RimWorld
Micro Designations
216 bình luận
海因里希 23 Thg09 @ 9:46pm 
Okay, after a long investigation, I have solved this problem because the OgreStack MOD changed the stacking quantity.
avil  [tác giả] 23 Thg09 @ 10:24am 
Sorry, but it doesn't appear that you have the same issue as Cedaro. Cedaro had a problem only with stone chunks, and everything else worked fine.
海因里希 22 Thg09 @ 5:47pm 
Or can you tell me which MOD you have used to solve this problem?
海因里希 22 Thg09 @ 5:35pm 
Sorry, I don't understand English. Here is the mechanical translation:
I have encountered the same problem as Cedaro, where I am unable to cut stones and slaughter corpses, melt clothes, and use weapons normally. However, I am unable to solve this problem like he did. What should I do?
Auraknight 5 Thg09 @ 1:24am 
Adding in that I also experience this, usually with butchering corpses
「 Friheill 」 20 Thg08 @ 8:25am 
@QraTz I also have this issue and I also play with Medieval Overhaul
Turambar 17 Thg07 @ 8:20am 
I think I found the culprit, it should be vanilla Quests Expanded: Cryptoforge (see the logs: https://pastebin.com/3CVNNnmR)
I'll send them an issue
avil  [tác giả] 17 Thg07 @ 7:56am 
Nope. My list is like 40-50 mods.
Turambar 17 Thg07 @ 7:56am 
I have a pretty big modlist. Any idea which kind of mod could cause such issue?
avil  [tác giả] 17 Thg07 @ 7:53am 
Can't confirm. Works fine in my game.
Turambar 17 Thg07 @ 7:52am 
Smelting through designation does not return steel, while smelting the same items through a bill does return steel.
QraTz 24 Thg05 @ 10:49am 
I cant get my pawns to do any smelting/destroying with the Medieval Overhaul workshops. Pawns take the item to the workshop, make the "Standing" job for few seconds, drop the item, pick it, "standing", etc.
Im on a heavily modded run so, does anyone else have a similar problem to confirm? Its specifically with Medieval Overhaul?
Cedaro 11 Thg03 @ 11:49pm 
Thanks a Ton!
avil  [tác giả] 11 Thg03 @ 8:41pm 
Added an example in patches, how to ingore a specific recipe.
avil  [tác giả] 9 Thg03 @ 7:29pm 
Yeah, sounds simple enough. I'll find some time to do that sometime soon.
Cedaro 9 Thg03 @ 7:27pm 
Yes! It works after changing the thingclass. The slag steel have the same problem.
Also, would you willing to add some feature to disable specific recipe from creating micro designation? Like a mod extension would be quite useful.
avil  [tác giả] 9 Thg03 @ 12:58pm 
Ah, wait, nevermind, I've remembered what's up. Stone chunks have a simple class "Thing" while minimum requirement for the mod to work at all it has to be a ThingWithComps. Another mod changes it so it works "when combined". I never added anything to make it a base line in this mod. Probably I should.
avil  [tác giả] 9 Thg03 @ 12:40pm 
Try removing all restrictions in mod settings. Normally gizmo won't show up if you don't have a station or tech.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3441630512
Cedaro 9 Thg03 @ 8:02am 
Strange, I've tested with only Harmony, Core and this mod, but still can't designate cutting stone.
avil  [tác giả] 9 Thg03 @ 7:14am 
It should. But only if you don't use stuff like stacking stone chunks. It's designed to work only on singe item things.
Cedaro 8 Thg03 @ 9:13pm 
Can this mod designate cutting stone job? I saw relevant code in mod, but it seems not appear in game.
Cedaro 28 Thg02 @ 10:57pm 
Epic mod
avil  [tác giả] 15 Thg07, 2024 @ 5:59pm 
Amen.
Prophet 15 Thg07, 2024 @ 4:15pm 
I LOVE MICROMANAGING :HappyMask:
Potato0 29 Thg05, 2024 @ 3:27pm 
just wats needed thx
avil  [tác giả] 26 Thg04, 2024 @ 2:29pm 
yis
Decoherent 26 Thg04, 2024 @ 2:16pm 
Is this safe to add/remove during a campaign?
AlexIlTabaccaio 10 Thg04, 2024 @ 2:03pm 
Probably my QoL favourite mod. I really hope to see it again in 1.5.
avil  [tác giả] 2 Thg03, 2024 @ 3:15pm 
Look. I wasn't being funny or something when I said you should remove the mod. Jobs ARE the whole reason why pawns react to designations at all. No jobs = pawns don't do the jobs, no reason to have a mod.
Spürgelwürg 2 Thg03, 2024 @ 5:48am 
@-=GoW=-Dennis there is a fork on GitHub. Can't guarantee it works completely as intended, though.
avil  [tác giả] 2 Thg03, 2024 @ 4:10am 
Yes. Remove this mod.
Taowa 2 Thg03, 2024 @ 2:28am 
Ok, but it seems that these large amounts of invisible work will have an impact on performance, can they be disabled?
avil  [tác giả] 2 Thg03, 2024 @ 2:18am 
Must be something added by another mod. This mod adds micro-jobs that shouldn't be visible. Some other mod forces them to be visible it seems.
Taowa 2 Thg03, 2024 @ 2:14am 
After adding this the work tab appears to have a lot of duplicate work, can this be avoided?
-=GoW=-Dennis 27 Thg02, 2024 @ 7:02pm 
@Spürgelwürg Is that adjustment available somewhere, would be interested in it?
Spürgelwürg 4 Thg02, 2024 @ 7:20am 
Actually managed now to add Ancients support, but did some bigger changes. Added Publicizer for instance.
avil  [tác giả] 14 Thg01, 2024 @ 3:05am 
If it doesn't exist in KeyBindings.xml, you need to patch in your own first.
avil  [tác giả] 14 Thg01, 2024 @ 3:04am 
Rimworld has predefined set of buttons written in KeyBindings.xml. You need to use defnames from here.
Davinci 12 Thg01, 2024 @ 9:08pm 
is it possible for me to add hotkeys for the mend and recycle designators? I'm looking in the xml but I'm not sure what I would need to do.
We were kings 25 Thg09, 2023 @ 3:53pm 
Fantastic mod. Can't believe I've never seen this before. Rimworld's complete lack of item micromanagement is seriously frustrating when you start accumulating junk.
pgames-food 19 Thg09, 2023 @ 5:16pm 
hi i think it does, i tried a bunch of mods with it back in v1.2 or earlier and i think it worked ok. (there was just some kind of conflict in general if you had several item recycle mods but i think that was even without this mod it could happen. if in doubt, just make a full backup of your ludeon folder with saves/configs etc when rimworld is closed, and then try adding this to your game. - it helped me a lot with the older genetic rim mod too, by showing if a particular dead animal had a genetic use or not :)
G2dP 19 Thg09, 2023 @ 2:29am 
Does this work with the mod MendandRecycle?
Spürgelwürg 26 Thg06, 2023 @ 10:02am 
Sadly not. After looking through the code a bit, WorkGiver_MicroRecipe would need some major patching for that to work and would also need to support multi ingredient bills.
I just excluded every recipe with a mod extension from being generated as designator.
avil  [tác giả] 26 Thg06, 2023 @ 6:20am 
There is a way to patch it with xml, with example in the mod folder. But ofc it requires knowledge about the mod that creates its own stuff.
Spürgelwürg 26 Thg06, 2023 @ 6:00am 
Is it possible to get this to work with VFE Ancients? It generates gizmos for the mending job, but it cannot be probably executed, because the recipe uses a mod extension. It uses no material for mending and if you accidentally mend gear with 100% health, it creates error spam.
AKEKHQ 26 Thg01, 2023 @ 11:05am 
Would it be possible to add compatibility to repairing from Repairable Gear?
Grock3663 12 Thg01, 2023 @ 6:15pm 
icons for designations aren't appearing
Grock3663 12 Thg01, 2023 @ 6:14pm 
update?
Proxyer 27 Thg11, 2022 @ 2:10am 
:cupup:
avil  [tác giả] 27 Thg11, 2022 @ 2:06am 
Ah, I see. No problem.