RimWorld

RimWorld

WVC - Work Modes
352 Comments
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
Hawks 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.
Hawks 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.
不善言辞钟表头 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
不善言辞钟表头 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?
Sergkart  [author] 14 Jul @ 10:27pm 
@Zoe, the Bad Wolf
Yes, for incompatibilities a bug report will do. However, I will warn you that nothing can be done from my side. My mod does not use harmony patches in any form, the amount of custom code is minimized, all this is done with a bet on maximum compatibility and minimal impact on performance. And any incompatibilities caused by harmony cannot be fixed by me.

Try a different load order, and if this does not help, contact other authors with a log and a description of the problem.
Zoe, the Bad Wolf 14 Jul @ 8:17pm 
Hi author! :)
Would it be correct to post about incompatibilities here or in bugs?
Here is a quick log with just three mods:
https://gist.github.com/HugsLibRecordKeeper/fc991da86939c921757fc6ada8794af1

Advanced Mechs, WVC Work Modes and Tunnelers can Deep Drill.
The other two work fine, but when work mode is put together, it is throwing these red errors.
Vagineer1 14 Jul @ 4:54am 
Having the same issue as Snuggy, shut down zones disappearing when the grav ship moves from one location to another. Aside from that the mod works fine.
Snuggy 13 Jul @ 6:08pm 
With Odyssey and the grave ship, whenever you change maps the mech shut down zones seem to be deleted, even if they are part of the ship.
Sergkart  [author] 13 Jul @ 12:31am 
Resubscribe. Or check the integrity of the files.
fug 12 Jul @ 9:48pm 
Latest update seems to have made my mechs want better living standards because they refuse to rest outside anymore if I have a shutdown zone there :P
S.S.Mogeko 12 Jul @ 6:44pm 
How is this not vanilla?
Aranador 12 Jul @ 5:27pm 
Yah seems latest update caused quite a few new errors.
Wuruhi Takitahi 12 Jul @ 3:47pm 
correction they are going to the recharge side and going to the rest point
Wuruhi Takitahi 12 Jul @ 2:46pm 
After the update, the mechanoids are no longer in the shutdown zone. Going to random places when there are 2 even organized by different groups