RimWorld

RimWorld

Work Manager
570 Comments
CordialVillain 28 Aug @ 7:10am 
So I decided to give it a go without any but the mandatory ones to make Work Manager work, and the error persists. Would you the newer logs without any other mods be better, or is the previous one workable?
Doctor_Ido 27 Aug @ 5:46am 
The middle mouse button doesnt work. But intresstingly only for one pawn.

https://gist.github.com/HugsLibRecordKeeper/1cb9c4ca722745fa2d2651eb0bd454ea
CordialVillain 27 Aug @ 5:36am 
I'm getting an error that stops work orders from updating when I disable any job type from being automated, like say, doctoring. I can prevent a pawn from being automated though. Manually updating the work orders also generates said error.
I've gone through my modlist, and while I'd not know what to look for, don't think I saw any conflicts with Work Manager.
Maybe you could help me out?
https://gist.github.com/HugsLibRecordKeeper/ce1cb080a0952ac2839f08041d456f5e
tachi 26 Aug @ 7:26am 
I’m unsure of the exact issue as I forgot to grab a log link and really don’t feel like going through everything again. But I think there’s some kind of incompatibility between either achtung, and or search and destroy. I removed those plus your mod and now I have zero errors on my save.
JimmSlimm 26 Aug @ 6:49am 
Hey, the new Work Types tab is awesome and works beautifully with work types that other mods add. But can we have an additional option in there, something like "Never assign this work type as additional work for idle pawns". While middle-mouse-clicking on a work type for a specified pawn works, it would be nice to to be able to do this automatically for stuff like cooking :P
Michieru  [author] 25 Aug @ 4:26am 
No, just once after the update.
Nidus XVII 25 Aug @ 4:25am 
This new update... Does it reset the settings every new game?
Michieru  [author] 25 Aug @ 1:22am 
@tachi
It is compatible. I've tested it with all of the DLCs and got no errors, Dark Study is assigned properly. You either have mod incompatibility or something else went wrong. Can't tell anything without a log.
Michieru  [author] 25 Aug @ 1:16am 
@Riddix, KryptekDesign
Errors 'Exception parsing node' occur due to mod settings schema change. It should go away as soon as the game saves settings using the new version of the mod. They do not affect the functioning of the mod, because it will just use default settings instead of the ones it could not properly parse.
tachi 24 Aug @ 5:54pm 
This mod seems to be missing compatibility for anomaly. It tries to assign the job "Dark Study" but gives an error stating System.Collections.Generic.KeyNotFoundException: The given key 'DarkStudy' was not present in the dictionary.
Riddix 24 Aug @ 5:26am 
https://gist.github.com/andrei9669/bac442f0daca14d3df6f4a6559236cca

searching for "Exception parsing node" should get you to correct place
Michieru  [author] 24 Aug @ 3:33am 
Please provide a full log with bug reports.
Doctor_Ido 23 Aug @ 3:26pm 
It doesnt work at all with the latest update:

Error while instantiating a mod of type LordKuper.WorkManager.WorkManagerMod: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.MissingFieldException: Field not found: LordKuper.Common.Filters.PawnHealthState LordKuper.Common.Filters.PawnFilter.AllowedPawnHealthStates Due to: Could not find field in class
KryptekDesign 23 Aug @ 2:01pm 
I'm getting multiple exceptions with the latest update of Work Manager and Common. Such as:

Exception parsing node <AllowedPawnHealthStates><li>Healthy</li><li>Resting</li></AllowedPawnHealthStates> into a LordKuper.Common.Filters.PawnHealthState:
System.ArgumentException: Exception parsing LordKuper.Common.Filters.PawnHealthState from "HealthyResting" ---> System.ArgumentException: 'HealthyResting' is not a valid value for LordKuper.Common.Filters.PawnHealthState. Valid values are:
• None
• Healthy
• Resting
• NeedsTending
• Downed
• Mental
• Dead
Michieru  [author] 23 Aug @ 1:53pm 
@Doctor_Ido
By default pawns that are injured or need bed rest will only be assigned the firefighting, patient and bed rest work types. That's probably what you see.
There was a problem with job assignment after recovery, but it has been fixed. Make sure you use the latest version of the mod.
Doctor_Ido 23 Aug @ 1:49pm 
what is causing that a Pawn gets no Prio in anything? and i gets only fixed when i reaload the save and it happends so often
Michieru  [author] 23 Aug @ 1:19pm 
Mod updated.
Added SimplifiedChinese translation. Thank you, Magian!
Fixed updating work type priorities after pawn state changes (downed, mental, etc.).
Fixed saving of primary weapon type filters.
Added the ability to force assign work priorities when automatic updates are disabled.
Added logic for handling outdated mod settings.
Unfortunately, the mod settings had to be reset to defaults. Sorry for the inconveniences caused by this. I will try to make sure it's the last time a full reset occurs.
Fras¡er-chan :3 Kawaii <3 23 Aug @ 7:08am 
@Michieru
Thanks for the quick and hard work and dedication
Magian 23 Aug @ 2:28am 
Among automatic-assignment mods, this is the one I personally find the most useful!
When automatic assignment is turned off, the "Update Now" button becomes disabled. Sometimes I don't want assignments to be automatic — I only want them at the start of a game or when the personnel/roster changes.Also, I submitted the Chinese language on GitHub.
Michieru  [author] 22 Aug @ 4:11pm 
@Border Ban
I've noticed some strange behaviour with recently wounded or incapable pawns. Though it doesn't need a game reload and mod starts to manage them correctly in about one in-game day, it's probab;y what you encountered. Will try to figure out what's happening ASAP.
Forbidden 22 Aug @ 2:20pm 
That was it, thanks!
Michieru  [author] 22 Aug @ 2:06pm 
@Forbidden
You have an outdated version of the dependency mod 'LordKuper.Common'. Resubscribe to it and that should fix the problem.
Michieru  [author] 22 Aug @ 1:57pm 
@Forbidden
Strange, I'm using the mod myself with no visible issues and no one else reported this. Do you have a full log?
Forbidden 22 Aug @ 1:55pm 
First thing I tried. Do not have loading progress mod installed. Also noticed this error

ReflectionTypeLoadException getting types in assembly LordKuper.WorkManager: System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
Michieru  [author] 22 Aug @ 1:47pm 
@Forbidden
Try resubscribing to the mod. Maybe it's just a steam workshop issue.
Also check if you have 'Loading progress' mod installed. It has been updated today and now causes issues with game loading. I've disabled it for the time being.
Forbidden 22 Aug @ 1:43pm 
Since update, getting errors:
Could not find a type named LordKuper.WorkManager.PawnColumnWorkers.AutoWorkPriorities
Could not find a type named LordKuper.WorkManager.PawnColumnWorkers.AutoWorkSchedule

Mod does not appear in settings anymore nor seem to work
Border Ban 22 Aug @ 1:36pm 
hmm i tried recording that but that bug is now gone...
Border Ban 22 Aug @ 1:30pm 
*second tab
Border Ban 22 Aug @ 1:30pm 
@Michieru
When I create or update work type on second type it seems like mod doesn't care what i did, and also seems like manager completly disables and stops updating, but i set it to 48 times a day. I notice it when my unfit for work colonists start to idle, and their jobs don't update until reload. I can send you clip with this bug.
Alto porem baixo 22 Aug @ 1:13pm 
@Michieru Just tried it but couldn't do it, no icon appeared. I will have to desactivate the mod, but thanks anyway :)
Michieru  [author] 22 Aug @ 1:13pm 
@Kruecke
The 'Ensure workers assigned' setting was not saving correctly. Fixed it.
Thanks for the report!
Kruecke 22 Aug @ 12:58pm 
@Michieru: Amazing work on the mod. Finally more than 1 dedicated doctor. :)
But there seems to be a bug with the settings. Whenever I restart the game, the (doctor) assignments look like this: https://postimg.cc/MXHBNZ3S I noticed this because I had no doctors with prio 1 assigned. To fix it, I selected the setting and hit reset. But whenever I restart Rimworld, the settings are changed back to these strange, apparently non-default settings. (I made no customizations so far, just playing with default settings.)
Michieru  [author] 22 Aug @ 9:46am 
@Border Ban
Config should update in-game. Please tell what settings don't get updated and I will look into it.
Michieru  [author] 22 Aug @ 9:45am 
@Alto porem baixo
Automatically, no. But you can set the smithing priority manually for pawns with mechlinks and fix them by middle-clicking on the work priority box in the work tab (small brain icon will appear in the box), so that assignment won't get overwritten by the mod.
Border Ban 22 Aug @ 7:17am 
It seems like config does not update in-game. Please make it so I didn't have to reload my save.
Alto porem baixo 22 Aug @ 7:12am 
Hi! First of all, thanks for the great mod! It is awesome :)
Second, is it possible to make people with mechlinks always do smithing? Since installing this mod it is kinda random when i can or not repair/make new mechs....
Thanks either way o/
Michieru  [author] 22 Aug @ 4:09am 
Added support to 1.6 fork of MoreThanCapable (it has different package ID).
Kuznetsovalexey 22 Aug @ 3:45am 
dont deploty at friday)
Michieru  [author] 22 Aug @ 1:12am 
@Gatoviejo =^,^=
Should be fixed now.
Gatoviejo =^,^= 21 Aug @ 3:01pm 
Hello, today I started getting these errors:
[Ref AD34D2AD]
[0x00010] in <e3b07672ffbd43c1838e1ebbe94cbdf5>:0
[0x00000] in <e3b07672ffbd43c1838e1ebbe94cbdf5>:0
at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <e3b07672ffbd43c1838e1ebbe94cbdf5>:0
at LordKuper.WorkManager.WorkPriorityUpdater.AssignDedicatedWorkers () [0x0002e] in <939ed45c80b149f5a373f421877f6661>:0
at LordKuper.WorkManager.WorkPriorityUpdater.UpdateWorkPriorities () [0x00012] in <939ed45c80b149f5a373f421877f6661>:0
at LordKuper.WorkManager.WorkPriorityUpdater.MapComponentTick () [0x000c4] in <939ed45c80b149f5a373f421877f6661>:0
at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00016] in <5ad0188af7874f079052550c95a7a031>:0
- TRANSPILER net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)
Michieru  [author] 21 Aug @ 2:25pm 
Should be fixed now.
Michieru  [author] 21 Aug @ 1:39pm 
@Fras¡er-chan :3 Kawaii <3
Seems like a bug, will look into it.
Fras¡er-chan :3 Kawaii <3 21 Aug @ 1:28pm 
I dunno if I do something wrong but if I disable everything and then disable Dedicated workers for highest skill priorities and then only activate prioritise work by passion level it sets all pawns to 1 on everything so what I wanted is that people with the highest skill are 1 and then 2 for major passion and 3 for minor and 4 for everything else. I'm not able to do that.
Michieru  [author] 21 Aug @ 7:28am 
It's harmless one-time error, just ignore.
ERAGOT 21 Aug @ 7:10am 
@Kruecke Same for me
Kruecke 21 Aug @ 6:01am 
I'm now getting this error message. Anything I need to change?
https://pastebin.com/5r45CFUw
https://postimg.cc/R3sS59vf
Michieru  [author] 21 Aug @ 4:38am 
Updated the mod.
Added VSE support and new work assignment rule system.
Be advised that your settings might need some tweaking due to the structure change.
Heven't modified schedule management part yet.
Michieru  [author] 16 Aug @ 9:59am 
@JE SUIS UN BEAR!
I will look into adding compatibility with PriorityMaster.