RimWorld

RimWorld

Better Pawn Control
Suggestion
First off its an awesome mod. It's so badly needed that i searched for a mod to do this, rather than discovering a mod then deciding thats a good idea. So a huge thankyou to you.

There is one thing thats still frustrating, and thats the work priorities. I know you can copy and paste but thats still tedious if you have several presets because you still have to redo the focus for that preset. So my suggestion is this:
Is it possible that in addition to the 1-4 and blank values, that there be an additional value for "same as default" or "unchanged" (perhaps represented by a star or something.) And that star setting reads the corresponding value for that column from the default preset. So for example, my "furniture" preset would have all stars across the chart except in the construction column, which would have a 1 for best builder and blanks for the rest of that column. Then any tweaks i make to the default will automatically affect every preset except columns that i have specifically told it to be different.
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Showing 1-15 of 36 comments
VouLT  [developer] 4 Feb, 2021 @ 2:48pm 
Ravenmaster [GB] Your suggestion make sense and that's also something that I felt. My solution was the copy/paste feature. So,

You have your several presets on the work tab, including a "Focus" one. That focus is the one that is pasted from your default preset and changed for a particular focus, like only Build.

I used this all the time after a raid to focus my builders with repairs only. It would work like this:

I had my Default policy. Then a raid. Then the raid is over and a lot of repairs are needed (and quickly). I go to my default policy, copy the work settings (using the copy/paste feature), go to the Focus policy and Paste. Then set the builders priorities to only Repair while the other pawns would remain with the pasted settings. Once the repairs are done, I would go back to the Default policy.

I would repeat this not always but frequently. I also used this Focus policy and process for speedy harvests in case cold snap, or major building projects. It worked..
Danyool 12 Feb, 2021 @ 1:16pm 
Suggestion
I would love a feature that lets you toggle on/off an automatic policy switch on threat appear, as opposed to having to manually toggle it yourself each time. For example, raiders, mad animal or mechanoid raid alert appears - this will automatically switch your policies to alert mode, once the hostiles have been detected as dead/off map/etc the policy will revert to whatever it was before the alert mode began.

This would be great for advanced colonies that want to be fully automated/afk-able, you would be able to basically leave your colony running, with no pause on notification, and they would automatically adjust their areas every time a threat occurred. And again a toggle mode for those who dont want their policies auto switching on threat appear.

It would work great for a few of my games where i can basically leave it running aside from this hangup, if i had a way for them to just have automatic areas depending on the threat status of the environment, it would be truly afk-able/self sustainable which is kind of something I've always wanted out of this game, to just let my colony run. i hope you enjoy the suggestion and maybe move to implement if possible, thanks for reading.
Last edited by Danyool; 12 Feb, 2021 @ 1:20pm
VouLT  [developer] 4 Mar, 2021 @ 6:02am 
Hi Danyool, This seems like an advance feature that could be more complex than it sounds because it would most likely grow to a system to identify different threats and apply a set of policies for each threat. There's a fine balance between what should be manual and what should be automated. Is this regard, my opinion is that the emergency toggle should be manual. Your use case, for very large colonies, is a very particular one that although makes sense, it would be very high effort with limited value.
NylonWorms 19 Mar, 2021 @ 4:39pm 
Could you make this work with Robots from misc+
Darrien 26 May, 2021 @ 4:08pm 
Since your mod conflicts with animal controls, anyway to add to set default animal food after taming?
Scorpio 8 Jun, 2021 @ 2:20am 
Weapon control suggestion
can we get weapon control the same way we have with outfits? specially if we have tools mods that would allow us to switch to weapons in emergency cases instead of manually doing it
VouLT  [developer] 13 Jul, 2021 @ 6:06am 
Yes and it is already done via Combat Extended. Both mods are integrated.
Scorpio 13 Jul, 2021 @ 7:38am 
Well i don't use it, find combat extended bloated and complicated specially in the ammo department
Paladin Val 25 Jul, 2021 @ 4:23pm 
Originally posted by VouLT:
Ravenmaster [GB] Your suggestion make sense and that's also something that I felt. My solution was the copy/paste feature. So,

You have your several presets on the work tab, including a "Focus" one. That focus is the one that is pasted from your default preset and changed for a particular focus, like only Build.

I used this all the time after a raid to focus my builders with repairs only. It would work like this:

I had my Default policy. Then a raid. Then the raid is over and a lot of repairs are needed (and quickly). I go to my default policy, copy the work settings (using the copy/paste feature), go to the Focus policy and Paste. Then set the builders priorities to only Repair while the other pawns would remain with the pasted settings. Once the repairs are done, I would go back to the Default policy.

I would repeat this not always but frequently. I also used this Focus policy and process for speedy harvests in case cold snap, or major building projects. It worked..

Management is really hard when you can't drag the mouse selection to mass select policies or copy/pastes. Scheduling is also in the same boat. It take a long time, prisoner policies also take a hot min of micro management. You have it setup to allow switching between policies but you have to manually set it for EACH pawn. Any fix or solution? I run colonies with hundreds of pawns (That get slaughtered frequently, auto assigners would make my life a lot easier)
Paladin Val 25 Jul, 2021 @ 4:25pm 
Also having threshholds on pawns assigned to specific work also doesn't help. I want to keep every Dr. over 10 not just a set number and have the other 30 idle
VouLT  [developer] 25 Jul, 2021 @ 4:42pm 
I'm afraid I don't see any solution. Your use case is very special.
Last edited by VouLT; 26 Jul, 2021 @ 5:21pm
Till Aspera 3 Aug, 2021 @ 12:52pm 
Feature request: More triggers to change policies
This mod looks great, can't wait to try it out later. It is the closest thing to something I have been wishing looking to find since forever:

Automated changes in policies based on time of day.
Things that would be possible with that just by changing the allowed zones by time:
* Hunters shooting down multiple animals before they start hauling
* medicals and cooks cleaning before they start their work
* everyone clean their workplace before leaving it
* waiting for stockpiles outside of base to grow a little before they get hauled to base
* Make sure people eat together

Hope you feel the same way, or that this is interesting enough you might like to add it =)
VouLT  [developer] 3 Aug, 2021 @ 3:08pm 
Hi Tillmann, These request are out of scope of this mod since it changes pawn behaviour. BPC doesn't do that directly. Only via zones, outfits, foods, etc.
Till Aspera 3 Aug, 2021 @ 3:15pm 
I think it only needs to use the trigger that you allready have for "alarm" and make the time of day a new trigger.

The pawn behabviours that I mentioned as example can then all be archieved with clever zoning, because pawns dont do task that are not possible in their zone.

E.g. if a pawn is only in the kitchen, he wont be hauling steel on the other side of the map, which frees him up do clean while he is waiting for ingridients.
Last edited by Till Aspera; 3 Aug, 2021 @ 3:17pm
Twilight 8 Aug, 2021 @ 10:49pm 
Suggestion: mod integration to misc robots tab
Hi Voult,

as you have added compatibility to worktab (limited) and others, would it be complicated to add the policies also to the misc robots?

My use case is:
When i hit the alarm button, most non combatants go to a safe zone. So for the robots it would be cool if they get a zone by BPC too, or even better, get the command to go to their charging base station.

For now, i hit the "Recall all to base station" button after i hit BPC's alarm.

Cheers
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