RimWorld

RimWorld

WVC - Work Modes
362 Comments
躲进温柔的梦 18 Oct @ 4:48am 
Exception loading def from file ThinkTree_Mech.xml: System.ArgumentException: Could not find type named WVC_WorkModes.ThinkNode_ConditionalWorkModesWithResearchRequirement
billywitchdoctor.com 6 Oct @ 4:27pm 
The "Work & Recharge" mode is exactly what I was looking for. I can't imagine I'll ever play another round of Rimworld without this mod in the future.
kar5ten 3 Oct @ 7:57am 
for DMS incompatibility going back to 1.1.6 seems to fix it
Tzeentch Bot 3 Oct @ 2:44am 
A great magnificient update successfully make my game unable to initialize using the very same modlist on WHICH an in-ganme-decade-old tiny colony is built. And it HAPPENS TO BE an UNREMOVABLE one. How intriguing! Applause!
deltaplays010 2 Oct @ 1:40pm 
wanted to report an incompatibility with Dead Man's Switch: when this mod is used alongside it, all mechadroids (mechs added by that mod) won't move or interact with the world at all
Waaaaagh 24 Sep @ 2:33am 
WVC Work Modes 模组中的机械族自关机功能试图寻找附近的关机位置

调用 GenRadial.NumCellsInRadius() 时传入了过大的半径值(281.84)

Combat Extended 模组检测到这个异常并抛出错误

The self shutdown function of the mechanical family in the WVC Work Modes module attempts to find a nearby shutdown location
Too large radius value (281.84) passed in when calling GenRadial. NumCellsInRadius ()
The Combat Extended module detects this exception and throws an error
このヘンタイ! 18 Sep @ 1:48am 
for some mech who work with pawns (like Paramedic) will not do they job with "Work and Recharge"
but on normal work mode they still do they job
The God 10 Sep @ 7:58am 
I noticed an issue, not necessarily a bug or a suggestion but when you have a medibot set to work only when needed and to lay down when not necessary, then it doesn't get checked when you want to do an operation. So even if you have a medibot, your colonists won't lie down until you force the medibot to stay active
Farbott 6 Sep @ 11:53pm 
nah nvm im just a moron and forgot to change off default work :steamfacepalm:
Math67 30 Aug @ 11:11am 
@Mumrit @Tax Bandite I had the same issue. but just killing the mech and reviving it (via dev mode) worked too.
Tax Bandit 30 Aug @ 9:32am 
@Mumit Also had issue where lifters would not lift anything after most recent rimworld update. Kill mech and making a new one through dev mode fixed issue. I don't have any error logs for proof sorry
Hyndis 29 Aug @ 11:39pm 
Love the mod, but it does appear the new update may have broken it. Mechs will still do jobs but they won't fight anymore. Even if put to the combat modes, mechs with guns will move near an enemy and just stand there, not shooting. Before the update, the same combat mode use to have the mechs move to enemies and go pewpewpewpew all over the place, correctly.
WJSabey 29 Aug @ 5:42pm 
It would be great if the "charge" modes would have mechs with no jobs charging at chargers if one is free rather than just going into idle self-charging mode. It's better than wandering, but it could be better still.
Mumrit 29 Aug @ 4:59pm 
On the below - New saves should be fine, if you run into this and don't want to restart just disassemble the mech and rebirth it
Mumrit 29 Aug @ 4:45pm 
I think the update may have broken the mod. Lifters and other mechs not lifting. I wonder if it's because of Fishing being added to the work tab. Love the mod and appreciate the work you do <3
sindri42 24 Aug @ 10:02pm 
The 'mech hangar' room type seems to override everything else, so putting a single subcore encoder in your laboratory or workshop imposes a penalty to the speed of all other work in the room. I absolutely love the new work types though, thank you!
Sukmyfukncaulk 18 Aug @ 4:01am 
Can we get the mechanic shut-down zones to persist through gravship launches? Such a useful mod :steamthumbsup:
CalGamings 16 Aug @ 4:44pm 
This works really well with Deadman's Switch, it's always annoying having a bunch of combat-types roaming around or escorting then something hostile like maddened manhunters suddenly appear, get in-between defenses and the target and get killed because of dumbery.
Sergkart  [author] 13 Aug @ 10:15am 
@电脑玩家柊镜
In any case. TPS drop as any other bug, please report in bug report, with screenshots of Dubs Performance Analyzer and log
13 Aug @ 10:00am 
Sorry about that. I was miss-led by some players who keeps talking bout nonsense, as they said this mod caused drops of TPS or smth. I downloaded it and tried, it definitely causes no lag at all.
Sergkart  [author] 13 Aug @ 9:48am 
@evilgiraffe666
This is not calculated in any way, the safe zone/spot is assigned by the player.

@NeinDao
1) What are you talking about?

2) Any mech is supported.

@电脑玩家柊镜
What? This is a mod with a focus on reducing vanilla impact on performance first, and only then the convenience of group management.
13 Aug @ 8:58am 
its said to be very performance-expensive as the TPS drops dramatically?
Sithgrim 10 Aug @ 4:32pm 
This is exactly what I need so I don't have to micromanage my mech army. Thank you!
NeinDao 8 Aug @ 10:44am 
evilgiraffe666 7 Aug @ 3:17am 
What's the safe spot? Is it the shutdown zone, else how is it calculated?
ELMOWALWE 6 Aug @ 1:18pm 
I followed the instructions below and Hive mind is still not an option. Is this for 1.6 as I am running version 1.5 as I like combat extended.
djjft2708 6 Aug @ 12:52pm 
got it thx :steamthumbsup:
NeinDao 5 Aug @ 6:28am 
should it not be (escort on draft, work, charge) ? since draft is a player triggered event. it should have highest pro. if not drafted, then work. if low energy charge
Sergkart  [author] 5 Aug @ 3:37am 
@漆黑之梦
I'll think about it.

@djjft2708
1) Enable in settings
2) Assign mechs
3) Profit
djjft2708 5 Aug @ 1:58am 
how do i use Hive mind research?
漆黑之梦 4 Aug @ 12:12am 
Can a new type be added?
Work, Escort On Draft,Charging
I think all my mechanical can use this type
NeinDao 2 Aug @ 2:18pm 
cool
Sergkart  [author] 2 Aug @ 1:08pm 
@NeinDao
Resource spawner. Place a zone, assign mechs. That's it. No matter where, what and how. It works exactly as it's written in the description.
NeinDao 2 Aug @ 12:17pm 
how does scavenging work?
i set a mech to scavenge setting. put down a scavenge zone and get free stuff?

does it matter where i make the scavenge zone?
Lobanych 30 Jul @ 12:37pm 
How does scavenging works?
Sergkart  [author] 29 Jul @ 11:31am 
@Merloga
It's much simpler, that's how it's done in vanilla. Mechs can't shutdown in prison cells.
Sergkart  [author] 29 Jul @ 11:28am 
@不善言辞钟表头
Please re-subscribe or check the integrity of your files.
荒野大政委 29 Jul @ 4:18am 
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem ()
System.Threading.ThreadPoolWorkQueue:Dispatch ()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()

红字报错
荒野大政委 29 Jul @ 4:18am 
Could not resolve cross-reference to WVC_WorkModes.WorkModeResearchRequirementDef named WVC_WorkModes_Scavenging (wanter=workModeResearchRequirementDefs)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DirectXmlCrossRefLoader:TryResolveDef<WVC_WorkModes.WorkModeResearchRequirementDef> (string,Verse.FailMode,object)
Verse.DirectXmlCrossRefLoader/WantedRefForList`1<WVC_WorkModes.WorkModeResearchRequirementDef>:TryResolve (Verse.FailMode)
Verse.DirectXmlCrossRefLoader/<>c__DisplayClass16_0:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)
Verse.GenThreading/<>c__DisplayClass7_1`1<Verse.DirectXmlCrossRefLoader/WantedRef>:<ParallelForEach>b__0 (object)
Merloga 26 Jul @ 5:45am 
Are Shutdown zones not supposed to be allowed in prisons cells/barracks? Cuz I'd love to have my wardons camping the prisoners. Unless it's what you deem appropriate balance, then fair enough.
Sergkart  [author] 25 Jul @ 10:23pm 
@YnFa
Please re-subscribe or check the integrity of your files.
YnFa 25 Jul @ 8:40pm 
wvc red bug
If it's not a problem with this mod, please tell me the name of the mod.

https://gist.github.com/HugsLibRecordKeeper/5cbbc15180c6921ef851106a62165417
FancyMelon 22 Jul @ 8:42pm 
Best mod on the workshop. Thank you.
Myphicbowser 19 Jul @ 2:16pm 
Yes same issue as Snuggy, Vagineer, Spesh, and PotatOS

I was curious if anyone else reported it because its actually really handy to have a mech resting area on your GravShip, since you can't force all mechs on your ship during the launch ritual
PotatOS 19 Jul @ 5:59am 
im having the same issue with shutdown zones deleting themselves when landing the grav ship, other than that the mod is great, one of the biggest QoL for my mechaniod colonies (which are all of them)
Spesh 18 Jul @ 9:44pm 
I'm having the same issue as Vagineer and Snuggy; mechanoid shutdone zones go byebye when you launch/land the gravship
slipstream1993 16 Jul @ 8:23am 
it says it needs wvc core which i can not find
Sergkart  [author] 14 Jul @ 10:30pm 
@Zoe, the Bad Wolf
Try putting my mod last
Zoe, the Bad Wolf 14 Jul @ 10:29pm 
Thank you so much for the feedback. :)
I will attempt the load order, would you have a suggestion?