RimWorld

RimWorld

Colony Manager Redux
nex 29 Jul @ 7:16am
(feature request) managing spot
see title. for balance reasons it can have reduced effectiveness or speed or something. but i like spots since they can't be stolen or destroyed by raiders. this way if my base burns down they will go to the intact spot and gather wood etc to automatically rebuild.
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Showing 1-4 of 4 comments
I just added one myself, and it seems to be working.

Defs/ManagingSpot.xml

<?xml version="1.0" encoding="utf-8"?>
<Defs>
<ThingDef ParentName="BuildingBase">
<defName>ManagingSpot</defName>
<label>Managing spot</label>
<thingClass>ColonyManagerRedux.Building_ManagerStation</thingClass>
<description>A workplace for a manager, lacking the necessary tools and thus operating very inefficiently.</description>
<graphicData>
<texPath>Things/Building/Misc/PartySpot</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(1,1)</drawSize>
</graphicData>
<altitudeLayer>FloorEmplacement</altitudeLayer>
<useHitPoints>false</useHitPoints>
<statBases>
<WorkToBuild>0</WorkToBuild>
</statBases>
<size>(1,1)</size>
<designationCategory>Production</designationCategory>
<passability>Standable</passability>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<surfaceType>Item</surfaceType>
<comps>
<li Class="ColonyManagerRedux.CompProperties_ManagerStation">
<speed>2000</speed>
</li>
<li Class="CompProperties_Forbiddable" />
</comps>
<scatterableOnMapGen>false</scatterableOnMapGen>
<uiOrder>2002</uiOrder>
<building>
<sowTag>SupportPlantsOnly</sowTag>
<canPlaceOverImpassablePlant>false</canPlaceOverImpassablePlant>
<ai_chillDestination>false</ai_chillDestination>
<wakeDormantPawnsOnConstruction>false</wakeDormantPawnsOnConstruction>
<artificialForMeditationPurposes>false</artificialForMeditationPurposes>
</building>
</ThingDef>
</Defs>
nex 10 Aug @ 4:36am 
wow thanks. i will try it for myself and hope that it can be eventually included in the mod. maybe i'll go on discord or wherever to try and contact the modmaker directly.
ilyvion  [developer] 10 Aug @ 10:20pm 
Sorry for not replying sooner, I saw this at one point but was too busy to respond, and then I forgot to come back to it. I don't think it makes sense to have a managing spot for the sake of immersion; you need a desk and a filing system to track a colony's needs, not just a spot on the ground. But I obviously can't stop y'all from adding in your own custom building, so have at it.

That said, I feel like people should be able to play games however they want to, so I'll probably add the feature behind a setting that is off by default, but that can be turned on by users who want it. You can expect it in the next version of the mod.
ilyvion  [developer] 28 Aug @ 6:43am 
This feature is coming to the mod proper in version 0.13, which is just about to be released.
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