RimWorld

RimWorld

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WVC - Work Modes
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Mod, 1.4, 1.5, 1.6
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13 Nov, 2022 @ 3:00pm
4 Aug @ 10:46pm
61 Change Notes ( view )
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WVC - Work Modes

Description
More mechanoids work modes
Expanded mechanoids work modes or Better mechanoids work modes
Adds 14 new work mods for mechanoids:

Find and destroy - Mechanoids, regardless of their type, will look for enemies and try to destroy them.

Work and recharge - Work autonomously according to mechanoid type. If the mechanoid cannot work or it has done all the work it shuts down. (Does the same thing as this mod, but for all mechanoids.)

Rechage and shutdown - Mechanoids, regardless of type, will first go to charge, and then to the shutdown zone. (v1.5-v1.6)

Escort and recharge - The mechanoid, regardless of its type, will accompany the overseer and, if necessary, go to charge.

Work, recharge and escort - The mechanoid will accompany the overseer if it does not have a job, and will also be charged if necessary.

Wait enemy - The mechanoid will shutdown and wait for the enemy, and when it appears, it will wake up and head towards the target.

Work and wait - Mechanoids, depending on the type, will work, and when an enemy appears, they will drop everything and go to destroy him. If they don't have a job, they'll just shutdown. (The shutdown lasts longer than in "wait enemy" mode)

Ambush - The mechanoid shutdown and waits for the enemy to approach it, then attacks.

Defend yourself - Mechanoids, regardless of type, will attack enemies that get too close. Or if damaged, they will try to retreat to the nearest safe zone.

Escort if enemy - Mechanoids, regardless of type, will accompany the overseer, but only if there is an enemy on the map. When there is no enemy, mechanoids shutdown.

Work if safe - Mechanoids will work, but only as long as there are no enemies on the map. In case of danger, they will try to get to the safe spot.

Bonus modes
Escort if enemy, work and recharge - Mechanoids, regardless of their type, will accompany the overseer when an enemy is in their zone of operation (within area). Otherwise, they will work.

Escort if drafted or downed - Mechanoids, regardless of type, will accompany an overseer if it is drafted or downed.

Hive mind research - Mechanoids, regardless of type, will generate research points. The speed and efficiency of research directly depends on the number of mechanoids involved in it.

Scavenging - Mechanoids, regardless of type, will search for useful resources in special "Scavenge" zones.

Bonus modes require manual activation in settings!

Unique behaviors
Checking for enemies on the map - if the enemy is reachable and is not in the area in which the mechanoid operates, then False is returned and the mechanoid will continue to work normally.

What does it mean:
If you enable the "Work if safe" mode and limit the working area, the mechanoid will ignore the intrusion until the enemy is in the mechanoid's working area.
If you have enabled the "Find and destroy" mode and locked the mechanoids in a small but open area, then the mechanoid will not pursue enemies, but will try to fight with the enemy that is in the field of view of the mechanoid. This can lead to too smart AI kiting your mechs.

Smart charge - In some modes, mechanoids will try to maintain close to the maximum charge. This is calculated according to the formula (Maximum charge level - 5), that is, if you set the charge to 100%, the mechanoids will be charged up to 95%, and so on. However, unlike vanilla charging, mechanoids will be interrupted if necessary.

Shutdown mode - Some work modes automatically shutdown mechanoids if they have finished their work. For this purpose, special shutdown zones are used. Mechanoids can also shutdown even if these zones do not exist, but then they become an easy target for any threats.
In work (with work) modes, the cooldown is much longer than in combat (without work). (For work 1500 ticks (1 game hour). For combat 650 ticks.)

Note: The shutdown state from the mod uses the vanilla shutdown job. That is, all triggers and checks will count mechanoids as if they were in vanilla "Shutdown mode".
For example, the game will not count shutdown paramedics as medics. Distribute mechanoids into groups wisely!

Mechanoid shutdown zone - Mechanoids that have finished all their business and are going to sleep will go to a such zone, if it is in an accessible area for them.

Smart escort - Mechanoids can be assigned an escort purpose. This way the mechanoids will be able to protect and accompany different pawns. This feature only works for the home map.

Version 1.5:

Dormant mode - Mechanoids consume less bandwidth when they are in a shutdown state. Requires manual activation in settings.

Auto-repair On - New mechanoids spawn with auto-repair enabled. Enabled by default.

Version 1.6:

Mechanoid hangar - any room that has a mechanoid charger will be considered a hangar. If possible and in the absence of zones, mechanoids will be sent to a random hangar for shutdown. Enabled by default.

Warning: If you have the Odyssey DLC, the Harmony mod is required!

Performance
This mod is primarily aimed at improving performance. It literally grew out of a performance mod.

All modes that use shutdown are performance-friendly and have a lower impact than vanilla Work mode. However, do not expect this mod to boost your tps from 20 to 2000+, since it only reduces a very small part of the game load, and only if you use modes with shutdown support.

Modes without shutdown can affect performance, but not significantly more than vanilla modes.

Translations
(v1.6) Chinese Traditional by kkosos
(v1.4-v1.5) Chinese Traditional by SY1102
Русский by дюрекс

FAQ
Q: Mechanoids sleep for a whole minute and do nothing! What should I do?
A: Wait, wait and wait again. Seriously, shutdown's rollback isn't big enough to report it.

Q: Is it save to add a mod in the mid game?
A: Yes.

Q: Is it save to remove a mod in the mid game?
A: Partially. First, switch all group modes to vanilla, then remove all zones and objects associated with the mod.

Q: I don't like "anything_name", can it be disabled?
A: Yes. In the mod settings. Almost all elements of the mod can be disabled or configured in the mod settings.

Q: Where are the shutdown zone located?
A: In the "Biotech" or "Zone" tab in the architect's menu.

Q: I found a bug, what should I do?
A: Go to bug report discussion. Prepare a log and describe how you got the bug. All bug reports without log and/or outside the appropriate discussion will be ignored.

Link to other mods made by me.
GitHub[github.com]

Don't forget to clear Rocketman's cache!
Popular Discussions View All (3)
59
17 Aug @ 9:52am
PINNED: Bug Reports
Sergkart
41
20 Aug @ 11:37pm
PINNED: Suggestions
Sergkart
0
1 Aug @ 6:52am
CE问题.
彩虹猫
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