RimWorld

RimWorld

Switch Worker
28 kommentarer
Kathanon  [ophavsmand] 26. okt. kl. 17:13 
Works for me when owner is dead.
Kathanon  [ophavsmand] 26. okt. kl. 2:08 
That it doesn't work when the bill is deleted seems reasonable to me, but not working when the current worker is dead is a bug. I'll see what I can do.
Garlic 25. okt. kl. 22:21 
nvm seems the UI/icon only pops up when the bill is not deleted or the owner is alive. So I guess you're still have to cancel unfinished items if the crafter is dead.
Kathanon  [ophavsmand] 14. sep. kl. 2:14 
In all, I suggest you first try verifying the game files from your game library (right-click RimWorld -> Properties... -> Installed Files -> Verify Integrity of game files), and if that does not help disabling any performance mods you are using and seeing if that helps. If it does, there is likely to be some option that you can disable in the performance mod that you can disable to fix it. The function in question is BillDialogUtility.GetPawnRestrictionOptionsForBill. I know some performance mods mention the function names in their options.
Kathanon  [ophavsmand] 14. sep. kl. 2:14 
So I can see two possibilities for the cause:
1. Something (another mod) breaks the connection between the unfinished thing and the crafting bill. I did make an update that prevents the error in that case, but instead it just doesn't show the control for switching workers. Unfortunately I can't say what mod might cause that.
2. One of your mods alters the function I use to get the list of pawns that could craft it instead (it is the same one used to generate the menu for selecting a specific pawn to be allowed to do the bill). In this case the issue is that it changes it in a way that is simply wrong. The most probable culprit for that would be any performance mod. I can't see what mod changes that code from your log, because the part of it where that information is listed failed (likely due to a faulty mod or possibly corrupted game files).
Gatoviejo =^,^= 13. sep. kl. 14:10 
hello I always get this when I click an unfinished stuff:
https://gist.github.com/HugsLibRecordKeeper/7d06df816c8b2ceefa892fedc2e6bf44
Kathanon  [ophavsmand] 14. juli kl. 18:49 
Update:
- Support for RimWorld 1.6.
lieyingyes 13. juli kl. 7:43 
1.6:steamthumbsup:
thorman123456789 4. juli kl. 12:35 
1.6 please?
Kathanon  [ophavsmand] 10. apr. 2024 kl. 19:11 
Updated for RimWorld 1.5.
Beinskalle 31. juli 2023 kl. 13:54 
@Kathanon Cool, thanks!:)
Kathanon  [ophavsmand] 30. juli 2023 kl. 19:01 
It has no state, so it is safe to add or remove at any time. I'll add it to the description.
Beinskalle 30. juli 2023 kl. 13:22 
Is this safe to add to an existing safe? :)
kamikadza13 12. mar. 2023 kl. 4:40 
Can you add Translation/Keyed and settings: % work cost
Yoann 25. dec. 2022 kl. 0:52 
@Halfshell cat My thinking is not about real world, but about game mechanic: why unfinished items have author? Very probably to avoid the mechanic of having crappy workers doing almost all the work and a masterskilled pawn doing the final touch to get only high skilled quality items.
The counter part is that unfinished items are locked to only one crafter ; this mod change it in a way to stay balanced, I only suggest another way to do, who would need 0 micromanaging for player.

@Kathanon You would still have control by designating the crafter in the bill when needed (by name or skill level), with the possibility to leave the craft free when don't care about quality (craft for training, for trade quests...)

Merry christmas :)
Kathanon  [ophavsmand] 24. dec. 2022 kl. 13:27 
@Arkolenn
There is - you lose half of the work done on the item.
So if the wrong pawn starts on it and you catch it immediately the cost is very small, but if you try to let one worker do all the work with your better worker swooping in to finish it (like you can do with furniture), they will still have to do half the work.
Arkolenn 24. dec. 2022 kl. 12:54 
Feel like there should be some sort of cost at switching the worker, as right now you might as well just remove author all together.
Soulshell 24. dec. 2022 kl. 3:17 
In real world application, I'm sure its easy for a master craftsman to give instructions to an assistant. Have them do all the tedious, though simple things. And then they put on the finishing touches. Say a 5 skill artist could chisel out the rough shape of a person. The master just needs to add details. Another example is chefs having entry level workers dice up vegetables, its easy to not mess that up. Maybe there is some quality loss, but it shouldn't be as significant as a 17 skill master ending up with 7.. maybe a 10% loss from the finished work (configurable) would be fair.

Keep in mind you're putting out roughly 1.5x the amount of work, and masters work faster anyway so an assistant is only going to be helping to speed it up so much.

@Yoann
Kathanon  [ophavsmand] 24. dec. 2022 kl. 2:53 
Possible, but then you won't have control over it. Also, I think simplicity is better for this.
Yoann 24. dec. 2022 kl. 2:16 
If your take suggestions:

Unfinished item have no author (anybody can continue the work), but it remembers who worked on it for how much (to calc the final skill level who set the quality of item).

Example: an item require 200 workamount, pawnA works for 150, pawnB works for 50, quality of item will be set by (150*Skill_pawnA+50*Skill_pawnB)/200
With pawnA having a skill of 4 and pawnB a skill of 17, the item have a quality like made by a pawn with skill 7 (7,25 round down).

Just an idea of something balanced (Idk how hard to do, how impactful on performance).
Kathanon  [ophavsmand] 23. dec. 2022 kl. 22:30 
@Halfshell cat
I was thinking of adding some options for how it should work. I'll add that to the list. Don't know when I'll get time though.
Soulshell 23. dec. 2022 kl. 22:19 
Any chance this could be tuned for a worker to leave this at "1 work left"? So I could use/ train unskilled crafters to save my main crafter half the time. While also giving them valuable xp without having to just waste resources training them.
달돌 22. dec. 2022 kl. 5:20 
thanks! god mod
Akahige 20. dec. 2022 kl. 15:19 
holy shit bruh
Trainee86 20. dec. 2022 kl. 15:05 
A must-have for Hospitality. Thanks!
Yoann 19. dec. 2022 kl. 2:42 
It's intended to be a more balanced alternative to No Job Authors , right?

Same feeling here, you're making my modlist bigger ~
Kathanon  [ophavsmand] 19. dec. 2022 kl. 0:44 
Thank you. :)
Kaden Ha 19. dec. 2022 kl. 0:34 
Kathanon strikes again. Man, you're pumping out quality mods recently