RimWorld

RimWorld

Auto-Cast Specialist Commands
56 Comments
hamed91211173 2 Oct @ 7:46am 
hope you can add this for convert too
ggfirst 1 Sep @ 8:10am 
any chance of making a config for just auto-cast whenever ready for specialist? my searcher is practicing craft skills and I want research buff adjacent to the production specialist. Of course I can do it manually... but..
ggfirst 28 Aug @ 1:28am 
any chance of adding auto-cast for Roles those are added in other mods? such as Alpha memes.. and so on
BBZ 21 Jul @ 9:39am 
Hmm, it seems that it is not working for me. I loaded it mid-run, could that be why?
Tommy高富帅 16 Jul @ 1:28pm 
Is a tedious task. You need to know how each of the "spells" are called in the code to implement is. Sadly, it is not "YOOOOO, he casts whatever BS, it can be automated in an instant.".

If it was this simple, would not have all of 'em be included already? :o

You go inspect the mods that matter to you, find how exactly the "spells" are called, post them here, profit. :girlhand: :girlhand: :girlhand: :girlhand:



Also, dude, why u even bother using that one single comma at the start of your punctuational famine?
Anny 16 Jul @ 12:11pm 
Hey, I got mod that reduce cool down time and I wonder if you could include all kind of leader ability as well but that should be optional in mod setting or something also maybe from expanded mods idk if they have useful ability but maybe something helpful should be in there
Tommy高富帅 15 Jul @ 10:03am 
You can time it. That's what I do. Takes a good memory and a little bit of practice. :)
lRey 15 Jul @ 6:14am 
I would like the option to periodically re-use it every 72 hours.
That would allow us to apply the effect permanently if we have three craft specialists.
Tommy高富帅 11 Jul @ 10:18am 
Dear esteemed Linnun, may I dare to request adding the Work Command for Majordomo (Vanilla Ideology Expanded). Or provide me with a source code and I'll try patching it in myself, then you can add it to your version. :girlhand:
Linnun  [author] 27 Jun @ 11:20pm 
UPDATE:
- Added a null checks to prevent errors
- Removed the verbose logging debug setting from mod options
- Fixed an issue where mod modifications to meme requirements of ideology abilities could lead to unexpected behavior.

This fix is applied to 1.5 and 1.6. It might be the last update for 1.5.
VitaKaninen 20 Jun @ 4:01pm 
I would love to have that option as well, except I think it is 72 hrs.
Seedoit 20 Jun @ 8:38am 
Is there a way for the Production Specialist cast to be put on a reoccurring 24hr timer rather than waiting/forcing the pawn to start a task? I usually use the production specialist for AOE effect
Carabao 13 Jun @ 8:52am 
Lol, plays a game that requires intense micromanaging, but claims he hates micromanaging. :steamhappy:
Linnun  [author] 11 Jun @ 2:39pm 
UPDATE:
- Fixed an error in 1.6
Linnun  [author] 11 Jun @ 2:24pm 
UPDATE:
- Added support for 1.6
CanAdam420 14 May @ 10:39am 
Amazing mod, now if you could make an auto-psycast mod that dosent require VPE that would be great. i never use any of the abilities that require you to push a button and target a thing... I hate micromanaging lol. Thanks for this.
Raiseo 17 Apr @ 10:18am 
Thank you Linnun!
Take my points for your great work :lunar2019piginablanket:
Linnun  [author] 17 Apr @ 7:22am 
UPDATE:
- Added compatibility patch for Research Reinvented


@Raiseo Here you go :)
Raiseo 17 Apr @ 5:36am 
@Linnun Thank you, indeed that must be it! :p4g_love:
I can confirm the production one is working as intended
Linnun  [author] 17 Apr @ 5:06am 
@Raiseo
Thank you :) I think I identified the problem to be a compatibility issue with ResearchReinvented because they significantly change how Research works. I will look into it.
Raiseo 16 Apr @ 11:51pm 
@Linnun
https://gist.github.com/HugsLibRecordKeeper/47e8478a09b4a82215374860ad400a67
Here you go, hope this helps!
I tried to follow the log while my researched (Agatha) was starting research but I didn't find mention of her in the logs.
Linnun  [author] 16 Apr @ 10:16am 
@Raiseo
The mod options have a verbose debugging log option. Can you enable that, test again, and provide the log file? Hopefully there will be something useful in there to troubleshoot your problem
Raiseo 16 Apr @ 8:58am 
Yep, I can take my researcher as an example, she researches but doesn't use the command even though I have it set to autocast.
Linnun  [author] 16 Apr @ 7:39am 
@Raiseo Are your pawns working on a related job? They are supposed to cast it just before starting certain jobs
Raiseo 16 Apr @ 7:29am 
Hmm I have the small blue arrows, but they don't seem to be auto-casting, any idea?
你看我迪奥不 14 Apr @ 7:13pm 
good mod:steamhappy::steamthumbsup:
Linnun  [author] 14 Apr @ 11:33am 
@VitaKaninen
This mod patches specific jobdrivers to add toils to them, if neccessary. Unfortunately there would not be a simple way to add that option without rewriting how the mod works
空岚BR_184 13 Apr @ 1:48pm 
I've been waiting for this mod for two years, thanks!!!!!!!!!!!!
VitaKaninen 12 Apr @ 7:23am 
Is it possible to have them autocast it even when they are not doing the specific task that uses the skill, since it helps those around them?

I send all my constructors off the map for several days to deconstruct ancient complexes, and they will never cast the skill even though they are working non-stop for several days. But they are only de-constructing, so they are never triggered to cast the skill unless I tell them to.

It would be nice if there was an option to just have them always cast it whenever it is ready even if they are not specifically crafting or building.
Linnun  [author] 12 Apr @ 12:54am 
UPDATE:
- You can now right click on these abilities to toggle their auto-cast
- If any of these abilities are set to auto-cast, they will show a little auto-cast icon in the top right corner
FGe 11 Apr @ 12:30am 
Excellent mod!
Linnun  [author] 10 Apr @ 11:56am 
Hirsuta 9 Apr @ 10:47pm 
I've been wishing for a mod, and it seems like it could fit into this one. I often forget to use the Moral Guide's Convert ability. I wish that I could simply tell them who their target is, and then have them automatically go and cast the spell again when the cooldown is finished.
Scorpio 9 Apr @ 11:33am 
well its working now, thanks for the update
赤仓 8 Apr @ 10:36pm 
finally a hero appeared! I have waited this for such a longgggggggggggggggg time!:steamthumbsup:
Linnun  [author] 8 Apr @ 3:08pm 
@Coolchilion (continued because character limit)
It's also worth noting this check does not happen every tick. It only happens when a pawn starts a new job of the relevant type. At this time the "JobDriver" of the game generates a number of "toils" that the pawn will do (think of them as sub-tasks, like "reservate workbench", "go to grab material", "grab material", "go to workbench", "start working"). So only at the start of this entire chain of toils, there will be a single check if the pawn has the specific ability and if that ability is available to cast (i.e. off cooldown). The actual toil to cast the ability is only added, if the ability is available and castable. (And the actual casting of the ability within the toil takes not more performance than manually activating it, because that's literally the only thing that happens in that toil.)

So even with something like a 50 pawn colony the performance impact of this mod should be negligible.
Linnun  [author] 8 Apr @ 3:08pm 
@Coolchilion
This mod should have minimal impact on performance. But you are right to question it, so I did some profiling using additional timing measurements in the code. In testing, the very first time the first pawn starts a relevant task (like make bill or cutting plants), it took an additional 31.8 µs (because some stuff in the mod needs a one-time initialization). Every time after that, the time has been in the range from 0.4 µs to 1.3 µs per MakeNewToils call of the relevant JobDrivers. For reference: 1 µs = 0.000001 seconds.
Coolchilion 8 Apr @ 1:11pm 
I'm kinda scared about performance, has it been measured?
Vartarhoz 8 Apr @ 1:14am 
This will be "wall light" for me. Always will be in my mod list. Thanks mate.
Jigsaw717 7 Apr @ 10:37pm 
seems to be working now! thanks
Linnun  [author] 7 Apr @ 9:35pm 
UPDATE:
- Fixed another instance, where specific circumstances could lead to pawns being stuck instead of working
- Added verbose debug logging to mod settings (don't use this, unless you want to investigate/report a bug)


@Jigsaw717
Please let me know if the issue still persists for you after this update. If you still have the issue, please enable the new verbose debugging option in the mod options, and provide a log file
Linnun  [author] 7 Apr @ 8:23pm 
@Jigsaw Are there any errors in the log for you? Can you provide a log file? You can upload logfiles with Ctrl+F12 if you got HugsLib
Jigsaw717 7 Apr @ 8:01pm 
it might have fixed it for agrihands ( i dont have any so i cant say) my human pawns are still standing though
Linnun  [author] 7 Apr @ 7:20pm 
UPDATE:
- Added missing Null check. This fixes an issue that could cause certain special pawn types (like Agrihands) to just stand around and not know what to do


@Jigsaw717 @Altumnus This should hopefully fix the bug you were experiencing. Thank you again for the log, that is a great help in hunting these things down :)
Linnun  [author] 7 Apr @ 7:00pm 
@Altumnus Thank you for the log. I'm looking into this
Altumnus 7 Apr @ 6:37pm 
I like the idea, but my agrihand mechs are now permanently stuck 'standing' while spamming the log with red ( https://gist.github.com/HugsLibRecordKeeper/176a290fd43fdcbecfc6c8467d7f5b05 ) when there are tasks for them to accomplish.
Jigsaw717 7 Apr @ 5:30pm 
my pawns will just be stuck in 'standing' with this
VitaKaninen 7 Apr @ 2:40pm 
Working now, Thanks!
Linnun  [author] 7 Apr @ 2:18pm 
UPDATE:
- Fixed auto-casts not always working reliably.


Please let me know if you continue to see pawns not auto-casting when they should auto-cast
Linnun  [author] 7 Apr @ 1:48pm 
@VitaKaninen Thank you for your help :) I found the bug. Working on a fix