Assignable Crafting
Description:A simple mod that allows vanilla and modded crafting stations to limit usage to a smaller set of colonists. This is accomplished via a "Workers" tab which shows up on the inspector when a compatible crafting station has been selected.
Future Plans- Clean up UI a little
- Only allow colonists who have the required skill be assigned
Author/Mod TeamMaskOfLoki
DownloadDownload (https://www.dropbox.com/s/i06ix8suqlen2hj/AssignableCrafting.zip?dl=1)
- Github repository coming soon!
How to install:- Make sure you have Community Core Library installed, minimum v0.12.4
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game. Make sure it loads after every other mod.
Licensing:- This mod may be used in modpacks
- Derivatives of this mod can be created as long as proper credit is given
Very interesting!
I have a few comments though:
First off, you're basically replacing all vanilla workstations. This is a bit awkward, as it's prone to mod conflicts, and modded buildings won't work. Have you thought about adding this functionality in a comp instead? You could inject the comp into all Building_Billgivers with CCL. Then you could have the workgiver check the comp, and the only thing you'ld need to overwrite is the workgiver - which you are already overriding anyway. This way, modded buildings should automagically work, and there's less risk of conflicts with other mods that change vanilla buildings.
Second, how do you feel about integrating this into my manager mod? :D I feel it fits perfectly (possibly with the above mentioned changes and some additions)!
I agree it is a bit awkward, but at the time I needed a quick fix and it fit the bill. I'll look into converting it over to using a component.
What benefits would there be in adding it to you manager mod? I usually like to make things modular so people can pick and choose what features they want, but if there are some compelling benefits, I would love to know.
Frankly, for you, not many :P
From a player's point of view I suspect the type of micromanaging player that enjoys your mod will also enjoy mine, and your mod provides a great extention of functionality offered by mine.
I realise now that integration probably doesn't really give you anything, so I think I might try to put some options to set owners in my mod, using yours to actually do the work, if that's ok by you? Mind you, I'd first have to figure out if it's even possible to determine at runtime if your mod is available or not - I don't particularly want to maintain two different versions.
I've done a quick look, and this should work to detect my mod, at least:
LoadedModManager.LoadedMods.Where(mod => mod.name.Equals("Assignable Worktables")).Count() > 0
And thanks for pointing me towards CCL. I think that will be a great help to me. :)
I could see that working, but then you would be forcing the player to have to remember who their best worker for that specific bill type is. I figure it would be better gameplay for the player to be able to "set it and forget it".
Hi MaskOfLoki.
It's a great idea but will you try to make it mod friendly? It would be great if it work with every workshop delivered by mods. It sounds great even for vanilla workshops but in this case bigger is better ;)
I'm working on converting it over to Community Core so that it is completely mod friendly.
Hey guys, I've updated the mod. You can now assign multiple colonists to a crafting station instead of just one colonist.
I also renamed the mod to Assignable Crafting because it made more sense.
this mod compatible with all kind of modded work benches would be awesome and make it possible to just add it to randomly downloaded modpacks
https://ludeon.com/forums/index.php?topic=10908.0 here it was done for alpha9
it has the same functionality as your mod, just the way it's implemented is different
It's a shame the download link isn't working =(
This mod was exactly what I've been looking for...
Link still is not working :c
Aww. Saw this mod and thought YES this isa must have mod! But alas I have been fooled! :P Really hoping for a working link for this. Is there an eta on a fix on the link? Or maybe someone already has this and can upload it somewhere?
here. i think it is the latest ver.
will remove when OP shows up
[attachment deleted by admin - too old]
Will this mod ever be updated and is there a way to get it to work on A13? That said would be happy to try updating it my self, if the author doesn't mind and some one can tell me where to start (As I have never modded this
Here you go, only took 10 minutes to update, I gave it a quick test, seems to work fine.
https://www.mediafire.com/?cq3dcy3eq88pcgb
All source files included as well. Will happily maintain if mod author isnt about anymore.
Can I ask, what does this look like?
It adds a tab to the bottom right info panel when you select the bench, like you would get for bills, in it is a list of your colonists names with a check/cross next to them.
here:
[attachment deleted by admin - too old]
Thanks. Ah, yep, I think I'm going to use it.
Quote from: skullywag on May 04, 2016, 11:42:28 AM
Here you go, only took 10 minutes to update, I gave it a quick test, seems to work fine.
https://www.mediafire.com/?cq3dcy3eq88pcgb
All source files included as well. Will happily maintain if mod author isnt about anymore.
Hey Skully. Thanks for that.
Just tried it though the tab isn't showing up. Got it last in the load order so it cant be a confliction. Not sure what the problem might be.
Chuck an output.log from a game where youve tried to load it up here.
This seems to prevent the hauling robots in the Miscellaneous mod from doing hauling based jobs with workstations such as the crematorium. Might be since they don't exactly count as colonists.
Quote from: skullywag on May 04, 2016, 11:42:28 AM
Here you go, only took 10 minutes to update, I gave it a quick test, seems to work fine.
https://www.mediafire.com/?cq3dcy3eq88pcgb
All source files included as well. Will happily maintain if mod author isnt about anymore.
Well done!
Having an issue where it says it found no usable data when trying to get defs from file ModHelper.xml
you got CCL loaded?
Quote from: skullywag on May 09, 2016, 11:23:16 AM
you got CCL loaded?
I do now and the mod works perfectly without any errors. I had the CCL during A12 and assumed I already had it for A13. A lot of the A12 mods used the CCL and I already had a bunch for A13.
Hello! I am not getting this mod to work. I have no idea what could be going wrong. I'm using a number of mods so I don't know if I have something that is conflicting. Here are the mods I'm currently loading:
Core
EdBModOrder
Community Core Library
Community Core Library - Vanilla Tweaks
RW_EnhancedTabs-0.13.0.1
VeinMiner
Pawn State Icons
AllowTool
RW_Blueprints-0.13.0.1
RW_FluffyRelations-0.13.0.1
TilledSoil
LessIncidentTrolling
RW_PawnBar-0.13.0.1
ED-LaserDrill
AdditionalLighting-AdditionalLighting1.6
PowerSwitch
Confusion
ED-Moat
ED-Plant24H
RW_Manager-0.13.0.3
DoorMats-DoorMats1.0
kNumbers-0.4.1-A13
AssignableCrafting
M&Co. MMS
SkilledBuilder
MapReroll
I know the mod "Confusion" is not working, and I'm also using "SkilledBuilder" which also does not seem to work. I've tried them each on their own without the other (in case they conflicted) but neither seem to work. I have attached my output_log in hopes that it will help. I'll also be posting this in the thread for "SkilledBuilder".
Thank you for your time!
[attachment deleted by admin - too old]
This message can be disregarded. It turns out some of my other mods were out-of-date and/or my load order was bad. I started fresh with updated mods and a better order and now everything is working great. Thank you!
Anyone noticing my version not loading the correct selections on a loaded game? all my benches have all workers off...just wanna check its not just me.
Quote from: skullywag on May 14, 2016, 10:39:41 AM
Anyone noticing my version not loading the correct selections on a loaded game? all my benches have all workers off...just wanna check its not just me.
just curious, but what order did you put your mods in, because I have a similar problem with the worker tab not showing
thats not the same or similar issue, im talking about saving a game with workers set then loading that saved game and having the checks be off for everyone (theres an error on loading the save). Your issue sounds like a mod compatibility error, id start removing mods 1 by 1 until you find the culprit.
This is the order I went with for all of my mods. Basically if I have anything but AssignableCrafting last, I don't get the worker tab. I must have two mods here that conflict somehow:
Core
Community Core Library
Community Core Library - Vanilla Tweaks
EdBModOrder
RW_EnhancedTabs-0.13.0.1
VeinMiner
Pawn State Icons
AllowTool
RW_Blueprints-0.13.0.1
RW_FluffyRelations-0.13.1.2
TilledSoil
LessIncidentTrolling
RW_PawnBar-0.13.0.1
ED-LaserDrill
AdditionalLighting-AdditionalLighting1.6
PowerSwitch
ED-Moat
ED-Plant24H
RW_Manager-0.13.0.3
DoorMats-DoorMats1.0
kNumbers-0.4.3.1-A13
M & Co. MMS
SkilledBuilderOff
MapReroll
Confusion
xeva_hair
Miscellaneous_Core
Miscellaneous_Objects
T-Terraforming
AssignableCrafting
Yes, my mistake, sorry!!
So I found the culprit, so apparently changing CCL to load order 2 changed it (I originally had it at 3 under Mod Order since I thought it had to be loaded first)
Download link is broken :(
Quote from: MisterVertigo on May 15, 2016, 07:18:00 PM
This is the order I went with for all of my mods. Basically if I have anything but AssignableCrafting last, I don't get the worker tab. I must have two mods here that conflict somehow:
Core
Community Core Library
Community Core Library - Vanilla Tweaks
EdBModOrder
RW_EnhancedTabs-0.13.0.1
VeinMiner
Pawn State Icons
AllowTool
RW_Blueprints-0.13.0.1
RW_FluffyRelations-0.13.1.2
TilledSoil
LessIncidentTrolling
RW_PawnBar-0.13.0.1
ED-LaserDrill
AdditionalLighting-AdditionalLighting1.6
PowerSwitch
ED-Moat
ED-Plant24H
RW_Manager-0.13.0.3
DoorMats-DoorMats1.0
kNumbers-0.4.3.1-A13
M & Co. MMS
SkilledBuilderOff
MapReroll
Confusion
xeva_hair
Miscellaneous_Core
Miscellaneous_Objects
T-Terraforming
AssignableCrafting
I tried using Assignable with Skilled Builder before. I think they conflict somehow.
I use them both, and they both appear to be working for me. I had to load Assignable Crafting last though, or it would not work.
im also using them both ok, same as above.
Is it possible to get an update to 14 for this Mod.
Quote from: Ocirannor on July 25, 2016, 05:21:38 AM
Is it possible to get an update to 14 for this Mod.
maybe, but untill it is updated, Colony manager mod can sort of do what this does, in a way, .
I have an A14 version of this, if the MaskOfLoki wants it ill happily supply source, or will upload if MaskOfLoki is happy.
You would be a life-send Skull. I check Maskofloki profile seems his last post was in Jan not sure if hes as active
Quote from: MaskOfLoki on December 08, 2015, 11:38:32 PM
Licensing:
- Derivatives of this mod can be created as long as proper credit is given
I think it's pretty clear what you need to do.
bare with me im on it.
You get anywhere with it Skully?
oh sorry yeah, ill upload a version tonight, sorry getting caught up with fixing annoying issues in my own mods i totally forgot about this.