(http://i.imgur.com/EeYI0xJ.png)
(http://i.imgur.com/RqlJpwh.png)
- Assign 'global' bills, that will be assigned to workstations by your manager(s).
- Set start/stop conditions with the aid of a trigger.
- Select which workstations bills should be assigned to by area and/or count, or select specific workstations.
How does it work?
- You can manually set bills in the new Manager tab on the bottom of the screen. Once set, a colonist with the manager skill and worktype enabled will go to a manager station to figure out the best way to hand out jobs to individual workstations
- Periodically, the manager will check if the assigned bills are still up-to-date, and make changes or delete bills where required
- The manager will not touch bills that are set manually
- In theory there is no real limit to the number of global bills that can be set, but there is still a limit per workstation.
(http://i.imgur.com/9qjxRks.png)
- Regard this as an advanced beta version. I've spent over a week ironing out bugs from the first working version. I feel it's ready for a public release, but at the same time I know there's probably bugs that I won't catch without user feedback and many different playthroughs/playstyles.
- Requires a new save. Adds a worktype, which in my tests gave errors on old savegames.
- Should work perfectly fine with other mods that add bills, assuming they do nothing too fancy/weird.
(http://i.imgur.com/AKYh568.png)
- Skills display on the colonist info pane gets cut off when using EdB Interface. This is an issue with EdB interface.
- I'm not sure what happens when the manager assigns bills to a workstation that can take no more bills, expect better handling of such cases in future updates.
- No 'load balancing' is currently done, the manager does not care how many bills a workstation has. Expect better load balancing in future updates.
(http://i.imgur.com/uYijWAZ.png)
Latest release (https://github.com/Karel-Kroeze/RW_Manager/releases/latest) | all releases (https://github.com/Karel-Kroeze/RW_Manager/releases) | GitHub repository (https://github.com/Karel-Kroeze/RW_Manager)
(http://i.imgur.com/v1renQK.png)
- Enhanced AI on bill assignment, load balancing, edge cases.
- More interactions and jobs for manager work type.
- Inspirational speeches
- Stern talking to for a job poorly done
- More ideas? (the goal is to add more social options, where appropriate with good/bad thought modifiers, or work speed modifiers if I can make that work.
- AutoHuntBeacon functionality integrated as a new manager 'module' (i.e. the button in the top left of the tab will let you switch).
- 'Behaviour' as a new manager module;
Set recruit/medical care settings on prisoners based on their attributes- Assign colonists to specific areas under certain conditions (raids, events)
- Open to suggestions!
(http://i.imgur.com/NrQNxTv.png)
A12d.1a - resource count fixed, added max skill toggle for minWorkSkill option of bill
A12d.1 - initial release
(http://i.imgur.com/vUKNgc7.png)
The license for all my mods can be found here (https://ludeon.com/forums/index.php?topic=16120.msg171780#msg171780).
This sounds totally awesome Fluffy. I will give this a run through tonight!
Looks amazing. I'll give it a try ASAP
+1
looks amazing - i love Automated manager so i dont have to worry about it
Oh, great. I remember such a thing in dwarf fortress and if there will be pawn who controls it that's even better!
This is a great idea! I'm in the middle of a good game right now, but I'll be trying this out on my next one.
Quote from: Grogfeld on October 04, 2015, 02:30:06 PM
Oh, great. I remember such a thing in dwarf fortress and if there will be pawn who controls it that's even better!
That's the inspiration ;)
Nice idea for a mod! Thanks for sharing.
I think there's some potential for expansion on the Min Skill slider. For example, I've always wanted the option to automatically restrict a bill to whoever is currently the best crafter in the colony....which would be done by figuring out who has the highest skill and setting the min skill to that.
The opposite would be useful too - a max skill slider. I'd use this for low priority newbie jobs like making kindling, to help train the low level crafters with inexpensive resources.
Okay, Im still messing around with this, but I had a question...
Is there any chance I can get a save\load joblist function? It seems like im always setting up the same jobs in every colony...
Man, Fluffy you're on a rampage. Your mods are so impactful!
Quote from: Owlchemist on October 04, 2015, 06:55:25 PM
Nice idea for a mod! Thanks for sharing.
I think there's some potential for expansion on the Min Skill slider. For example, I've always wanted the option to automatically restrict a bill to whoever is currently the best crafter in the colony....which would be done by figuring out who has the highest skill and setting the min skill to that.
The opposite would be useful too - a max skill slider. I'd use this for low priority newbie jobs like making kindling, to help train the low level crafters with inexpensive resources.
You're welcome! As for min/max jobskill, I'll look into adding a 'sticky' max possible skill option or something along those lines. Minimum skil is not currently possible. The mod works by assigning and deleting bills just like the player would, I don't actually change the code for the workstations or the bills themselves. This means I can't really influence which pawn does what bill, the core bill code just doesn't have options for that.
You could spoof a training zone by simply making a training workshop area that is forbidden to your master engineers though, not ideal, but it'll work.
Quote from: NihilRex on October 04, 2015, 07:13:28 PM
Okay, Im still messing around with this, but I had a question...
Is there any chance I can get a save\load joblist function? It seems like im always setting up the same jobs in every colony...
Yep, thats what I'm doing at the moment, cross colony import/export.
Thanks everyone for the feedback! Please do keep it coming ;)
The targets don't seem to work for meals. I was hoping for 80meals, and instead, Im over 240. They only stop cooking when they run out of meat...
Quote from: NihilRex on October 05, 2015, 02:40:24 AM
The targets don't seem to work for meals. I was hoping for 80meals, and instead, Im over 240. They only stop cooking when they run out of meat...
Noted, will look into it tonight. Are the counts on the manager tab correct?
Quote from: Fluffy (l2032) on October 05, 2015, 02:50:37 AM
Quote from: NihilRex on October 05, 2015, 02:40:24 AM
The targets don't seem to work for meals. I was hoping for 80meals, and instead, Im over 240. They only stop cooking when they run out of meat...
Noted, will look into it tonight. Are the counts on the manager tab correct?
It shows a current of 0, and keeps adding 80 meals to the cookstove.
EDIT:: Added screenshot - http://imgur.com/iaV49b4
yeah, it would do that if it thinks the current is 0 ;). Does this happen only with meals? I'ld check myself, but I'm not currently near a copy of the game, or my code.
Quote from: Fluffy (l2032) on October 05, 2015, 03:03:42 AM
yeah, it would do that if it thinks the current is 0 ;). Does this happen only with meals? I'ld check myself, but I'm not currently near a copy of the game, or my code.
It does it with the meat for butchering as well, but pants\shirts\parkas\stoneblocks all seem fine.
Note, this is not the first colony that it has done it in, I'm on # 3 or 4.
allright, I'll take a good close look at my counting code tonight, thanks for reporting!
+1 awesome work anyway.
The resource count is fixed (really stupid mistake, did the count in a debug section of code, so as long as I was in debug mode (where I test) it works, but in release mode, it didn't.
Added a 'max skill' toggle to the minimum skill slider, if set it will auto-update to the skill of the colonist with the highest skill. NOTE: this is regardless of wether or not that pawn has the worktype enabled or is otherwise unable to do the job. If the max skill pawn can't do the job for any reason, and all other pawns are lower level, the job will never get done.
YES! This is the thing I REALLY wanted, thank you for making this, I'll have to try this ASAP
Hi,
Long time lurker here :)
I really like the idea of this mod, this is something I really dreamed of for Rimworld, so keep up good work :)
I'm here to point out some bugs I encountered, so hopefully this mod will become even better :)
Bug #1 - After i load game my manager sets up all bills again - making duplicates of already set bills he made before. My solution is to erase all bills from all worktables and allow manager to remake those bills. Seems to only occur when I completly exit to Desktop, and start game later, but I'm not 100% sure.
Bug #2 - When I had 2 colonists tasked with managing, each of those colonists made copy of bills. Again resulting in duplicates. I think managers are not aware of any bills set up by other managers, so they make their own bills anyway.
Bug #3 - Perhaps not really a bug, but it appears there is no good support yet for bills "Do until you have X", instead bills that are set up are "Do X times", meaning that before my manager come to remove bills I may end up with heavy over production of material. Especially when manager got involved in some long term jobs.
There is also one feature, which I'm not sure if is even possible. But I'd love to see option to tell manager to make some product - let's say "Glass". Would it be possible for manager to set up bills with all pre-requisites (with proper amount) to give me my end product in specified amount and then clean bills after himself? I hope i don't ask for too much :D:D:D
Great work, keep it up :D
Cheers.
=======================
My set up is:
Rimworld Alpha 12d +
Hardcore SK modpack 2.2d with Built-in Zombie Apocalypse 1.3 (included in SK Hardcore modpack) +
Colony Manager A12d.1a (latest version) at the end of load order.
Quote from: Fearle55 on October 07, 2015, 05:05:12 PM
Hi,
Long time lurker here :)
I really like the idea of this mod, this is something I really dreamed of for Rimworld, so keep up good work :)
I'm here to point out some bugs I encountered, so hopefully this mod will become even better :)
Bug #1 - After i load game my manager sets up all bills again - making duplicates of already set bills he made before. My solution is to erase all bills from all worktables and allow manager to remake those bills. Seems to only occur when I completly exit to Desktop, and start game later, but I'm not 100% sure.
Bug #2 - When I had 2 colonists tasked with managing, each of those colonists made copy of bills. Again resulting in duplicates. I think managers are not aware of any bills set up by other managers, so they make their own bills anyway.
Bug #3 - Perhaps not really a bug, but it appears there is no good support yet for bills "Do until you have X", instead bills that are set up are "Do X times", meaning that before my manager come to remove bills I may end up with heavy over production of material. Especially when manager got involved in some long term jobs.
There is also one feature, which I'm not sure if is even possible. But I'd love to see option to tell manager to make some product - let's say "Glass". Would it be possible for manager to set up bills with all pre-requisites (with proper amount) to give me my end product in specified amount and then clean bills after himself? I hope i don't ask for too much :D:D:D
Great work, keep it up :D
Cheers.
=======================
My set up is:
Rimworld Alpha 12d +
Hardcore SK modpack 2.2d with Built-in Zombie Apocalypse 1.3 (included in SK Hardcore modpack) +
Colony Manager A12d.1a (latest version) at the end of load order.
I've seen #2, but wasnt sure if it was just me screwing with things again.
#3 - You can do it, and they just add the necessary jobs as a Do X times.
Would love to see a screen where you can see ALL the current jobs, and their queue order as far as the colonists are concerned.
Sometimes it can be really hard to get a particular colonist to not be doing one type of crafting over another - for instance. Would be good to know how to fix that particular issue - probably the worst issue in the game.
Quote from: Fearle55 on October 07, 2015, 05:05:12 PM
Hi,
Long time lurker here :)
Welcome!
I really like the idea of this mod, this is something I really dreamed of for Rimworld, so keep up good work :)
Thanks, glad you like it!
I'm here to point out some bugs I encountered, so hopefully this mod will become even better :)
Bug #1 - After i load game my manager sets up all bills again - making duplicates of already set bills he made before. My solution is to erase all bills from all worktables and allow manager to remake those bills. Seems to only occur when I completly exit to Desktop, and start game later, but I'm not 100% sure.
I've had some issues with saving/loading which bills are managed, to avoi this problem. I thought it was fixed, but apparently not. I'ld appreciate it if you could send me a savegame (pm) so I can further investigate. Also mention wether or not you made any changes/ custom options to the modpack.
Bug #2 - When I had 2 colonists tasked with managing, each of those colonists made copy of bills. Again resulting in duplicates. I think managers are not aware of any bills set up by other managers, so they make their own bills anyway.
Hmm, thats kind of weird, they should both be working off of the same joblist. I'll look into it.
Bug #3 - Perhaps not really a bug, but it appears there is no good support yet for bills "Do until you have X", instead bills that are set up are "Do X times", meaning that before my manager come to remove bills I may end up with heavy over production of material. Especially when manager got involved in some long term jobs.
The manager should only ever hand out bills with a repeatCount high enough to actually meet your target. I will look into making it check counts more regularly to avoid this issue.
There is also one feature, which I'm not sure if is even possible. But I'd love to see option to tell manager to make some product - let's say "Glass". Would it be possible for manager to set up bills with all pre-requisites (with proper amount) to give me my end product in specified amount and then clean bills after himself? I hope i don't ask for too much :D :D:D
This is something I've been thinking about, I can definitely see how this would be useful. It's something for a future version ;)
Great work, keep it up :D
Cheers.
Will do, and thanks for the feedack!
=======================
My set up is:
Rimworld Alpha 12d +
Hardcore SK modpack 2.2d with Built-in Zombie Apocalypse 1.3 (included in SK Hardcore modpack) +
Colony Manager A12d.1a (latest version) at the end of load order.
Quote from: thefinn on October 08, 2015, 01:40:32 AM
Would love to see a screen where you can see ALL the current jobs, and their queue order as far as the colonists are concerned.
Sometimes it can be really hard to get a particular colonist to not be doing one type of crafting over another - for instance. Would be good to know how to fix that particular issue - probably the worst issue in the game.
An overview tab, and proper editable priority management, which is also enforced on the actual workstations is currently on top of my to-do list.
@NihilRex
You're right bills come as "Do X times", this would be great if items came in 1:1 ratio (1 wood = 1 plank). But what when item comes in 1:20 ratio (1 wood = 20 planks). This way setting job as "Do X times" would mean, that target of "20" planks would finish as 20 x 20 = 400 planks. Meaning there would be 380 planks over produced - if manager wasn't able to get in time to dismiss the job. This would create resource and time "black hole" especially in early game, when production is slow. Not to mention storage space ;).
Personally i think that allowing to use vanilla "Do until X is made" just as in normal bills in all workstations should totally solve that problem.
@Fluffy
Yes, manager is setting repeatCount as high as target value set by myself. This option work correctly. What i meant was - the same thing i just explained to NihilRex. Problems start when from "one" source item you recive "many" product items (1 wood = 20 planks). This way repeatCount of 20 will produce 20 x 20 = 400, which is not my target. My target always was only 20. So setting target of 20 should set a bill "Do 1 time", not "Do 20 times". If manager can be made aware that items can come in stacks of course ;D.
Added my savegame, becouse adding attachments in PM seems too tricky for me ;D
All files and info inside :)
- Cheers ;)
[attachment deleted due to age]
Gotcha. For most items, the manager is aware ('normal' recipes are no issue, the problem is smelting and butchering, for which I either set it to 1 (smelting) or 50 (meat, butchering)).
Not sure if that stack count is actually properly taken into account though, I'll look into that. The whole thing needs some love with negative counts (i.e. target < current count, for smelting/recycling/burning) too, not sure that works correctly in some fringe cases.
@Fluffy,
Ture, this needs some more "Math Inside (TM)" :D
But what If i could suggest adding 1 button, which would have hardcoded one of 2 options - like checkbox - for those recipies that aren't 1:1 ratio.
Option #1 "Check if "amount.in.stockpile" is "equal or more" to "target" -> delete bill "else" "wait.for.next.check"
Option #2 "Hardcoded don't go above set (X) value checkbox for certain bill"
What I mean is to tell forcefully to manager to delete bill when stockpile amount reaches set treshold.
I'm no modder in any case so I just might be shooting blind here ;D
- Cheers
I'm not entirely sure what this would add, the manager currently does both. The process is like this;
Manager checks current counts, and decides if the job should be active.
+ if yes, it checks what the difference is between the target and the current count, and how many bills it needs to hand out to make current = target. (it's possible this bit is currently going wrong.)
- if no, it deletes all outstanding bills for this job.
Long story short, even if it occasionally hands out too many bills, they should get cancelled the next time the job is checked and the target was met.
It's all really fine ;) I just got a bit excited, becouse I'm kind of hot head sometimes and I can't wait ;D
I was just wondering if you plan on your "roadmap" to extend manager functions later beyond smelting/producing.
Like adding ability for manager to "teach a class" for pawns to gain skills to some extent.
Or some kind of discounts for mass buy/sell (of many stacks (bulk)) of items with trader.
Or some kind of stockpile management so manager can order pawn to go to stockpile and merge all the "half-stockpiles" into one to save space etc.
Just letting some imagination go on ;D I know it is easy to make wishes ;D
Anyway, after some minor tweaks it is already solid mod. Can't wait for updates ;)
- Cheers
been trying this mod out, really fun, but it would be nice if you could add the "do forever" and "do until you have X" options for the bill, because right now, its very hard to know if the bill will keep going
All manager bills are do until X, that's the whole idea behind the threshold - it allows you to set anything as x.
I'll see about cleaning up the interface and adding an overview with better information to make this whole thing more clear.
Sweet, thanks, and yeah, I figured that out
I haven't tried this yet, but it looks totally freaking awesome.
Love this mod! I only wish it was a little less laggy when opening up the manager interface, but I can understand that loading every reaction might be a little time consuming.
Also, I'm looking forward to load balancing although setting workshops for a specific task does the job currently.
I'm currently overhauling the system, wasn't aware of a long startup time but I'll look into that. I've also removed the 'all' tab, so it won't load all possible bills anymore, just those your colony has the workbenches for.
I'm working on an overview tab to change priorities of jobs (right now it's basically first come first serve) and give an idea of the efficiency of your manager and jobs.
Other things coming up;
Import / export between colonies.
"Ranching" module, setting targets for livestock, excess will be slaughtered. Also set training for a race.
"Hunting & Gathering" module, basically autohuntbeacon, but in the manager framework.
Wow, that sounds awesome, I don't care how long it takes, that sounds really great
@Fluffy
About removing this "all" tab, could you please let it remain in the mod? Perhaps as some separate tab or button.
Personally, I think it is really useful. Recipies tell you what table they use. I used this functionality when I had problems to find where to craft certain recipies. This way I knew that my item is on "that" table and not on "other".
-Cheers
you should use the CCL help system for that (assuming you have CCL, and if not, why not?), it's got a lot more information besides just where it's crafted.
I have CCL, I use AK Hardcore modpack, with few minor additions. I'm not aware of any help system i think, is it built-in inside CCL or is it some CCL-addon? I have trouble locating it on the forum. Can you perhaps give me some link?
-Cheers
It's build into CCL, there should be a button on the bottom left saying 'help'. If it isn't there, try updating CCL.
Right, I'm aware of this tab, i checked it too, it displays FAQ info and similar stuff, which is good. However for my particular searching needs i find your solution hands down superior. I type in search window (in "available" tab) for example "vancidium" and i know straight away if i can make it, and the name of a table with coresponding bill. 100% simple, 100% proof :) If i can have my vote, i give +1 for "all" tab to stay. At least for full production reference and planning reason. Thanks!
-Cheers
Quote from: Fearle55 on October 30, 2015, 03:24:49 PM
Right, I'm aware of this tab, i checked it too, it displays FAQ info and similar stuff, which is good. However for my particular searching needs i find your solution hands down superior. I type in search window (in "available" tab) for example "vancidium" and i know straight away if i can make it, and the name of a table with coresponding bill. 100% simple, 100% proof :) If i can have my vote, i give +1 for "all" tab to stay. At least for full production reference and planning reason. Thanks!
-Cheers
the help tab tells you the number of outputs, too, though, while the manager only shows the bills, which don't necessarily show the amount you get out.
right so in a late night moment of confusion I accidentally created a new thread instead of updating this one. Either way - a massive update to the manager is out, get it at https://ludeon.com/forums/index.php?topic=16888.0
Have you thought about adding a research manager, to work towards unavailable research or to set the research order from available research?
Yeah, I thought about it. Would like to do a research tree similar to the Civ one, with functionality similar too (e.g., queueing research).
Main problem would be getting the interface to generate automatically with mods that add research. It's something I intend to look into over the Christmas break.
BTW, this mod is obsolete; please take further discussion over to the new thread here;
https://ludeon.com/forums/index.php?topic=16888.0
<locking this thread>