RimWorld

RimWorld

Colony Manager Redux
486 Comments
Danger Dan 8 Oct @ 3:39pm 
Unsure if this is a bug or not but I didn't see any similar reports in any recent comments. Whenever I move to a new tile w/ the grav ship some of the existing management jobs change and have some or none of the original items ticked. For example, the foraging job goes from the 20 or so listed items and then after a move most or all of the listed items are unchecked.
ilyvion  [author] 7 Oct @ 9:47pm 
@Vladmirangel: That is correct, the jobs are optimized to not do any processing when quotas are met. I didn't realize this wouldn't play well with new deep drills. While I'm on a mini hiatus from modding atm, I'll add it to my list of things to fix once I'm back. Thanks for the report.
Vladmirangel 6 Oct @ 4:17pm 
I'm having some trouble with how the deep drills are being managed. It works fine and turns the deep drills off when the resource quota is reached, but that gets circumvented when a new drill is made on a new deposit wherein even though the quota is met, the new deep drill isnt being turned off.

It seems the manager doesnt update stuff once the quota is met and stays met. the new drill only gets updated once the resources go below quota which sometimes doesnt happen until the new drill get depleted and the player doesnt relocate it immediately to a new deposit.
ilyvion  [author] 26 Sep @ 6:46pm 
@Dracon: I haven't tested, but I also have no plans to add any specific support.
Dracon 26 Sep @ 10:55am 
Does this work with Multi Floors and MultiFloors-Dev?
•҉Terse 23 Sep @ 6:31pm 
Thank you, ilyvion. I threw some love at you. :D
ilyvion  [author] 23 Sep @ 1:58am 
@•҉Terse: Probably. As those items can be made out of things like wood and steel, adding them with synchronize enabled will make the filter include those, which may not be what you want.
•҉Terse 22 Sep @ 7:44pm 
Awesome thank you. One last thing. For mining/resources. If I select "Deconstruct unclaimed buildings" and then select the items to deconstruct say "tables, walls, doors" my total immediately shoots up so the job stops sending out people to do the work. Is this also the Syncro threshold"?
ilyvion  [author] 22 Sep @ 1:14am 
@•҉Terse: You can turn off the "Synchronize threshold" setting on a job, which makes the threshold filter and the allowed filter independent, so changing one does no longer update the other. This lets you have the threshold count things like meats you aren't hunting for.
•҉Terse 21 Sep @ 9:10pm 
How can I take stock of animal meat that I don't want to hunt, but I have a ton of meat for? They keep hunting even though I have a lot of another meat that isn't set to hunt.
Werewolfie 21 Sep @ 10:09am 
Not a huge fan of needing a separate Manager Database on my gravship, which is already super cluttered and pressed for space. It's particularly jarring since I have an entire AI Manager to run things, somehow there wasn't enough space there for fairly simple instructions? Anyway, I'm sure some love that feature, so my ask is would it be possible to make it optional in the settings, please? Thank you for this must-have mod.
Schadenfreude 17 Sep @ 5:12am 
@ilyvion
I always thought that's intended behaviour, iIrc it's one of Uuuugs mods, and he called it "not perfect", but they would eventually unload things once they a command to unload again.

For instance they may be hauling a lot of things, stuff it in inventory, you then draft, because of a raid, keeping their stuff in there.

After the raid the stockpile became full, now they are saddled with a lot of things in their inventory there is no space for.
ilyvion  [author] 16 Sep @ 12:17pm 
@Schadenfreude: Kind of sounds like a bug with those mods to me... why are pawns hauling things there isn't free space for?
Schadenfreude 16 Sep @ 12:03pm 
Running into an issue with setting a target for getting blocks produced.

It's difficult to have enough space for the chunks that become designated to be hauled, if you're not setting a very conservative target for blocks to be made out of them.

With mods that allow pawns to hault multiple things, this can have pawns end up putting a lot of chunks in their inventory, hauling them to base, then finding there isn't enough space for all these chunks, then they either keep them in inventory, until space frees up, or they dump them in the middle of the base, cluttering the surrounding.

I'm trying to have around 3k blocks of 2-3 sorts of stones at a time to be prepared for monument-building quests, and a steady stream of marble to keep pumping out sculptures.

Is there a proper way to do this, that won't make me end up with this issue?
ilyvion  [author] 10 Sep @ 6:46am 
@Emily: Yep, should be fine in the latest version. 😄
Emily 10 Sep @ 6:40am 
@ilyvion no need to be sorry, I wasn't sure if you were are of it or not :)

Should the update today fix this bug? I can check for you
Vril 10 Sep @ 5:32am 
Compatible with "Automatic Work Assignment" mod?
Turmoil 10 Sep @ 12:42am 
@ilyvion: Oh I didn't realise you had already made a different mod for it. Thank you!
ilyvion  [author] 9 Sep @ 10:54pm 
@Turmoil: An integration with my Farming Hysteresis mod is partially implemented, but I keep having to work on other things, so it's moving along a bit slowly.
Turmoil 9 Sep @ 10:53pm 
I realise it would probably be very complicated, but is there any possibility of expanding this to include farming? I'd like to be able to maintain "enough" hay, for example, without turning on/off the sowing/harvesting myself.
ilyvion  [author] 9 Sep @ 10:17pm 
@Emily: Sorry if you've reported that before and I missed it, I can confirm that the bug exists and I'll fix it shortly.
Emily 9 Sep @ 12:49pm 
I'm still having a bug with the jobs after launching my gravship. The jobs stay in the list but they stop being updated. I can't click the manager table because "No jobs need updating".

If I enter the manager window, all the jobs are there but if I click one instead of letting me "delete" the job it says "Manage". If I click it, then it creates a second and identical job but now both of them appear to be linked and are highlighted together? I then can delete the two jobs and reimport from my saved jobs list.

I don't know how to find the logs for this
ilyvion  [author] 8 Sep @ 10:19pm 
Schadenfreude: The manager just creates mining jobs the same as if you had created them using the mining tool from the architect menu. So it'll prioritize mining them in whatever order the game would normally.
Schadenfreude 8 Sep @ 6:58am 
Another question, when the manager flags ore to be mined, will they actually mine them in order of priority set on the manager desk?

For example once the manager highlights for instance steel and plasteel to be mined, where steel is higher on the priority list, will they then mine steel before going for plasteel, or will they then prioritize whichever of the two resources is closest?
Schadenfreude 8 Sep @ 6:44am 
@ilyvion
I indeed have a decent amount of jobs active, since I don't want them to count the combined minable resources, so I have dividual jobs for them set.

Been putting 2 pawns up for managing and it seems like they got through the jobassignments and can focus on other work now.

I found putting up zones to deforest works just fine, if you want to manage the distance pawns will move to procure wood.
ilyvion  [author] 7 Sep @ 10:00pm 
@Schadenfreude: Manager jobs have a setting for how often they should be updated; by default it's set to once per day and managers should not be doing managing work if there are no jobs that require updating. Also, jobs that are satisfied or require no work from the manager are skipped when a manager does work, so unless you have *a lot* of jobs with a low update frequency, a manager should only, at most, have to spend a few hours per day updating in my own experience, unless I've recently introduced some kind of bug somewhere.

The logic for deciding which tree to pick next is yield / distance; I could consider changing it to yield / distance^2 to make it more strongly prefer closer trees.
Schadenfreude 7 Sep @ 12:16pm 
I'm kinda struggling with optimizing the Manager Job.

When I assign it as a high priority I feel like managers don't do anything except spam managing tasks, giving them no time to do anything else.

When I put it lower it doesn't get updated for days, especially on a new colony where there is so much to do.

Do managers actually finish manger tasks at some point, or are you supposed to have a dedicated manager that does nothing except manage jobs?

Also can you create Woodcutting jobs that prioritize trees close to the base? I see it prioritize trees far away from the base, presumably because these trees have a higher yield. I assume the only solution is to create manual woodcutting zones?
Schadenfreude 5 Sep @ 4:11am 
@ilyvion
Thanks for the explanation.
ilyvion  [author] 4 Sep @ 9:06pm 
@Schadenfreude: It's the combined, yes. So you'll want separate jobs per type. As for deconstructing buildings, as the tooltip says, "Should unclaimed buildings be deconstructed for salvage?" i.e. it'll only target buildings that you can use the "Claim" gizmo on, which is typically all buildings not built by the player on a given map. There's a even a special associated setting to not deconstruct the ancient danger, since I figured people generally wouldn't want that, lol.
Schadenfreude 4 Sep @ 4:06am 
When you put for instance silver and steel in the same job, and the target to meet is 5000 units, does that mean it will check for 5000 combined units of steel and silver, or will it count these resouces individually, trying to get 5000 of each?

If its its the former then I'd need to have two jobs active for the individual resources, right?

Also when you are allowing them to deconstruct buildings to meet the steel/granit quota, will they deconstruct your owned items? Or how do they determine what to deconstruct for the quota? I assume nothing under your ownership? Or is it maybe determine by the home zone?
Vril 2 Sep @ 4:32am 
Works with Work Manager mod?
ilyvion  [author] 1 Sep @ 10:26pm 
I could probably add a mod integration for that mod so that the colony manager can "release to repopulate" automatically for such animals as a culling option.
Delmain 1 Sep @ 3:25pm 
I wouldn't say a lot of micromanagement, but yeah you'd need to set it up in colony manager for them to just not have an upper limit and instead you "cull" them every once in a while by releasing them to the wild manually
IchigoMait 1 Sep @ 7:47am 
@ilyvion
In the screenshot, that specific vanilla mod adds a secondary release option for the vanilla mod animals, where it releases the creature into the wild and it will right away try to leave map and grant faction relation points, vanilla mod has some issues with that feature though, that if the animal is in a building, then it can't leave.
So dunno if it's even worth it after testing it out.

Thought I just could breed those endangered animals and "release to repopulate" automatically, but guess it needs a lot of micromanagement.
ilyvion  [author] 31 Aug @ 9:22pm 
0.14.1 out with manager database functionality restored!
ilyvion  [author] 31 Aug @ 9:09pm 
Nope, they didn't break it, I accidentally broke it between v0.12 and 0.13. I'll get a fix out ASAP.
ilyvion  [author] 31 Aug @ 8:57pm 
@IchigoMalt: What does "secondary option" mean?
ilyvion  [author] 31 Aug @ 8:54pm 
@Graysuki: Confirmed. I guess they broke it with their latest 1.6 update. I'll look into it.
IchigoMait 31 Aug @ 12:09pm 
Greysuki 30 Aug @ 7:43am 
So, the manager database seems unable to retain the manager jobs when the gravship launches and moves to another location.

I tested this with only all DLCs, two library mods, and this mod.

After assigning hunter and mining jobs in the gravship scenario, and using god mode to build both the AI manager and the manager database, I launched the ship to another tile. When I landed, the jobs were gone.

I have confirmed by re-subscribing and removing all old files in the directory.
ilyvion  [author] 29 Aug @ 3:38am 
@arl85: Thanks for the tip. That feature is in the queue for being implemented soon, so that was a very timely suggestion. 🫡
arl85 29 Aug @ 3:26am 
@ilyvion regarding " a way to tell named animals apart from unnamed ones" in my mod "More filters for animals' pen" (I guess is the one Splaetos is using) I used the "pawn.Name.Numerical" property. Feel free to look at the sources (linked in mod's page) but it is quite straightforward.
Sundanian 28 Aug @ 7:35am 
Love to see the deep drill update!
Splaetos 26 Aug @ 7:04pm 
I can exclude named animals from pens, but that may be behavior from a pen mod I have used since pens came about. It keeps my named muffalo from being slaughtered, because a "slaughter" zone overlaps the slaughter pen. But the manager will obviously keep marking them.
ilyvion  [author] 26 Aug @ 12:04am 
@DragoDuval: Yes, this mod has a gravship facility you can build called "manager database" that takes your map's settings with it to the new map.
ilyvion  [author] 26 Aug @ 12:03am 
@Splaetos: Good idea. If there's a way to tell named animals apart from unnamed ones, I'll add that in when I can.
Splaetos 25 Aug @ 8:31pm 
Would be awesome if you could exclude named animals from slaughter. Always bugged me. Thanks for the work though.
Drago Duval 25 Aug @ 2:24pm 
Question, does this version work with Gravships ? The version has a bug that clear the managing tab every-time that i change tile.
nataviniciusbr 25 Aug @ 6:12am 
I think that happens when you have too much energy being produced, i have downloaded some mods, one of then is debug generators, tath produce 100k each, when i din't have tath mod it was working fine, but when i spawned a bunch of these in my colony, she broke.
ilyvion  [author] 23 Aug @ 10:16pm 
@Eclipse: This one's much better than the original, but despite my best efforts, once your map is big enough or you have enough *stuff* on your map, it will start to eat into your TPS.

The mod has incredibly detailed settings you can change to mitigate various performance issues, though.