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RimWorld => Releases => Mods => Outdated => Topic started by: Wivex on September 07, 2015, 05:13:52 PM

Title: [A12d] [GUI] Work Presets (v1.1)
Post by: Wivex on September 07, 2015, 05:13:52 PM
Description:

This mod adds new main UI tab with work presets which allows you to assign multiple job priorities to pawns with two clicks. Make micromanaging of your 20+ pawns' colony an easier routine.

(https://dl.dropboxusercontent.com/u/24499508/WP%20Logo.png)

Features and Behaviour:

Changelog:

Version 1.1:
- Fixed a bug: compatibility issues with other mods due to unappropriate preset saving.


Downloads:

Credits:

[attachment deleted due to age]
Title: Re: [A12] [GUI] Work Presets (v1.0)
Post by: Florius on September 07, 2015, 05:33:43 PM
That is really useful! Does it already have presets?

And I am just wondering one thing, and I might be a pain in the ass (uchh, don't know the English word for it, sorry) but, is it possible somehow to make it quicker to assign tasks to colonists. Because sometimes you need something build quickly, and it is very anoying when you have a big colony click colonist by colonist to change his/her job...
Title: Re: [A12] [GUI] Work Presets (v1.0)
Post by: Wivex on September 07, 2015, 05:38:09 PM
Quote from: Florius on September 07, 2015, 05:33:43 PM
That is really useful! Does it already have presets?

No. Everybody plays differently. You start with modifying existing job priorities list of any pawn, so it's not long to make a new preset.

Quote from: Florius on September 07, 2015, 05:33:43 PM
And I am just wondering one thing, and I might be a pain in the ass (uchh, don't know the English word for it, sorry) but, is it possible somehow to make it quicker to assign tasks to colonists. Because sometimes you need something build quickly, and it is very anoying when you have a big colony click colonist by colonist to change his/her job...

I thought about "zone" type menu, but it has it's drawbacks too. I'll stick to this type for now to see how it goes.
Title: Re: [A12] [GUI] Work Presets (v1.0)
Post by: Florius on September 07, 2015, 05:48:08 PM
I agree on your first point. I just hope people are not too lazy to create the presets and then don't download your mod. Just trying to help and give idea's :)
Title: Re: [A12] [GUI] Work Presets (v1.0)
Post by: NihilRex on September 07, 2015, 05:54:18 PM
I was just complaining about this on stream last week!

Thanks!
Title: Re: [A12] [GUI] Work Presets (v1.0)
Post by: Wivex on September 07, 2015, 05:56:45 PM
Quote from: Florius on September 07, 2015, 05:48:08 PM
I agree on your first point. I just hope people are not too lazy to create the presets and then don't download your mod. Just trying to help and give idea's :)

That's a good point. I appretiate any feedback.
Title: Re: [A12] [GUI] Work Presets (v1.0)
Post by: Kairo on September 07, 2015, 06:07:37 PM
Hi  :)

That's an interesting mod, i give it a try.

Has anybody tested it with "Mending" mod (repairing clothes/weapons https://ludeon.com/forums/index.php?topic=10908.180 (https://ludeon.com/forums/index.php?topic=10908.180)) and if it's compatible ?
Title: Re: [A12] [GUI] Work Presets (v1.0)
Post by: Florius on September 07, 2015, 06:16:48 PM
Quote from: Kairo on September 07, 2015, 06:07:37 PM
Hi  :)

That's an interesting mod, i give it a try.

Has anybody tested it with "Mending" mod (repairing clothes/weapons https://ludeon.com/forums/index.php?topic=10908.180 (https://ludeon.com/forums/index.php?topic=10908.180)) and if it's compatible ?

Since Alpha 12 that isn't needed anymore since you can add the minimal required skill in the bill.
And the mod itself is not updated to Alpha 12...
Title: Re: [A12] [GUI] Work Presets (v1.0)
Post by: Kairo on September 07, 2015, 06:41:07 PM
Quote from: Florius on September 07, 2015, 06:16:48 PM
Quote from: Kairo on September 07, 2015, 06:07:37 PM
Hi  :)

That's an interesting mod, i give it a try.

Has anybody tested it with "Mending" mod (repairing clothes/weapons https://ludeon.com/forums/index.php?topic=10908.180 (https://ludeon.com/forums/index.php?topic=10908.180)) and if it's compatible ?

Since Alpha 12 that isn't needed anymore since you can add the minimal required skill in the bill.
And the mod itself is not updated to Alpha 12...

Yes, you're right, u can select the minimal crafting skill for quality but i think it still needs repair sometimes and Skyarkhangel updated Mending mod for A12 (and compatible with A12D of course).

Anyway, i have just tested it quickly and the new job is in the Work Presets  :). Ill keep an eye on it if it works during a longer playthrough.

Thanks for this mod.
Title: Re: [A12] [GUI] Work Presets (v1.0)
Post by: AHare on September 07, 2015, 07:48:26 PM
Love the idea. Few issues have popped up after installing though:
- Some pawns are not following the work priorities I set for them. My researcher is prioritizing hauling (at 3) over research (1).
- No one is sleeping in their beds! They crash on the floor instead.
Title: Re: [A12] [GUI] Work Presets (v1.0)
Post by: Fluffy (l2032) on September 07, 2015, 07:52:25 PM
This is pretty awesome!
Title: Re: [A12] [GUI] Work Presets (v1.0)
Post by: Florius on September 07, 2015, 07:57:23 PM
Quote from: AHare on September 07, 2015, 07:48:26 PM
Love the idea. Few issues have popped up after installing though:
- Some pawns are not following the work priorities I set for them. My researcher is prioritizing hauling (at 3) over research (1).
- No one is sleeping in their beds! They crash on the floor instead.

Not sure if that last one is caused by the mod, seems a little odd. Are you sure they can access the area, (unrestricted)? And are the beds assigned to the colonists?
Title: Re: [A12] [GUI] Work Presets (v1.0)
Post by: AHare on September 07, 2015, 08:12:53 PM
Quote from: Florius on September 07, 2015, 07:57:23 PM
Quote from: AHare on September 07, 2015, 07:48:26 PM
Love the idea. Few issues have popped up after installing though:
- Some pawns are not following the work priorities I set for them. My researcher is prioritizing hauling (at 3) over research (1).
- No one is sleeping in their beds! They crash on the floor instead.

Not sure if that last one is caused by the mod, seems a little odd. Are you sure they can access the area, (unrestricted)? And are the beds assigned to the colonists?
Yes and yes. Three nights and none of them will head to bed.
Title: Re: [A12] [GUI] Work Presets (v1.0)
Post by: utai on September 07, 2015, 09:29:18 PM
i have been dying for this mod, thank you!!
Title: Re: [A12] [GUI] Work Presets (v1.0)
Post by: TheGentlmen on September 07, 2015, 11:27:11 PM
OOOO... must use...

--GENERIC COMMENT--
Title: Re: [A12] [GUI] Work Presets (v1.0)
Post by: Wivex on September 08, 2015, 01:21:44 AM
Quote from: AHare on September 07, 2015, 07:48:26 PM
Love the idea. Few issues have popped up after installing though:
- Some pawns are not following the work priorities I set for them. My researcher is prioritizing hauling (at 3) over research (1).
- No one is sleeping in their beds! They crash on the floor instead.

I doubt that those issues have anything to do with this mod since it only modifies work priority values and nothing else. Can you post other mods that you also used there?
Title: Re: [A12] [GUI] Work Presets (v1.0)
Post by: FMJ Penguin on September 08, 2015, 01:25:07 AM
There's a spot in Valhalla reserved for you already for this.

Quick question,
Do saved presets persist through multiple games?
Title: Re: [A12] [GUI] Work Presets (v1.0)
Post by: Wivex on September 08, 2015, 01:35:11 AM
Quote from: FMJ Penguin on September 08, 2015, 01:25:07 AM
Quick question,
Do saved presets persist through multiple games?

I haven't pursued this goal, but as for now, if you start new game with this mod already set on (not included mid game), the work presets might be kept from the previous colony, due to some coding issues. (This might have already changed, i haven't really tested)

UPD.
Checked that, they don't (i've already fixed that). It's done for game consistency, or you won't be able to start a new game with a new modded job, cause your older presets would interfere with this job and cause errors. It's not hard to make new presets based on pawns priorities anyway. The same preset behaviour also default for Outfits.
Title: Re: [A12] [GUI] Work Presets (v1.0)
Post by: FMJ Penguin on September 08, 2015, 01:49:08 AM
Ahh kk.

Was kinda hoping they did but hey can only do what you can do with what's there. Def worth using even if you start over I'm sure. Not like my colonies die out THAT fast anyways. Thanks for the response DLing now :)
Title: Re: [A12] [GUI] Work Presets (v1.0)
Post by: AHare on September 08, 2015, 02:20:34 AM
Quote from: Wivex on September 08, 2015, 01:21:44 AM
Quote from: AHare on September 07, 2015, 07:48:26 PM
Love the idea. Few issues have popped up after installing though:
- Some pawns are not following the work priorities I set for them. My researcher is prioritizing hauling (at 3) over research (1).
- No one is sleeping in their beds! They crash on the floor instead.

I doubt that those issues have anything to do with this mod since it only modifies work priority values and nothing else. Can you post other mods that you also used there?
Oh, strange then. Maybe I did overlook something, I'll try again later. Here's a list of my mods, http://pastebin.com/4EES2gsf
Title: Re: [A12d] [GUI] Work Presets (v1.0)
Post by: Wivex on September 08, 2015, 02:56:54 AM
With so many mods included it's almost impossible to trace source of the problem. Although my ContainersForStuff mod does overhaul hauling system, it should not interfere with hauling priorities over other jobs' priorities and no one reported yet about that problem so i assume it's not my fault.
Title: Re: [A12] [GUI] Work Presets (v1.0)
Post by: Florius on September 08, 2015, 07:49:47 AM
Quote from: AHare on September 08, 2015, 02:20:34 AM
Quote from: Wivex on September 08, 2015, 01:21:44 AM
Quote from: AHare on September 07, 2015, 07:48:26 PM
Love the idea. Few issues have popped up after installing though:
- Some pawns are not following the work priorities I set for them. My researcher is prioritizing hauling (at 3) over research (1).
- No one is sleeping in their beds! They crash on the floor instead.

I doubt that those issues have anything to do with this mod since it only modifies work priority values and nothing else. Can you post other mods that you also used there?
Oh, strange then. Maybe I did overlook something, I'll try again later. Here's a list of my mods, http://pastebin.com/4EES2gsf

There are a lot of mods, and some of them I know are safe, because I used them since Alpha 10 without any problems, and if you never had this before certain mods, disable them and activate them one by one, the only way to figure out what mod is not working, and make sure all your mods are working for Alpha 12 (although Veinminer works just fine for 12 :) )
Title: Re: [A12d] [GUI] Work Presets (v1.0)
Post by: DestroyX on September 08, 2015, 09:45:59 AM
holy hell, you made my (rimworld) life so much better, thank you!
Title: Re: [A12d] [GUI] Work Presets (v1.0)
Post by: LadyAth on September 08, 2015, 12:18:47 PM
Thank you for this!  Will save a lot of time and effort in not having to keep shuffling priorities for a large colony. 
Title: Re: [A12d] [GUI] Work Presets (v1.0)
Post by: Wivex on September 09, 2015, 04:02:54 PM
l2032 (https://ludeon.com/forums/index.php?action=profile;u=12611) is going to release improved version of the vanilla work tab with copy\paste of work presets feature, which will make this mod an obsolete. Since i won't have enough time to make compability fix any time soon, that suits me well. Keep an eye for his updates.
Title: Re: [A12d] [GUI] Work Presets (v1.0)
Post by: AHare on September 09, 2015, 11:30:46 PM
Deactivating work presets seems to cause SquadBrain errors when loading existing colonies which glitches the game out. Any way to fix that?
Title: Re: [A12d] [GUI] Work Presets (v1.0)
Post by: Wivex on September 10, 2015, 03:15:41 AM
try to edit your latest save file, deleting:

<components>
<li Class="WorkPresets.PresetDatabase"> <- from here
<presetsList>
                      ...
</assignedPresets>
</li> <- to here
                       (...)?
</components>


UPD.

Fixed compability issues, released 1.1 version. It might be not save compatibile with previous version due to changes in saving presets mechanics. If you have errors after updating, try fix your save file as mentioned above and if errors continue, post them here.
Title: Re: [A12d] [GUI] Work Presets (v1.0)
Post by: Mycu on September 10, 2015, 02:14:41 PM
Quote from: Wivex on September 10, 2015, 03:15:41 AM
try to edit your latest save file, deleting:

<components>
<li Class="WorkPresets.PresetDatabase"> <- from here
<presetsList>
                      ...
</assignedPresets>
</li> <- to here
                       (...)?
</components>


UPD.

Fixed compability issues, released 1.1 version. It might be not save compatibile with previous version due to changes in saving presets mechanics. If you have errors after updating, try fix your save file as mentioned above and if errors continue, post them here.

Thanks for compability version and for save game fix - it repaired my broken save. I can play again :)
It seems working fine with EdB Interface now.

Quote from: Wivex on September 09, 2015, 04:02:54 PM
l2032 (https://ludeon.com/forums/index.php?action=profile;u=12611) is going to release improved version of the vanilla work tab with copy\paste of work presets feature, which will make this mod an obsolete. Since i won't have enough time to make compability fix any time soon, that suits me well. Keep an eye for his updates.

Copy/Paste feature doesn't make Work Presets obsolete. It's just a different pair of shoes...
Hope that Fluffy (l2032) will implement presets in the future or your mod will be continued, but for now both mods are essential.
Title: Re: [A12d] [GUI] Work Presets (v1.0)
Post by: bewby on September 10, 2015, 03:04:43 PM
Quote from: Mycu on September 10, 2015, 02:14:41 PM
Copy/Paste feature doesn't make Work Presets obsolete. It's just a different pair of shoes...
Hope that Fluffy (l2032) will implement presets in the future or your mod will be continued, but for now both mods are essential.

Very Much agreed.
Title: Re: [A12d] [GUI] Work Presets (v1.1)
Post by: Fluffy (l2032) on September 10, 2015, 03:37:14 PM
I'm not implementing presets, but feel free to use both. If you load this mod after mine, you'll get the work presets of this mod, and the animal tab goodies in mine.

I don't do anything fancy like saving data, so it should be fine - my work tab will simply never get called.
Title: Re: [A12d] [GUI] Work Presets (v1.1)
Post by: Mycu on September 10, 2015, 04:26:29 PM
Quote from: Fluffy (l2032) on September 10, 2015, 03:37:14 PM
I'm not implementing presets, but feel free to use both. If you load this mod after mine, you'll get the work presets of this mod, and the animal tab goodies in mine.

I don't do anything fancy like saving data, so it should be fine - my work tab will simply never get called.

Ok, thanks for clarification.
I've got both mods enabled and nothing is missing. Presets are working in parallel with extended work tab.
Title: Re: [A12d] [GUI] Work Presets (v1.1)
Post by: Wivex on September 10, 2015, 04:36:41 PM
Good to know.  ;)
Title: Re: [A12d] [GUI] Work Presets (v1.1)
Post by: UnfairBear on August 01, 2016, 04:43:44 AM
Awesome mod! I've updated it to work with Alpha 14. Here is the Dropbox Link (http://"https://www.dropbox.com/s/p8f54wjxc6vy60y/WorkPresets.rar?dl=0") (posted with permission from Wivex)

Title: Re: [A12d] [GUI] Work Presets (v1.1)
Post by: biship on August 14, 2016, 05:56:03 AM
wow, this looks like a useful mod. Thanks for updating to A14. I'll check it out later.