I would go from 140 fps to 60 ish just by opening the bench and it showing the list of bills, including with the game paused. Disabling this option, but leaving all the others enabled, fixed the FPS issue.
Tanker 1 Aug @ 8:36am 
after testing down to just 1 and 2 mods at a time. Most items are counted but some items like ammo from Combat Extended and Makeshift weapons from that mod are counted even when in inventory.

Some meals are effected like soups and ect and some are not. this seems to only have hapened after the last update. It was flawless before.

Any item that is held by the pawn inventory, not equiped clothing, this includes weapon. So meals, meds, ammo (if using an ammo mod/ LTS, CE, ect.) Meat/Veg/kibble for animal handlers, ect
Reaper415 1 Aug @ 5:40am 
+1 for the items in inventory being counted. Currently working around it by changing "look everywhere" to "look in stockpile x".
Thranos 31 Jul @ 8:17pm 
I'm also getting the weird itemcount bug after this latest update. Weapons, meals, clothing, the works.
Tanker 31 Jul @ 7:43pm 
@hedgenhog No. I"m using a Combat Extended list, very small. I'm about to dig into my mods. I have a feeling its not this mod that causing the issue.
Hedgehog 31 Jul @ 3:08pm 
same happens with meals: they to are counted inside the inventory of the pawns
Hedgehog 31 Jul @ 10:08am 
@Tanker
are you using simple sidearms? because that bug got reported there also.
(i have the same issue as of today)