RimWorld

RimWorld

Schedule Everything!
122 Comments
Futstub 29 Aug @ 5:17am 
Would be amazing if you added fishing for this.
CalGamings 29 Aug @ 12:48am 
FINALLY I can tell my stupid self insert who loves hauling shit to do his job and make pants for everyone
Robotic 25 Aug @ 8:19am 
There are mod options where you can hide jobs that you don't want to prioritize and even set a custom priority. Look there for the other jobs.
Smiley Face Killer 25 Aug @ 4:50am 
Having the same issue where only "clean" is being shown. Tried the right click and it makes the sound but nothing pops up.
The only mod that's different that I've switched to is that newer Allow Tools utility mod
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3524716849
But I will check some other mods out in a while and see if I can't nail down which one's doing it for sure
Naturtok 24 Aug @ 9:26pm 
To everyone saying only "clean" is showing up, try right clicking
melty 24 Aug @ 1:10pm 
same problem as comet, running ferny's progression modpack
Comet 19 Aug @ 11:45am 
I have this mod installed but only the vanilla options and the "Clean" option this mod provides show up. None of the other scheduling options show up.
Naturtok 14 Aug @ 6:41pm 
Hey! I was wondering if you were still working on that Dinnertime addition? Would be really neat to have that be an option in game!
Psycho Penguin 10 Aug @ 10:48pm 
Hey idk if it's a conflict mods but I can't display the others jobs with a click, It froze in "clean" option
tonechild 6 Aug @ 2:36am 
Awesome mod, one thing I'd like to have is when their schedule changes trigger a draft/undraft real quick. that will interrupt whatever they are doing and then they can start doing the new prioritization. Only reason I say this is I want them to clean up at certain time but often times they are in the middle of something that eats up the whole "clean up time"
jonpfl 2 Aug @ 3:02am 
Would it be possible to add a colored square next to all the work items when you click on the main button.

I keep forgetting what each color is used for.

Or even better, hover over tooltip for the actual actual squares so I can look quickly.
Jaydee 25 Jul @ 9:18am 
I discovered the conflict, turns out the 'Real Dining' mod conflicts with it and breaks the entire schedule menu alongside this mod. Now it all works like a charm! Thanks again for such a great mod. :cherrypie:

Here is the link to the mod in case others also have a similar conflict:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2280250569&searchtext=dinner
Jaydee 25 Jul @ 8:44am 
Had to unfortunately disable this mod since it broke the schedule menu for me. No visible errors, no related mods that could affect the menu itself that I can think of. I'll keep looking into it to see if I can find the conflict since it obviously works for many other people. For me none of the tags show up; even the 'work' and 'recreation' tab is gone, the entire top is just blank.

I really want to get this to work since this is a mod I have been wanting for so long, I absolutely hate using the work tab and never use it.
Yutoe 24 Jul @ 4:32pm 
"Who wants a Krabby Patty at 3 in the morning. Oh boy 3am!"
fatburner 22 Jul @ 7:46am 
Great mod. If anyone cant get it to work its probably because manual work priorities isnt enabled. That is all. Have a nice day.
dc152863 20 Jul @ 6:16am 
我會哭死 出現BUG 我把它卸載後 我的存檔就毀了 玩了好幾個小時的存檔 都白玩了.......
Naturtok 19 Jul @ 8:20pm 
Aww heck yeah, im excited for the meal time stuff!! :)
ira 19 Jul @ 6:14pm 
could you add one to make colonists read books id like to have a learning zone with books but am having trouble getting them to read
Reported a bug I encountered, while flying with the Grav ship towards lower orbit, seems to be connected to Yayo Animations.

(Love the mod btw <3) Amazing work
Listless Moon 16 Jul @ 12:54pm 
Really like this mod, thank you. Can't believe this is your first mod attempt, it's awesome.

I wondered if you would consider a compatibility patch with FSF's "Complex Jobs" mod? Currently, these mods don't work well together. For instance, if you set a pawn to "Grow" between 12h and 16h, this mod will set the "Grow" job to 1, but not the "Harvest" job that "Complex Jobs" creates. Or as another example, scheduling "Haul" to certain hours only makes the new "Maintenance" job set to 1; "Haul" remains whatever priority it was before. (I posted the same to that mod page.)

Thanks again.
Mazo  [author] 15 Jul @ 4:54pm 
yes it works perfectly afaik
SKEL 15 Jul @ 3:37pm 
Does it work with Chronos Pointer - Schedule Menu Enhancement?
Sauron 14 Jul @ 6:07am 
it's great to see someone finally did such a mod ! thanks mate ! good luck !
DangKhoai 14 Jul @ 5:26am 
This mod is a life saver! Now I can let all of my pawns haul and clean before go to bed
William 13 Jul @ 3:46pm 
if you form a caravan with all your pawns, leave your home map and then abandon it, the console will be flooded with a repeating error
Mazo  [author] 13 Jul @ 7:14am 
im finally working on the meal time 👍
Mazo  [author] 13 Jul @ 7:12am 
@BHZRD this was an oversight on my part, It will be fixed soon. Thank you :)
Mazo  [author] 13 Jul @ 7:11am 
@Yelen
I was able to recreate the problem, but i didnt find a solution on how to fix it. Maybe I will figure it out later, but for now im clueless :/
Naturtok 13 Jul @ 1:54am 
Could you schedule meals, even if the pawn wasn't hungry? Could schedule morning breakfast or nightly dinner. There was a dinnertime mod a while back that did this but it's been unupdated for a bit iirc.
BHZRD_guy2 9 Jul @ 10:41pm 
Hello!
I'd like to report an error that seems related to the Biotech DLC, which I don't have enabled. The mod tries to load the Childcare WorkTypeDef — I believe that’s Biotech-only. Could you please take a look? If Biotech is required, a note in the mod requirements would help avoid confusion. Thanks!

Steps to reproduce:

Run RimWorld with Harmony and the Schedule Everything mod.

Make sure the Biotech DLC is disabled.

Launch the game — error appears in new game after choosing your scenario.

Error message:

Failed to find Verse.WorkTypeDef named Childcare. There are 20 defs of this type loaded.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.DefDatabase`1<Verse.WorkTypeDef>:GetNamed (string,bool)
MazoScheduleMod.GameComponent_MazoSchedule:.cctor ()

Screenshot:
https://imgur.com/a/EFwyW6f
Nat Shade 8 Jul @ 2:27pm 
omg been waiting for a mod like this my colony can be cleaned
~Yelen ☾ 4 Jul @ 5:53am 
Alright here we go, this is how I reproduced it with this and BPC enabled:
1) start or load any game
2) for ease of observation 3 colonists will do fine, schedule one activity/work type of any so that at hour h colonist 1 will do X, at h+1 colonist 2 will do X, at h+2 colonist 3 will do X, at h+3 colonist 1 will do X and so on, it should look like oblique stripes

hour h must not have started yet

3) open the work tab and watch priorities change as they should, for a few hours
4) now, say you closed the tab at 15, open it again at 17, so after the hour has gone and another one has passed, this is when i think the scheduled priority is 'saved' and will always stay at 1. priorities will stop changing unless you keep the work tab open, and even then only the ones that were not 'saved' previously in this step
~Yelen ☾ 3 Jul @ 5:43pm 
Don't worry about it! It's a great mod and it's a niche case at best, and even then what's the rush for?
Anyway I will come back tomorrow with a step by step just in case, I'm pretty :deadweight:tired from a work day and I might have taken for granted the steps I took to verify this
Mazo  [author] 3 Jul @ 5:30pm 
I’ll try to recreate the problem to solve it.
It’s the first time I created a mod and im really glad for the feedback. It just might take a while to make things happen <4
~Yelen ☾ 3 Jul @ 5:00pm 
Narrowed it down to Better Pawn Control. In retrospect I should have imagined it but I didn't think this would be the case.
It won't be that bad to run without it, this mod fits the way I play too well to give it up.
I imagine the issue is on BPC's side of things but I don't really know lol.
Thank you for your availability ♥
Mazo  [author] 3 Jul @ 4:43pm 
If you find out, let me know. I’ll fix it asap.
Thanks for letting me know, this helps a lot 👍🏻
~Yelen ☾ 3 Jul @ 4:32pm 
I can confirm that it is a conflict, I'll try to find out which one is causing it and let you know, as a disclaimer!
~Yelen ☾ 3 Jul @ 4:20pm 
This mod is a lifesaver and I thank you A LOT for it <3
I came across an issue which I haven't seen mentioned by others and that I honestly can't explain since I don't run any other scheduling mods: basically the mod runs as it should if I don't check it during work-type scheduling OR if I have it open since before the schedule starts and close it after it ends, however if I accidentally open it as any schedule is active it will 'save' all current priorities and the current schedule time frame will stop doing anything.
Regardless, I will try disabling every other mod to weed out any weird conflicts and report back!
yobigpotnah 2 Jul @ 11:34pm 
i wish there was a eat tab
Onion 2 Jul @ 1:34pm 
This is great! Would you ever consider compatibility with Misc. Training ? it'd be awesome to be able to delegate Training time outside of their work hours [and pawns training at the same time is a GREAT way to build social connections hehe]
mayonez 1 Jul @ 4:14am 
this is so peak.. it's soo peak.... :steamsad::winter2019sadyul:
my only complaint is that i have to memorize all job type colors. is it possible for you to make some teeny tiny preview of what each color is? like maybe mousing over a certain schedule will change the selector to that one temporarily. other than that it's amazing. 9/10 you've cooked
Hanfi 28 Jun @ 3:04pm 
Fuck. Yes.
Man this is the juice I never knew I needed.
If Ludeon ever drops a DLC that lets us write macros for stockpiles and such, I'd pay a crisp hundo for that. Thanks dude.
Mazo  [author] 26 Jun @ 2:12pm 
Not yet, but Im planning on realising mealtime schedule. Just dont have the motivation right now
Crazy Mad Jackal 26 Jun @ 11:41am 
But can it schedule when my pawns eat?
LordZombieHorse 26 Jun @ 9:34am 
@feed to rank 1 Check to see if construction is set to 1. If there's a tie in priority the item leftmost on the list gets done first. Mining is down the list from construction so even if the mod sets it's prio to 1 construction will still be done first if it's also set to 1.
Mazo  [author] 25 Jun @ 12:02pm 
mh this doesnt sound like a problem caused by my mod.
the this mod doesnt really do much more than changing the priorities automatically instead of manually.
Maybe set the schedule to anything again and change mining manually to the highest priority. If the problem still exists its not an issue with this mod
feed to rank 1 25 Jun @ 9:56am 
I love the mod but I have one issue. I have a colonist whose schedule is set to mining and during his mining time, he keeps going to do construction. He has a path to the designated mining spot. I've tried this with manual priorities on and off and the problem persists. His area is not restricted. This has not been an issue with any other save file since I've installed this mod and this is not an issue with any other colonist.
Cloud Strife 21 Jun @ 9:19am 
@Alex_ The description says “your colonists’ priority for the task is automatically set to 1”. For your case, if they have nothing to do when scheduled to Craft/Clean, they should follow normal priority rules instead; they will find the next priority 1 task to perform, or move on to priority 2, etc.
Alex_ 20 Jun @ 8:13am 
If there is nothing to clean or craft in the designated crafting/cleaning time, does it instead go to the default work job type or to "anything"?
DrBossWatson 16 Jun @ 9:22pm 
Do modded work types work with this?