Ludeon Forums

RimWorld => Releases => Mods => Outdated => Topic started by: Fluffy (l2032) on November 18, 2015, 06:20:55 PM

Title: [A14] Colony Manager
Post by: Fluffy (l2032) on November 18, 2015, 06:20:55 PM
(http://i.imgur.com/EeYI0xJ.png)
Production Jobs
(http://i.imgur.com/AVKh9m7.gif)
Hunting jobs
(http://i.imgur.com/tzAm8B2.gif)
Set a target for meat, and never worry about designating hunting manually again!


Forestry jobs
(http://i.imgur.com/kglZ3v6.gif)
Set a target for wood, and never worry about designating lumber manually again!


Livestock jobs
(I had a fancy gif prepared, but I seem to have lost it. Really.)
(http://i.imgur.com/w6zgNBJ.png)
Set a target for animals (for four separate age/sex combinations), and pawns will auto-butcher and/or tame to manage your herd.
Restrict animals to specific areas (for example to separate male/female animals and prevent breeding).
Auto-butcher, tame and train according to your specifications.


Overview
(http://i.imgur.com/EwgE5S1.gif)

Import & Export
(http://i.imgur.com/Bx4BQNx.gif)
Import & export jobs between colonies, or share them with others!
Will likely throw at least a few errors when different mods are loaded - always back up your save before importing jobs from another world


How does it work?

(http://i.imgur.com/9qjxRks.png)

(http://i.imgur.com/AKYh568.png)

(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)
Code: [Select]
0.14.0.0 - Initial release for A14
0.13.0.1 - Initial release for A13
A12.3.6 - added foraging tab, clear area option, and fixed a few bugs - should be save compatible.
A12.3.5 - small tweaks to training and forestry jobs.
A12.3.1 - Power tab, AI manager, new History scribe format. Version bump, NOT SAVE COMPATIBLE.
A12d.2a - Livestock tab, multi-resource graphs, fixed greater than triggers, allow switching recipes on production jobs, and many small tweaks.
A12d.2 - Massive overhaul!
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).
Title: Re: [A12d] Colony Manager V2
Post by: TheGentlmen on November 18, 2015, 06:25:52 PM
COOL!
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on November 19, 2015, 03:59:50 PM
I managed to loose the updated translation files, so the release was done with missing translations for the new recursive ingredient job creator thingie. That's now hopefully fixed, as well as a couple of missing textures and a typo.
Title: Re: [A12d] Colony Manager V2
Post by: dismar on November 19, 2015, 11:02:48 PM
this is pro +1
Title: Re: [A12d] Colony Manager V2
Post by: darkitten on November 20, 2015, 06:27:55 AM
(solved: needed manager table)

also a minor bug is the error thrown perhaps as intended 'feature not implemented' on clicking import/export button twice.. first time works but in the load save screen clicking it again throws error.. doesn't bother me tho =P
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on November 20, 2015, 08:40:27 AM
You need to build a manager station, and have a pawn with the manager job active :)
Title: Re: [A12d] Colony Manager V2
Post by: darkitten on November 20, 2015, 08:56:03 AM
 ::)  ;D your just the best fluffy this mod is too good... wayyyy too goood!
from now on i swear ill read mod descriptions properly at-least 30% more often

maybe another bug: when hunting.. but i have 80 mods so might be nothing.. also how do i hide picture in spoiler tag?

// removed the huge error pic
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on November 20, 2015, 11:16:25 AM
Glad to hear you like it! And good on you for reading info more often :P

As for that error, I don't think that's me. Besides adding one small job for pawns to do their managing thing at the desk, I don't actually change how all the jobs work. I just add/remove designations and bills in pretty much the same way you would do it yourself (but then from the code).
Title: Re: [A12d] Colony Manager V2
Post by: Dodging Rain on November 20, 2015, 11:27:28 AM
What does having a high level manager skill do?
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on November 20, 2015, 04:57:17 PM
at the moment, makes the actual job of assigning bills go slightly faster. Which is a bit pointless as it goes quite fast anyway.

I plan on adding some social 'workplace' interactions, where the skill would have some effect. Also still debating on wether or not I should occasionally have low skilled managers fuck up (e.g. designate pets, make things out of the wrong stuff, stuff like that. I've so far held off on it, cause it seems like it'd be very annoying (both to do, and to deal with as a player.). On the other hand, it could be awesome? I dunno.
Title: Re: [A12d] Colony Manager V2
Post by: TheGentlmen on November 20, 2015, 05:25:33 PM
at the moment, makes the actual job of assigning bills go slightly faster. Which is a bit pointless as it goes quite fast anyway.

I plan on adding some social 'workplace' interactions, where the skill would have some effect. Also still debating on wether or not I should occasionally have low skilled managers fuck up (e.g. designate pets, make things out of the wrong stuff, stuff like that. I've so far held off on it, cause it seems like it'd be very annoying (both to do, and to deal with as a player.). On the other hand, it could be awesome? I dunno.

I think lower levels should sometimes make to much or to less of something, or mess with your bills and stuff like that.
Title: Re: [A12d] Colony Manager V2
Post by: popster99 on November 21, 2015, 10:22:09 AM
does this even slightly work with hardcore sk mudpack?
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on November 21, 2015, 11:15:36 AM
I haven't tested with SK, but it should work just fine for hunting and forestry as long as any added content is properly added to the biomes.

As for production, as long as it uses recipes, bills and can be built on a workstation (stove, smelter, etc. etc.) it should work just fine. I went from vanilla to the MVP modpack without any issues.

The mod only adds a few small things, and doesn't modify anything - there's very little that can go wrong in terms of conclicts. I just check what's there (loads all recipes, workstations, etc), and then use that to do the magic. If it works with the vanilla systems, it should work with the Manager.

Few exceptions are obviously custom buildings, for example MAI's robot assembler and the production line mod - they implement their own custom bill system.
Title: Re: [A12d] Colony Manager V2
Post by: popster99 on November 21, 2015, 12:38:12 PM
thanks
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on November 22, 2015, 04:34:31 AM
Just did a short test with SK modpack - as expected it works fine.

There's an absurd amount of options in that modpack's crafting tree though, so using the prerequisite ingredient job creator dialog thingy can get a bit overwhelming (but that's more of an issue/feature with the modpack).
Title: Re: [A12d] Colony Manager V2
Post by: TheGentlmen on November 22, 2015, 01:30:51 PM
Fluffy, how ya make ze animated gifs?
Title: Re: [A12d] Colony Manager V2
Post by: Grogfeld on November 23, 2015, 02:30:51 AM
This is a great tool. I'm so happy that You made it. Even with big modpacks and all those recipes its not complicated. Search option is fantastic and threshold feature is so powerful tool. I like it, i love it and i am sincerely grateful that You made it. Bravo.

I'm playing with ModVarietyPack and it works fine but manager desk is in medical tab so it was confusing when I've created orders and nothing was send to workstations. I didn't know that there was this desk. Silly me. In Dwarf Fortress Manager need to own room with desk to work. It's great that You implement something similar and how it works, just WOW! My researcher from time to time goes to desk and cheeks what need to be adjust. GREAT, now there is another job for him that doesn't slow down research.
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on November 23, 2015, 03:27:49 AM
This is a great tool. I'm so happy that You made it. Even with big modpacks and all those recipes its not complicated. Search option is fantastic and threshold feature is so powerful tool. I like it, i love it and i am sincerely grateful that You made it. Bravo.

I'm playing with ModVarietyPack and it works fine but manager desk is in medical tab so it was confusing when I've created orders and nothing was send to workstations. I didn't know that there was this desk. Silly me. In Dwarf Fortress Manager need to own room with desk to work. It's great that You implement something similar and how it works, just WOW! My researcher from time to time goes to desk and cheeks what need to be adjust. GREAT, now there is another job for him that doesn't slow down research.

Glad you like it! I play with the MVP myself, it's a pretty well balanced pack, and the longer crafting chains are pretty easy to manage with this, so that's a nice bonus :). I did have to look for the table too, not really sure why it shows up in the medical tab - I've set it to show in the production tab of the architect, but I suppose the MVP renames the tabs or something. Anyhow, if/when simon adds this to the pack he'll fix that, in the mean time it's a pretty minor inconvenience.

As for gif screen captures;
http://lmgtfy.com/?q=gif+screen+capture
Title: Re: [A12d] Colony Manager V2
Post by: darkitten on November 23, 2015, 04:10:54 AM
this works perfectly and is kinda every-mod.. no errors.. but i edited the redist heat addition on the end to have only duct systems in it... as they are included in mvp but give missing texture errors if i dont overwrite.. and i removed fertile ground from lt_soiling and made the soil cost mulch for balance

<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>914</buildNumber>
  <activeMods>
    <li>ProjectDog-ProjectDog1.5</li>
    <li>Biodiversity</li>
    <li>LT_Soiling</li>
    <li>Core</li>
    <li>Community Core Library</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>M&amp;Co. Common</li>
    <li>M&amp;Co. AlertSpeaker</li>
    <li>M&amp;Co. ForceField</li>
    <li>M&amp;Co. MiningHelmet</li>
    <li>EdBModOrder</li>
    <li>CombatRealism</li>
    <li>VeinMiner</li>
    <li>ModVarietyPack</li>
    <li>Rimsenal_CR</li>
    <li>Rimsenal_Federation</li>
    <li>BackstoriesCore</li>
    <li>EdBInterface</li>
    <li>EdBPrepareCarefully</li>
    <li>Pawn State Icons</li>
    <li>RW_EnhancedTabs</li>
    <li>RW_MedicalInfo</li>
    <li>RW_ResearchInfo</li>
    <li>Hospitality</li>
    <li>RT Storage</li>
    <li>LT_Infusion</li>
    <li>AutoEquip</li>
    <li>AutoEquipInfusion</li>
    <li>MAI</li>
    <li>RWAutoSell</li>
    <li>PowerArmourMKII-PowerArmourMKII1.1</li>
    <li>Additional Joy Objects V2.71</li>
    <li>Vegetable Garden v3.3</li>
    <li>Soda Brewing V1.41</li>
    <li>Soda Garden V1.20</li>
    <li>AdditionalJoySodas</li>
    <li>CampfireParty</li>
    <li>Ancient Amulets V1.01</li>
    <li>Silage 1.1</li>
    <li>CaveworldFlora</li>
    <li>CapsuleReactor</li>
    <li>RW_Cats-12d.9c</li>
    <li>Skynet_SK</li>
    <li>Assassin Dagger v1.01</li>
    <li>ZenGarden v1.00</li>
    <li>Suicide Bomb</li>
    <li>Mending_SK</li>
    <li>MedievalShields-MedievalShields1.4</li>
    <li>PersonalShieldMKII-PersonalShieldMKII1.2</li>
    <li>RimBeast</li>
    <li>Dont Mourn The Dead</li>
    <li>CombatRealism + Rimfire 1.8</li>
    <li>Turret Collection</li>
    <li>Turret Collection Overkill</li>
    <li>RW_A2B-0.12.1</li>
    <li>RW_A2B_selectors-0.12.1</li>
    <li>RW_A2B_Teleporter-0.12.1</li>
    <li>CombatRealism Defence</li>
    <li>LED Lights 1.3</li>
    <li>Dragons</li>
    <li>GourmetGarden</li>
    <li>ESM - SmoothWall - CR</li>
    <li>RW_Quick-Start-A12_v1</li>
    <li>LT_ExpHistory</li>
    <li>Food Preservation 1.0</li>
    <li>Ish_MedievalArmor</li>
    <li>Ish_MedievalDefenses</li>
    <li>Ish_MedievalNobleHouse</li>
    <li>Ish_MedievalWeapons</li>
    <li>Harsher Map Conditions</li>
    <li>Pirates!</li>
    <li>Norbals</li>
    <li>Sleep</li>
    <li>MechanoidTerraformer</li>
    <li>ESM - DoNotDisturb</li>
    <li>PowerCell-PowerCell1.2</li>
    <li>Cobblestone Floor v1.00</li>
    <li>Mad Skills</li>
    <li>FlameWeapons-FlameWeapons1.4</li>
    <li>LaserWeapons-LaserWeapons1.4</li>
    <li>GaussWeapons-GaussWeapons1.5</li>
    <li>PlasmaWeapons-PlasmaWeapons1.4</li>
    <li>kNumbers-0.2.1-A12d</li>
    <li>StorageSearch-1.0</li>
    <li>PowerSwitch</li>
    <li>EnhancedFireFight</li>
    <li>MoreMechanoids</li>
    <li>LT_NoCleaningPlease</li>
    <li>LT_Gardening</li>
    <li>LT_Brighten</li>
    <li>RW_Manager-A12d.2a</li>
    <li>LT_RedistHeat</li>
  </activeMods>
</ModsConfigData>

i dont know how to use code block? please how do i make [](/spoiler) work?
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on November 23, 2015, 04:15:10 AM
mind putting the list in a code block? Good to hear it works with all of them (even if there's not really anything that should go wrong :P )

Title: Re: [A12d] Colony Manager V2
Post by: willow512 on November 23, 2015, 11:33:54 AM
   Requires a new save.
Bamm, old save gone!
I liked version 1 it'll be worth it :)

You say the mod manages the priorities on work tables.....
Suppose I have two different type tables, that both use crafting skill. But I only have one crafter. The manager will give both tables jobs. But does the crafter properly do the table with high priority items first? Or is priority managed per table?

That would be cool, but I can't think of a way you could accomplish this.

I had the problem on a game that I had bills on both glass works and stone cutting tables. My crafter kept moving towards the stone cutting table to do stone cutting work while glass work was much more important to the colony. I had to manually suspend stone cutting. Which, as is traditional in these cases, I promptly forgot to turn back on..
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on November 23, 2015, 02:06:37 PM
@Willows, glad to hear you like it :)

As for the priorities, I'm afraid it's per table. I have figured out how to change 'global' priorities (as in the worktypes (the columns in the work tab) and workgivers (each worktable has a workgiver, as does each 'action', e.g. milking, hunting, feeding patients, etc. etc.), the Enhanced Tabs mod lets you manually change these, so you can indeed set glassworks to be higher priority than stonecutting.

However, I don't think I can do this automatically based on the global priorities list. For one, it's hard to figure out which workgivers handle which tables. A more direct problem is that we still wouldn't be able to do bill A on table I, then B on table II then C on table I again - tables (workgivers) would be prioritized as a block, as they are now. I'm a bit loathe to mess with these priorities without direct user input telling the mod to do so. Particularly because this would also involve changing the priorities of worktypes, which is a pretty big thing and can have a massive impact on your game.

TLDR;
It's complicated, and very prone to bugs/unintended effects if not done with direct user input - I'ld rather not touch it.
Title: Re: [A12d] Colony Manager V2
Post by: Dodging Rain on November 23, 2015, 04:19:25 PM
I'm fairly sure that I am doing something wrong but I am getting a strange problem with the production tab.  I have the manager have two sculpture tables produce 25 sculpture each to hit the threshold up to 50 sculpture total which is fine.  However, I ed up with repetitive orders for the same thing over time.

(http://i.imgur.com/iHNz7sD.png)
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on November 24, 2015, 03:30:56 AM
that definitely should not be happening. Does it only happen with sculptures?

Could you send me your save game?
Title: Re: [A12d] Colony Manager V2
Post by: willow512 on November 24, 2015, 03:53:24 AM
It's complicated, and very prone to bugs/unintended effects if not done with direct user input - I'ld rather not touch it.
I understand, I couldn't think up a solution myself. Unless the game gives you some way to prioritize individual tasks for workers as opposed to task types. Which I don't believe it does. The automatic alternatives I can think of are overly complicated unintuitive, or just stupid ;)

On another note: I've been playing with it all night last night. And it really works nicely. So kudo's!!! However anally retentive me wanted to set up some tasks to work differently than the default. And I think I found a bug there...

Take a butcher animal job. You can set the trigger to do the job until you have N meat products. However, of course I wanted the job to be done while animal corpses were available. I could not get that to work. I tried setting the trigger to do while animal corpses>0.  The status symbol suggested that the task was completed, even though there were animal carcasses in my fridge. It didn't schedule the job either (Which at least is consistent). And I couldn't get it to work by restoring the original trigger. I eventually deleted the task and remade it. Which fixed it.

That trigger logic is very cool by the way! :) Apart from the fact that it doesn't work right now I can think up loads of cool things to do with it! An and feature could work. (Make glass while sand>400 and glass<200)

Another thing, the selection dialog for setting up the trigger ingredients has no scroll bar, it's a tree, and a lot of the contents of the tree ends up hidden outside the underside of the dialog.

While making blocks. I thought : Wouldn't it be nice if the manager could check which blocks are nearby and schedule blocks of that type.

And a tiny one, I notice the default threshold is set at 600, while most items you can produce need nowhere near as much. I think a threshold of 200 would be a more useful default, particularly in starting colonies.

Did you consider a workbench that includes an AI core so it no longer requires a manager to do the manager task?

Just a bunch of ideas that came up whilst playing with your mod. Pick or ignore what you like. ;)
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on November 24, 2015, 05:26:28 AM
On another note: I've been playing with it all night last night. And it really works nicely. So kudo's!!! However anally retentive me wanted to set up some tasks to work differently than the default. And I think I found a bug there...
Oh noes!

Take a butcher animal job. You can set the trigger to do the job until you have N meat products. However, of course I wanted the job to be done while animal corpses were available. I could not get that to work. I tried setting the trigger to do while animal corpses>0.  The status symbol suggested that the task was completed, even though there were animal carcasses in my fridge. It didn't schedule the job either (Which at least is consistent). And I couldn't get it to work by restoring the original trigger. I eventually deleted the task and remade it. Which fixed it.
Bugger. Yeah, that was actually on an old to do list which completely slipped me by; greater than thresholds don't really work at all at the moment, I'll get on that tonight.

That trigger logic is very cool by the way! :) Apart from the fact that it doesn't work right now I can think up loads of cool things to do with it! An and feature could work. (Make glass while sand>400 and glass<200)
Having multiple triggers is actually a cool idea, and should be possible with some minor modifications to the logic, and some less minor modifications to the UI. I'll keep that on a suggestions list for now ;).

Another thing, the selection dialog for setting up the trigger ingredients has no scroll bar, it's a tree, and a lot of the contents of the tree ends up hidden outside the underside of the dialog.
Noted, again, has been on my to-do list (it's even visible in the screengrabs in the frontpage) for a while, but slipped my mind.

While making blocks. I thought : Wouldn't it be nice if the manager could check which blocks are nearby and schedule blocks of that type.
I could add an area filter to the Trigger, only problem is that the number of uses for areas is getting a bit out of hand. Would have to add more areas soon... Alternatively, and perhaps a better idea that's closer to your suggestion, is to provide a toggle to only count resources that are within range of the already present ingredient radius.

And a tiny one, I notice the default threshold is set at 600, while most items you can produce need nowhere near as much. I think a threshold of 200 would be a more useful default, particularly in starting colonies.
Yeah, I noticed that too. I've tried to set defaults sensibly (can't recall how exactly right now) but they're a bit high. For 'single' items such as apparel and weapons they're at 20, which is also too high.

Did you consider a workbench that includes an AI core so it no longer requires a manager to do the manager task?
I did consider an automated workbench, hadn't considered it using an AI core yet, but that's a great idea!

Just a bunch of ideas that came up whilst playing with your mod. Pick or ignore what you like. ;)
Thanks for the very helpful feedback, and I hope you keep enjoying playing with the mod :)
Title: Re: [A12d] Colony Manager V2
Post by: Iwillbenicetou on November 24, 2015, 10:10:49 AM
10/10 this mod is awesome
Title: Re: [A12d] Colony Manager V2
Post by: willow512 on November 24, 2015, 10:24:56 AM
Thanks for the very helpful feedback, and I hope you keep enjoying playing with the mod :)
;D ;D ;D
I probably will.. If I spot anything else I'll be sure to suggest it. Thank you for the great interaction.
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on November 24, 2015, 04:10:17 PM
Greater than filters and scrollbars are fixed. Defaults are now set a factor of four lower - let me know how that works out.

This update is not on the front page yet, there's some other things I'm working on I want to release at the same time. You can get the update from the github if you want - just go to the mod's front page and download from there (so not the releases section). NOTE: PROBABLY REQUIRES A NEW GAME - BACKUP ACCORDINGLY.

Counts on jobs with greater than triggers are only calculated correctly if;
there's only one thingdef in the trigger thingfilter (i.e. only rice, not the whole vegetarian category. Also doesn't work with whole meat category).
the recipe selected actually uses the thingdef in the thingfilter.

If both are true, the count is correctly set. If not, it assumes each bill will 'destroy' 1, and assign jobs accordingly. When the job is updated, any outstanding jobs that were overassigned will be deleted - so assuming you have a manager who semi-regularly checks the jobs, it should be fine. Otherwise, assign single defs only for now.)
Title: Re: [A12d] Colony Manager V2
Post by: simon-82 on November 24, 2015, 04:36:05 PM
Should work perfectly fine with other mods that add bills, assuming they do nothing too fancy/weird. (I've tested, and the screengrabs were taken, with the Mod Variety Pack which adds a good number of recipes.)
I knew I saw those recipes before!  :P

Nice mod!
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on November 25, 2015, 02:34:06 PM
glad to hear you're enjoying it overall :)

As for your issues, I'm playing with MVP myself so I know the annoyance. There's not terribly much I can do though. The problem is that the powered and non-powered versions of the recipes are completely separate. They have the same ingredients, to an extent (and not guaranteed), but are defined for the different tables and have different settings.

Working out when to migrate to a newer recipe, and what new recipe would be ok to use or even better at all is very complicated to do automatically, especially since it might have a knock-on effect on ingredient filters and thresholds. I'm not really sure I want to devote a considerable amount of effort into this, especially since I am 100% sure it will never be perfect. Besides, the manual solution of just adding a new job for the recipe on the new worktable isn't a huge deal, is it?

As for getting error messages when changing jobs on no longer existing worktables, I'll look into that. It would be really helpful if you could P.M. me the output_log or just a screenshot with the stacktrace expanded.
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on November 25, 2015, 02:39:13 PM
Actually, thinking about this a bit more, I can probably add a button to switch to a different recipe - I'll add it to the suggestions list ;).
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on November 25, 2015, 03:24:43 PM
I'm fairly sure that I am doing something wrong but I am getting a strange problem with the production tab.  I have the manager have two sculpture tables produce 25 sculpture each to hit the threshold up to 50 sculpture total which is fine.  However, I ed up with repetitive orders for the same thing over time.

(http://i.imgur.com/iHNz7sD.png)
I've tried to replicate this, but I'm unable to - it works fine for me. I'ld really appreciate a copy of a savegame where this is happening!
Title: Re: [A12d] Colony Manager V2
Post by: willow512 on November 26, 2015, 03:41:22 AM
Well, I played with it last night. And it seems to work like a charm. Including the while animal corpse>0 do butcher. So  ;D  8)

I did have some colonists standing still for unknown reason without being idle. I'm not sure what's up with that but I also updated MVP, I would seek the culprit there first...

The only "wouldn't it be cool if" moment I had was when a workbench was inactive because it didn't have resources to create an item and I failed to notice that for a while. So.. Wouldn't it be cool if I could see in the manager tab which jobs are suspended because of lack of resources? (And which resources!)

Also, you have a hunting tab, a foresting tab.. But not a mining tab.. Though you have probably already considered that one yourself... ;)

But it works really well..
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on November 26, 2015, 04:29:06 AM
Well, I played with it last night. And it seems to work like a charm. Including the while animal corpse>0 do butcher. So  ;D  8)
Awesome!

I did have some colonists standing still for unknown reason without being idle. I'm not sure what's up with that but I also updated MVP, I would seek the culprit there first...
Yeah, I've had the same problem with MVP, it's a workgiver bugging out somehow. What you do is turn on devmode so you get the error messages popup. You'll probably get sporadic pawn x did 10 jobs or more errors popping up. The error messages will list the pawn, the work they tried to do, and the worktable they tried to do it on. For me, deconstructing and rebuilding the offending worktables seemed to do the trick. I don't see how this could be my fault, as I don't do anything with the actual worktables/jobs/toils, so I'm just going to say it's MVP's fault and have simon figure it out :P

The only "wouldn't it be cool if" moment I had was when a workbench was inactive because it didn't have resources to create an item and I failed to notice that for a while. So.. Wouldn't it be cool if I could see in the manager tab which jobs are suspended because of lack of resources? (And which resources!)
Thats a good idea, I'm not near the code at the moment so I can't say how feasible it is, but I'll definitely have a look :).

Also, you have a hunting tab, a foresting tab.. But not a mining tab.. Though you have probably already considered that one yourself... ;)
I did think about a mining tab, but the problem is how to determine where you allow them to mine. If I just say 'mine any visible steel close to the base', they might just cut a hole in your perimeter. If I have you designate an 'allowed mining' zone, why not just designate the mining itself? If you have any clever ideas on how to handle this, I'll be happy to give it a try! :D

But it works really well..
Awesome, keep reporting issues/feedback!

<rambling>
That said, the next tab coming up is a ranching/livestock module (I haven't decided on the name yet), which would allow you to set population targets for male/female juvenile/adult animals, training targets and restricted zones, after which your managers would auto-designate training, butchering, and if you desire even taming wild animals to reach the targets you set. Code for this is about 1/3 done. After that I'm a bit hazy, I've been thinking about a farming tab  (rotate crops, try to time stuff to finish before winter, etc. Possibly not so useful in vanilla, but if we had winter crops that would be cool), a 'pawn management' tab (set restrictions on pawns based on certain conditions, e.g. restrict to area when raid is happening, set time restrictions based on presence of night owl trait, set medicine and recruit/release on prisoners based on their attributes, etc). Not sure of how feasible this is, as the list of possible triggers is a lot more complex (i.e. not just a resource count, but based on any number of attributes of pawns/map/world).

I also really want to do my own implementations of the autosell and autoequip mods. I think they both fit well into the manager framework, and I feel both implementations are currently flawed. Autosell because the way it handles things internally is quite clumsy, and because it doesn't work with Haplo's traders and can't do auto-buying. autoequip because it gives too many options, is unstable, and very unoptimized. On the other hand, both are mostly functional, and currently maintained, so not sure if it's a good idea to re-do them.

Finally, I will need to sit down for a weekend at some point before A13 hits and rip this mod apart into different modules. Most of the code is compartmentalized and should allow for this quite easily, and it would make the process of getting this monstrosity up to date for A13 a lot quicker.

And then there's the 'mundane' xml based things of adding more another manager station (auto one, with AI core), as well as the hell of adding jobs and toils for managers to do, e.g. the speeches/scoldings. I want to have them in the mod, I think they're really cool ideas. But I also really don't want to open the can of worms that is rimworld work/jobs/toils.... :P
</rambling>
Title: Re: [A12d] Colony Manager V2
Post by: willow512 on November 26, 2015, 11:24:42 AM
Also, you have a hunting tab, a foresting tab.. But not a mining tab.. Though you have probably already considered that one yourself... ;)
I did think about a mining tab, but the problem is how to determine where you allow them to mine. If I just say 'mine any visible steel close to the base', they might just cut a hole in your perimeter. If I have you designate an 'allowed mining' zone, why not just designate the mining itself? If you have any clever ideas on how to handle this, I'll be happy to give it a try! :D
Seems to me you can use the mining zoning features to allow players to set where colonists can mine. I'd suggest to consider inverse zones. Like  "Mine anywhere BUT at home..." Which would pick any reachable minable block of the right type outside the home. And in all honesty I wouldn't worry about mining through defensive walls. You can easily plug them up again. It's really not such a big deal considering the benefit it gives. The only thing that might be a problem is collapsing roofs.


<rambling>
That said, the next tab coming up is a ranching/livestock module (I haven't decided on the name yet), which would allow you to set population targets for male/female juvenile/adult animals, training targets and restricted zones, after which your managers would auto-designate training, butchering, and if you desire even taming wild animals to reach the targets you set.
Interesting, I tend to bring chickens to colonies. The eggs are nice, but you have to periodically cull them to avoid a chicksplosion.

Code for this is about 1/3 done. After that I'm a bit hazy, I've been thinking about a farming tab  (rotate crops, try to time stuff to finish before winter, etc. Possibly not so useful in vanilla, but if we had winter crops that would be cool),
 
I don't quite see it. You could restrict fields with crops that can't complete before winter indeed. And re-enable them when spring arrives. But that's not a tab, that's a checkbox.

But if we combine with hydroponics... You designate how many crops of a type you want, and the manager will assign hydroponic bays in order to produce them. The advantage is that hydroponics usually have only a few slots per bay. And they complete quicker so it makes more sense to switch them.  Big farms are fire and forget, you lose so many crops by switching halfway the summer that it's too much of a waste.



a 'pawn management' tab (set restrictions on pawns based on certain conditions, e.g. restrict to area when raid is happening, set time restrictions based on presence of night owl trait, set medicine and recruit/release on prisoners based on their attributes, etc). Not sure of how feasible this is, as the list of possible triggers is a lot more complex (i.e. not just a resource count, but based on any number of attributes of pawns/map/world).
 
I like the prisoner features. Also don't forget the feature to restrict animals to a zone during a raid. ;)

I also really want to do my own implementations of the autosell and autoequip mods. I think they both fit well into the manager framework, and I feel both implementations are currently flawed. Autosell because the way it handles things internally is quite clumsy, and because it doesn't work with Haplo's traders and can't do auto-buying. autoequip because it gives too many options, is unstable, and very unoptimized. On the other hand, both are mostly functional, and currently maintained, so not sure if it's a good idea to re-do them.
If you do these, you could consider combining with production, so you can craft objects specifically to sell them later on. Or you could build tools to play the stock market. Buy expensive and sell cheap ;)


But if I may be so bold as to push forward a feature you didn't mention...

How about an electricity tab?

Show us what we use, and what we produce, show us how long we could run on battery power alone (eclipse, no wind) and give us triggers to respond to: When battery power drops, first turn off the lights, then turn off some heaters, then turn off other heaters, then turn of sunlamps. Turn off lights during the day, and heaters during summer. Turn off coolers during winter. In case of raid, turn on all the guns and turn off all the heaters and lights, then turn them off after. That sort of stuff..

So this is basically a tab which marks switches to be toggled depending on triggers. If you go for that AI core manager bench you could forego the colonist toggling and just let the AI turn the device on and off... If that happens I'd probably have to experiment with blinking lights and running lights.

I'm going a bit nuts now, but the AI could probably open and close/lock automatic doors for you without colonists coming close.... (Send in the starving tigers, or close all emergency doors)

I think it is favorably analogous to what you're doing with resources and items now... You could even re-use the code you use for the graphs.
Title: Re: [A12d] Colony Manager V2
Post by: Dodging Rain on November 28, 2015, 03:19:49 PM
I'm fairly sure that I am doing something wrong but I am getting a strange problem with the production tab.  I have the manager have two sculpture tables produce 25 sculpture each to hit the threshold up to 50 sculpture total which is fine.  However, I ed up with repetitive orders for the same thing over time.

(http://i.imgur.com/iHNz7sD.png)
I've tried to replicate this, but I'm unable to - it works fine for me. I'ld really appreciate a copy of a savegame where this is happening!

My apologies for the delay as I was out for a bit and forgot to check on this thread on phone.  As I can resume playing, I will create a new game with just this mod to see if another mod is interfering with it.
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on November 30, 2015, 03:56:21 AM
Quick status update;
Title: Re: [A12d] Colony Manager V2
Post by: Tekuromoto on November 30, 2015, 01:54:06 PM
I also really want to do my own implementations of the autosell and autoequip mods.

While I haven't used the managers mod yet I do use your other interface mods and love them. Next play I'll fire up the managers too. What I really want to say though is PLEASE PLEASE do an autoequip. I use the current one but it's so buggy and wierd, and I never really trust that it's doing what it says. I'm confident that a fluffyquip mod would rock.  ;)

Sure, you can call it that. No credit needed.  ;D

Title: Re: [A12d] Colony Manager V2
Post by: Dodging Rain on November 30, 2015, 09:40:13 PM
I cannot seem to reproduce the bug reported by Dodging Rain. I've let multiple test games run for about 2 hours in total now, fiddling with different scenarios, and full debug output on - it just ain't happening. I will keep looking for this to happen again, and will hopefully fix it asap.

If it helps with the debugging, what I often do is have condition -resource required- greater than number.  For example for slate sculture, I try to set Slate block > 500 since I do not want to use all of my slate blocks for the purpose of rebuilding a wall that a sapper raid often go for.
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on December 01, 2015, 03:44:08 AM
I saw that in the save file dodging, also noticed you have two separate jobs for slate and (something else) sculptures, which I thought might be the key - perhaps the check was somehow stopping with the first bill. But it isnt, it works fine if I try it.

Then I thought maybe the problem is that bills which have an unfinished thing attached (i.e. they're being worked on) are somehow different. Again, no luck.

Tried combinations of those, tried adding more jobs, tried letting it run for an hour. Nothing triggers spontaneous job multiplication for me. Looking over the code, I also don't see how it could be happening other than that the manager is dropping it's internal list of tracked jobs - but there's no reason I can think of that it should do that.
Title: Re: [A12d] Colony Manager V2
Post by: Grogfeld on December 01, 2015, 05:57:18 AM
I had this bug few days ago, it was related with meat jerky, grill recipe in MVP modpack. It showed when I've try to create job: jerky, threshold meat > 100; It created 2 of this jobs plus it multiplicated another job that was created manually but it didn't do it right from start I think it created that after I've loaded save. I thought that it's related with that logic, and than You said that "greater than" is bugged so I've didn't use it anymore.
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on December 01, 2015, 06:24:01 AM
Hmm, so I guess the problem is more general and likely linked with saving/loading. I'll look into that, thanks for the report!

P.S. greater than has been fixed, and that bug was related to the repeat count logic - which is separate from actually assigning bills to workstations.
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on December 01, 2015, 07:00:24 PM
Aight, the livestock tab is done - until I get some feedback on it at least. Enjoy the new release! Several bugs and feature requests have also made it into this release, see the github commit notes for details.

NOTE: Changes in savedata structure mean this update requires a new game.
Title: Re: [A12d] Colony Manager V2
Post by: willow512 on December 02, 2015, 07:23:23 AM
Aight, the livestock tab is done - until I get some feedback on it at least. Enjoy the new release! Several bugs and feature requests have also made it into this release, see the github commit notes for details.
Thanks :) I'll check it out and put up some feedback.. Though I have decimated my chicken infestation. And surprisingly ended up with a pile of food that will easily get me through this winter and the next.. (Chicks apparently eat a lot)

Also.. I was thinking some more on the overview tab. Right now it doesn't really simplify life, or actually give us an overview of our colony's job status. The problem I think is that especially with mods like MVP or hardcore there is so much going on that the visible part of the active job list is really tiny compared to the amount of data available. Also by offering the information pretty much in the same way the job tab already does it doesn't add value. And the data it does offer doesn't really show what we need to get that "at a glance" overview that an overview tab should aim for.

How about a complete redesign?
The manager code uses this data to check all resources: everything below minimum will generate a job that will grow the amount back to maximum and then completely remove the job until current falls below minimum again. Jobs for resources above max will be terminated or changed to lead up to max.

Random thoughts

At first I thought this would be a lot of work and debated myself whether I should even suggest it. But in the basis it's removing components from the overview tab and adding the enumeration. Then in the manager code it's using data available in this tab to create and remove jobs. So maybe it's not so much work after all.. You know the code and should be the judge of that, not me.
Title: Re: [A12d] Colony Manager V2
Post by: werwerwsx on December 02, 2015, 07:02:41 PM
Looking for help with this mod and the Mod Variety Pack, every time I add this mod the game works fine. Until I attempt to load the world, whereupon it gives me a black screen and constant scrolling of a "squad ai brain" error that repeats endlessly.
You've stated that Manager works fine with MVP, so I'm hoping this is an easy fix.
What I've tried:
I'm using:

This is an example of the error from someone who had a similar issue:
http://puu.sh/kwzhW/2e5b322578.png
Title: Re: [A12d] Colony Manager V2
Post by: Grogfeld on December 02, 2015, 07:08:26 PM
Actually I had the same error today and I couldn't do anything. The same issue with the same configuration and same mods. 
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on December 03, 2015, 02:18:55 AM
Looking for help with this mod and the Mod Variety Pack, every time I add this mod the game works fine. Until I attempt to load the world, whereupon it gives me a black screen and constant scrolling of a "squad ai brain" error that repeats endlessly.
You've stated that Manager works fine with MVP, so I'm hoping this is an easy fix.
What I've tried:
  • Restart
  • Reinstalling Rimworld, MVP, and ColMan
  • Creating a new world and new colony from scratch
  • Moving ColMan to different parts of the mod load list
I'm using:
  • RW_Manager-A12d.2b
  • ModVarietyPack-1.18
  • RimWorldAlpha12dWin

This is an example of the error from someone who had a similar issue:
http://puu.sh/kwzhW/2e5b322578.png
I've just tried with my own install;

I can't do much more at this point as I have to work (paying the bills and such). In general I find that squadbrain errors (or any extremely spammy errors) are normally just a symptom of something gone wrong earlier in the loading process. It's that first error I'm mostly interested in, so screengrabs won't do.

If the error persists, please attach a full output_log.txt to your post. (<rw_dir>/RimWorld<version>_Data/output_log.txt). If this log is massive (and it well might be), you could open it up with a text editor and only send me the first page or two.
Aight, the livestock tab is done - until I get some feedback on it at least. Enjoy the new release! Several bugs and feature requests have also made it into this release, see the github commit notes for details.
Thanks :) I'll check it out and put up some feedback.. Though I have decimated my chicken infestation. And surprisingly ended up with a pile of food that will easily get me through this winter and the next.. (Chicks apparently eat a lot)
I'm going to reply in-line, and I'm tired so I'm going to reply with my first reactions. A more thoughtful response will come later. Always great to have feedback, so please don't be discouraged either way :).

Also.. I was thinking some more on the overview tab. Right now it doesn't really simplify life, or actually give us an overview of our colony's job status. The problem I think is that especially with mods like MVP or hardcore there is so much going on that the visible part of the active job list is really tiny compared to the amount of data available.I can't account for everything modpacks will throw at me. What I try to do is work with vanilla systems so ti works with modpacks that follow the rules. Modpacks that add a shitton of stuff (HCSK more so than MVP) will be a problem, but I'm inclined to say not my problem. Also by offering the information pretty much in the same way the job tab already does it doesn't add valueIMO it offers different information. History, worker activity. Also, it lists all tab's jobs, so it accounts for a larger context.. And the data it does offer doesn't really show what we need to get that "at a glance" overview that an overview tab should aim for.



How about a complete redesign?
How about no? I just finished V2 for crying out loud :P
  • Enumerate all resources that can be produced by one of your existing workbenches.Thats what the production tab available basically does.
  • Per resource it shows current value readonly, min and max values in editable format.This is not a spreadsheet.
  • Preferrably set up so no scrollbars are required..impossible, never know how many modded resources we're going to get, or what resolution to expect.
  • Show resources color coded and grouped by workbench, or item typewhat is item type?
  • Next to every resource is a small button which shows in a popup dialog your already existing job parameter UI, which allows the player to fine tune jobs as they can do in your currently existing setup.What about having multiple jobs per resource as you can do now?
  • This popup might offer a list of stockpiles with checkboxes behind them that allow us to set stockpiles per resource, instead of the now existing vanilla resources per stockpile.Interesting idea.
The manager code uses this data to check all resources: everything below minimum will generate a job that will grow the amount back to maximum and then completely remove the job until current falls below minimum again. Jobs for resources above max will be terminated or changed to lead up to max. This adds a level of automation I'm not sure I'm entirely comfortable with. May sound hypocritic as the whole mod is basically about reducing micromanagement, but reducing the whole resource production chain to a single spreadsheet seems a bit much.

Random thoughts
  • This has the benefit that it shows available inventory and status in one simple screen, it allows the player to intuitively set desired values without much clicking, just open manager enter some values, done... Whilst still allowing fine tuning.Doesn't show other tab's jobs though, hunting + logging might be factored in, but ranching and other upcoming tab(s)?
  • Color coding would show deficits in red. Sufficient amounts in green and possibly gray out items which cannot be produced due to insufficient amounts of the required resources.
  • The popup dialog shows required resources, these could also be color coded to show if they exist in sufficient quantities.  So if something requires 10 glass and you need to make 10 of that item to get to your maximum value, it will show in regular white if you have 100 glass, in red if you have insufficient resources to get to max.
  • The min/max solution would behave differently from the current target solution in that it doesn't trigger a job every time someone removes one item from the stack. It will produce batches allowing colonists to ignore the item for periods of time while it's hovering above minimum. I believe this will result in colonists sticking to jobs more consistently instead of running all over the place losing time in transit. And it more closely mimics real world inventory management.I might actually change the default behaviour to something more akin to this, you're not the first to comment on min-max ranges instead of a single threshold.
  • I think you should not be afraid to remove or change jobs manually created by the player if they fit the parameters. Though you could of course make this optional.

At first I thought this would be a lot of work and debated myself whether I should even suggest it. But in the basis it's removing components from the overview tab and adding the enumeration. Then in the manager code it's using data available in this tab to create and remove jobs. So maybe it's not so much work after all.. You know the code and should be the judge of that, not me.It's a bit more work than just that, but I might look into the feasibility of adding a separate 'details' tab or something that does a resource readout listing current jobs and storage settings, with some shortcuts for adding jobs etc.
Title: Re: [A12d] Colony Manager V2
Post by: willow512 on December 03, 2015, 03:58:45 AM
It's your call fluffy. Obviously!

I switched to hardcore from mvp a few days ago, just to check it out. And found myself drowning in jobs to manage with no clear overview. (Though I do like the mod I think some awesome decisions were made) In the end I was making and eyeballing lots of smaller storage piles. And just started managing items from workbenches because it was quicker.

That's when the idea came up.

I'll answer some of your specific follow up questions. But I get that you're not in the mood to redo the whole thing once again just because some hippie had an idea ;) So please don't consider this as an argument. But rather as me politely clarifying the remaining points.

Thats what the production tab available basically does.
It does, but it does so in a list with big items in a small space which means scroll bars are going to appear before the first in game day has passed. Overview tabs should maximize insight. I feel more benefit can be had from this tab.

This is not a spreadsheet.
I agree, it's a plug-in for a game.
Then again, real world inventory management usually uses some form of spreadsheet.

Analogies might be unavoidable. ;)

impossible, never know how many modded resources we're going to get, or what resolution to expect.
True, but this is why I used the word preferably. I'm not saying you should guarantee, but maybe aiming for it is an idea..

what is item type?
I mean food, or raw materials. Or Medicine.

What about having multiple jobs per resource as you can do now?
Two answers to that, first of all, the overview tab I proposed doesn't eliminate the jobs tab you have now so your current functionality isn't affected. And second, and more critical... How many multiple jobs per resource are truly out there now? I have never found cause to use this feature. I'm sure use cases exist beyond the academical, but in general it's okay for a rarely used feature to require a bit more clicking to set up...

This adds a level of automation I'm not sure I'm entirely comfortable with. May sound hypocritic as the whole mod is basically about reducing micromanagement, but reducing the whole resource production chain to a single spreadsheet seems a bit much.
Yes, you could see it as offering too much automation, but in the end the user is still managing every bit of the chain. You're simply offering the tool to do it transparent and quickly.

If your idea of a game is clicking buttons and navigating UI then yes, you're taking away from the game with this. If the idea is making decisions and seeing how they pan out, then I think you're not taking away much. I'm certainly not proposing an autopilot...

Doesn't show other tab's jobs though, hunting + logging might be factored in, but ranching and other upcoming tab(s)?
True... Maybe there are ways to accomplish that?

Also, right now they're buried in the overview tab among 20 to 30 other jobs.  I find I tend to click on the logging/hunting tabs to quickly find those jobs.

I know you're aiming for vanilla. That's your prerogative. Hardcore however offers your mod in it's install, I think a lot of your users may end up coming from there. What that means for your mod is your decision. But it is a thought to take into account.

It's a bit more work than just that, but I might look into the feasibility of adding a separate 'details' tab or something that does a resource readout listing current jobs and storage settings, with some shortcuts for adding jobs etc.
It's your call Fluffy. I think you're awesome for even seriously considering my message, even if you make no changes to your mod accordingly. I get that you just made a V2, and that these are big changes that might warrant calling it a V3... So please don't feel any obligations, certainly not towards me.

Like I said, I debated if I should post it in the first place. I decided it was better for you to shoot the idea down than for me to go sit in your head and decide for you that you'd not like it anyway...

Peace ! :)
Title: Re: [A12d] Colony Manager V2
Post by: Grogfeld on December 03, 2015, 06:01:42 AM
Ok I think I know when this bug is triggered on my machine. But I don't know why and what causes it to happen.
Now, I remember the same situation from yesterday. I've played for an hour or so and something happened with sound. Some strange ticks  and cracks. I do remember that sometimes I've been loosing sound in Rimworld and the only way to restore it was to restart game. So I've save, as usually, and exit game. After restarting this strange SquadBrainTick bug occurred.
It never happened before and it only occurred with this mod so maaaybe it's related with your recently changes in mod? Especially that when I've opened livestock tab for the first time it made some weird looped marking of text box but I thought that it was something with my keyboard.

I've attached output log so maybe you could find something in it but it was created after I restarted the game so probably it's not worth it to look. I will hunt for fresh one now, and if this bug pop up I save the game and post my result.

Also for the clarification I'm using Windows 10, administrator rights, Save data folder is in Game folder and game starts with arguments -savedatafolder SaveData. This is a crappy laptop with Intel HD Graphic but I had never problems with it.

Ok that's for now. Lets hunt!

Edit: I've forgot to mention it but after this NoBrainer bug happens every save related to this colony is corrupted, even autosaves.

[attachment deleted due to age]
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on December 03, 2015, 06:25:05 AM
That output log was actually quite revealing.

The errors seem to start with pawn state icons, which is throwing several null reference errors. Shortly after, the manager throws an error while loading.

I'm not sure I trust the order in which these things happen from the debug log, it might be one of three things:
1 - the weird sound thing has corrupted your game state, in which case all saves will fail to load?
2 - PSI is doing something weird.
3 - Manager is doing something weird.

I'l appreciate a copy of your savegame so I can try loading it myself. I've not noticed any errors while loading savegames before, so that leads me to suggest the entire save is somehow corrupted. That said, I can probably save the offending bit in a more efficient way, so I might just give it some love anyway to see if that fixes things.
Title: Re: [A12d] Colony Manager V2
Post by: Grogfeld on December 03, 2015, 07:18:23 AM
OK, here are links to my save games, both are with this bug.

https://mega.nz/#!tNx33AaQ!Ig64oFHlBkOalbz0LxfZOk9vtyBrl5C-2H0U0WyLpes
https://mega.nz/#!UAIgXZYQ!Zvwe-s8WZWiM2qgsvduok86XxMAkobTtSz9pobu_vc0

and the World:
https://mega.nz/#!JA4QDa4L!JIqZCaqltrxLOJbL7NeJJTxsLjb9aqEHYA1tDnyvAHU

I've started new colony, save it and then load it. Everything was fine but if I loaded those two saves bug returns. So probably it's related to my sound issue, but why it corrupts all of my saves, even those that ware created before this bug happened?

Maybe Windows 10 is messing up but i don't have any problems with vanilla game and other mods.

I'll bet that if you load my saves everything will be fine :D
Title: Re: [A12d] Colony Manager V2
Post by: werwerwsx on December 03, 2015, 11:02:26 AM
I would like to add that I have been experiencing the same loss of sound (only happened once, but it's what led me to discover the bug) and the looped button press in the livestock menu.

I also think I've found the cause, creating a task in the livestock menu and then reloading Rimworld creates the bug. I created a fresh install, new world, new colony, and then before my colonists even touched down, I created a task within the livestock menu, saved and exited my game. Upon reloading it creates the squad brain tick error. To test I created a new world and created one of every task sans livestock, it loaded fine.

Something interesting of note, creating a fresh install with only ColMon installed and only creating a livestock task still creates the same crash, however it throws a different error, I've attached the output log. However I believe that this is the nail in the coffin here, creating a livestock task corrupts your save. I'll attach the save/world as well:
World: https://www.dropbox.com/s/koaey346fel6uyk/Bunda.rww?dl=0
Save: https://www.dropbox.com/s/0ajahmyrpkturnl/Colony1.rws?dl=0
Hopefully all this helps to find the cause and fix it.
On a whim, I'll add my ColMan jar as well, perhaps somethings corrupted there?
https://www.dropbox.com/s/1svygkqzvzmekcw/RW_Manager-A12d.2b.zip?dl=0

[attachment deleted due to age]
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on December 03, 2015, 03:26:11 PM
Thanks for all the bug reports guys! Turns out I made a silly mistake. The good news is that your savegames aren't borked, the latest github release will load current saves just fine (i hope :P). I'm really quite sorry, I should have tested this more thoroughly - it happened in all saves, not even weird circumstances...

For those interested; I forgot to initialize a variable in the constructor. The trigger class for livestock jobs was populated from the job class, but when the scribe loads the trigger the field wasn't initialized, and then errored.
Title: Re: [A12d] Colony Manager V2
Post by: werwerwsx on December 03, 2015, 03:29:33 PM
Thanks for all the bug reports guys! Turns out I made a silly mistake. The good news is that your savegames aren't borked, the latest github release will load current saves just fine (i hope :P). I'm really quite sorry, I should have tested this more thoroughly - it happened in all saves, not even weird circumstances...

For those interested; I forgot to initialize a variable in the constructor. The trigger class for livestock jobs was populated from the job class, but when the scribe loads the trigger the field wasn't initialized, and then errored.

Thank you Fluffy! Don't worry about it too much, just glad it's fixed.
Title: Re: [A12d] Colony Manager V2
Post by: Grogfeld on December 03, 2015, 05:51:21 PM
Now that's a good information! Thanks Fluffy! It's great that everything ended well and our colonies are safe :D
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on December 07, 2015, 06:01:34 PM
Sneak peek of some work in progress;
(http://i.imgur.com/r4tNflq.jpg)

I'm going for something like this;
(http://www.factorioforums.com/wiki/images/Electric_Network_Info.jpg)
http://www.factorioforums.com/wiki/index.php?title=Electricity/Electric_network_infoscreen, from factorio, which, incidentally, is a game worth trying out!
Title: Re: [A12d] Colony Manager V2
Post by: willow512 on December 09, 2015, 12:32:12 AM
The initial screenshot certainly looks awesome :)
Title: Re: [A12d] Colony Manager V2
Post by: Nanao-kun on December 10, 2015, 04:43:23 PM
I'm not quite sure how hunting management is supposed to work. There's a herd of deer right next to my colony, but nobody's bothering to do anything after I set up the hunting bill. Is it because they're separated into "Bucks" and "Ewe"?

EDIT: Nevermind, it started working.
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on December 10, 2015, 04:51:27 PM
Those would be the genders, and should have no influence.

First off, the entire manager system only works if you have a manager's desk built, (under production, and for some reason medical in ModVarietyPack), and a pawn with the managing skill actually does the job. You can check if the job has recently been checked by a manager pawn by looking at the timestamp on the job - it lists the time since a pawn looked at it. If it's over 3 hours, a pawn should normally do the job again, assign new targets, etc. If nothing happens - something is wrong, either you have too many jobs, no table, no worker, or your workers are occupied doing other things.

Second, the actual job only gets triggered when the amount of meat in your stockpiles and in fresh corpses is lower than the threshold. If you have no meat, but the job is still inactive (will show an icon on the job), either increase the threshold, or make sure corpses are being hauled and butchered correctly.

Finally, the manager tries to be semi-smart about what to hunt; it takes expected meat amount from butchery (can never be sure because it's affected by pawn skill) and divides that by the distance from the manager table to the target * 2, giving a crude indicator of cost/benefit. It then designates animals with the highest ratio, often passing over small critters close by to hunt bigger game further away, of course within the other boundaries set in the job (target species, hunting area).
Title: Re: [A12d] Colony Manager V2
Post by: Nanao-kun on December 10, 2015, 05:04:47 PM
Those would be the genders, and should have no influence.

First off, the entire manager system only works if you have a manager's desk built, (under production, and for some reason medical in ModVarietyPack), and a pawn with the managing skill actually does the job. You can check if the job has recently been checked by a manager pawn by looking at the timestamp on the job - it lists the time since a pawn looked at it. If it's over 3 hours, a pawn should normally do the job again, assign new targets, etc. If nothing happens - something is wrong, either you have too many jobs, no table, no worker, or your workers are occupied doing other things.

Second, the actual job only gets triggered when the amount of meat in your stockpiles and in fresh corpses is lower than the threshold. If you have no meat, but the job is still inactive (will show an icon on the job), either increase the threshold, or make sure corpses are being hauled and butchered correctly.

Finally, the manager tries to be semi-smart about what to hunt; it takes expected meat amount from butchery (can never be sure because it's affected by pawn skill) and divides that by the distance from the manager table to the target * 2, giving a crude indicator of cost/benefit. It then designates animals with the highest ratio, often passing over small critters close by to hunt bigger game further away, of course within the other boundaries set in the job (target species, hunting area).
I set it to just Deers actually, but yeah, it started working not too long after I posted.
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on December 10, 2015, 05:47:06 PM
Yeah it's not a 'magic' thing as with the autohuntbeacon, it actually requires a pawn to go to the manager desk and do the work.
Title: Re: [A12d] Colony Manager V2
Post by: skyarkhangel on December 11, 2015, 06:13:58 PM
Sneak peek of some work in progress;
-SNIP-

Wow, really amazing work! ::)
Title: Re: [A12d] Colony Manager V2
Post by: MisterVertigo on December 16, 2015, 10:56:44 AM
This looks amazing! I installed an earlier version a while back, but I honestly didn't use it much. With all the new updates though I'm certainly going to give this a go.

I have a question though. I've been away from the game for a bit (Fallout 4), and I started a new game last night where I had an older version of this mod installed. Now today I discover that there is a newer version of it. If I install this mod and remove the old one, will I need to start a new game?

Thanks for all your work!
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on December 16, 2015, 06:49:35 PM
Hope you enjoy it, there's more coming soon.

As for it working with the old version, that depends on how old it is. V1 won't work, nor will the version of about two weeks ago.

My advice, back up the old version, and try with the new. If it doesn't work, go back to the old (or start a new game).
Title: Re: [A12d] Colony Manager V2
Post by: MisterVertigo on December 17, 2015, 11:59:21 AM
Hope you enjoy it, there's more coming soon.

As for it working with the old version, that depends on how old it is. V1 won't work, nor will the version of about two weeks ago.

My advice, back up the old version, and try with the new. If it doesn't work, go back to the old (or start a new game).
I did just that. I made backups and gave it a go. Works great! I have to say, this has quickly become a "must-have" mod for me now. Wow. Great work!
Title: Re: [A12d] Colony Manager V2
Post by: toric on December 17, 2015, 07:37:09 PM
I'm really liking this mod, makes managing a large colony much easier. my only complaint is the manager desk texture. i feel like it would be better with some papers scattered around instead of a computer. also, the current texture doesn't exactly fit with the rest of the game.
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on December 18, 2015, 02:26:05 AM
*grumbles* That was an entire evening mucking about with photoshop toric! Besides, both versions do have paper scattered around ( there's even painstakingly handdrawn pixelated text on them! ), and only the researched version has a computer. But if you want to drag my blood sweat and tears through the mud and stomp on my heart  a bit for good measure, go ahead... *cries*.

But seriously, I suck at art. Lucky for you, simon is quite a bit better and he's made some new versions of the tables already. I just need to add them to the release, which will be tomorrow, probably together with the power tab.
Title: Re: [A12d] Colony Manager V2
Post by: toric on December 18, 2015, 01:15:28 PM
thanks. sorry about that. i suck at it as well, one of the reasons I'm hesitant to make an xml mod that adds items.  :P its just that i really like my mods to match styles, otherwise it can be a bit jarring. no worries though, this mod is absolutely brilliant!
Title: Re: [A12d] Colony Manager V2
Post by: Milso on December 19, 2015, 01:47:59 PM
1 request is possible ability to switch growing zones to keep food from flooding.

IE: at 1k corn turn off sowing for growing zone "Corn Field"
Title: Re: [A12d] Colony Manager V2
Post by: skyarkhangel on December 20, 2015, 11:07:46 PM
From the start of the game something constantly removes the ban for corpses for all map. Found that Colony manager affects. Can you disable for default removing permissions for haul corpses?
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on December 21, 2015, 05:15:02 AM
New release;
Power tab, AI manager station and various other fixes and improvements. Get it from the front page.
Title: Re: [A12d] Colony Manager V2
Post by: Florius on December 23, 2015, 06:21:29 PM
Hi Fluffy! I seem to have a bit of an odd bug. It seems that when I forbid corpses (animals or humans) they become unforbidden.
I have disabled your mod and started a new savegame and it doesn't happen.

Any idea what could've caused it? Or do you need more information?
Title: Re: [A12d] Colony Manager V2
Post by: MisterVertigo on December 23, 2015, 06:25:54 PM
Please forgive my ignorance, but what do you mean by "AI Manager"?
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on December 24, 2015, 01:21:30 PM
There's a toggle button for unforbidding corpses on hunting jobs, if it's on - any corpse that's on the huntable list for that job will get unforbidden.

This is only in the latest version though, in previous version the toggle was a colony wide 'unforbid all corpses every x ticks' kind of thing, and worked even if you had no hunting jobs. (You could still set it to be off from any hunting job). So if it annoys you too much, either turn it off - or upgrade to the latest version and have more control over how it works.
Title: Re: [A12d] Colony Manager V2
Post by: Florius on December 25, 2015, 06:05:24 AM
There's a toggle button for unforbidding corpses on hunting jobs, if it's on - any corpse that's on the huntable list for that job will get unforbidden.

This is only in the latest version though, in previous version the toggle was a colony wide 'unforbid all corpses every x ticks' kind of thing, and worked even if you had no hunting jobs. (You could still set it to be off from any hunting job). So if it annoys you too much, either turn it off - or upgrade to the latest version and have more control over how it works.

Thanks for the explanation! :) now I just can continue using your mod!
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on December 25, 2015, 07:05:41 AM
Please forgive my ignorance, but what do you mean by "AI Manager"?
It's a building requiring research and an AI core, and it'll manage the jobs you set without requiring a pawn to do the work. (it won't actually create jobs or anything, you're still the boss.)
Title: Re: [A12d] Colony Manager V2
Post by: MisterVertigo on December 25, 2015, 06:53:00 PM
Please forgive my ignorance, but what do you mean by "AI Manager"?
It's a building requiring research and an AI core, and it'll manage the jobs you set without requiring a pawn to do the work. (it won't actually create jobs or anything, you're still the boss.)
Gotcha! That is awesome! Thanks for explaining!
Title: Re: [A12d] Colony Manager V2
Post by: Tivec on January 06, 2016, 05:47:23 AM
I finally built my first AI Manager, and I must say it's really something I recommend everyone working toward. It's great! Thanks for an awesome mod, Rimworld will never be the same without it :)

Edit: One thing I just thought of. The power management part, would it be possible to assign some logic here? If power drops below X, assign power switches Y to be flicked off?
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on January 06, 2016, 06:50:50 AM
I finally built my first AI Manager, and I must say it's really something I recommend everyone working toward. It's great! Thanks for an awesome mod, Rimworld will never be the same without it :)

Edit: One thing I just thought of. The power management part, would it be possible to assign some logic here? If power drops below X, assign power switches Y to be flicked off?
Thanks, glad you like it!

As for the power management tab; yeah, it's been on my to-do list. I was thinking about designating buildings as high/medium/low priority where they could be turned off if the power got too low. Main problem so far for me is that I haven't thought of a way to work it into the UI nicely. I have some ideas, but that would require a significant refactor of the underlying code, and to be honest I was a bit burned out with the manager - the codebase is getting quite large.
Title: Re: [A12d] Colony Manager V2
Post by: Tivec on January 06, 2016, 06:54:14 AM
I finally built my first AI Manager, and I must say it's really something I recommend everyone working toward. It's great! Thanks for an awesome mod, Rimworld will never be the same without it :)

Edit: One thing I just thought of. The power management part, would it be possible to assign some logic here? If power drops below X, assign power switches Y to be flicked off?
Thanks, glad you like it!

As for the power management tab; yeah, it's been on my to-do list. I was thinking about designating buildings as high/medium/low priority where they could be turned off if the power got too low. Main problem so far for me is that I haven't thought of a way to work it into the UI nicely. I have some ideas, but that would require a significant refactor of the underlying code, and to be honest I was a bit burned out with the manager - the codebase is getting quite large.

All understandable! Still a great mod, take your time and don't burn out ;)
Title: Re: [A12d] Colony Manager V2
Post by: LittleGreenStone on January 07, 2016, 07:21:27 AM
Will harvesting wild plants be an option in a later release?

Title: Re: [A12d] Colony Manager V2
Post by: Kitsune on January 07, 2016, 08:26:40 AM
First, this mod is really nice, thank you for your work fluffy. ^~^

Dont know if its known or if its only a problem that occur in my game but if i load a new game the settings for stockpiles are set back, if i say "butcher only if in stockpile "food" is less than 75", it works but after i close the game and load the save the stockpile settings are gone and funny only that setting all other settings are fine. :)
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on January 07, 2016, 10:40:24 AM
Will harvesting wild plants be an option in a later release?
Mebbe. I never really harvest wild plants much, but recently I've come to see it's uses (mostly for delicious shrooms). Might do that at some point ;).

First, this mod is really nice, thank you for your work fluffy. ^~^

Dont know if its known or if its only a problem that occur in my game but if i load a new game the settings for stockpiles are set back, if i say "butcher only if in stockpile "food" is less than 75", it works but after i close the game and load the save the stockpile settings are gone and funny only that setting all other settings are fine. :)
Glad to hear you're enjoying the mod. The stockpile not being saves is probably an oversight on my part, I sometimes forget that I actually need to save things, and my tests usually don't run over multiple sessions. Will fix soon!
Title: Re: [A12d] Colony Manager V2
Post by: LittleGreenStone on January 07, 2016, 03:04:41 PM
Will harvesting wild plants be an option in a later release?
Mebbe. I never really harvest wild plants much, but recently I've come to see it's uses (mostly for delicious shrooms). Might do that at some point ;).

First, this mod is really nice, thank you for your work fluffy. ^~^

Dont know if its known or if its only a problem that occur in my game but if i load a new game the settings for stockpiles are set back, if i say "butcher only if in stockpile "food" is less than 75", it works but after i close the game and load the save the stockpile settings are gone and funny only that setting all other settings are fine. :)
Glad to hear you're enjoying the mod. The stockpile not being saves is probably an oversight on my part, I sometimes forget that I actually need to save things, and my tests usually don't run over multiple sessions. Will fix soon!

Yes, the shrooms...  ;D
Especially early game it has its use, when growing isn't enough.
Well, a maybe is a start!  ;)
Title: Re: [A12d] Colony Manager V2
Post by: Mechanoid Hivemind on January 08, 2016, 02:33:39 PM
Commenting to watch this cool, if you could reply so i see it in unread. i gotta download this after work
Title: Re: [A12d] Colony Manager V2
Post by: mrkorb on February 17, 2016, 10:58:10 PM
I'm running into a bug related to animal training.

Code: [Select]
Exception ticking FM_AIManager835509: System.NullReferenceException: Object reference not set to an instance of an object
  at FluffyManager.ManagerJob_Livestock.<DoTamingJobs>b__29_0 (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Verse.Pawn].MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Pawn].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Pawn]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToArray[Pawn] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at System.Linq.QuickSort`1[Verse.Pawn]..ctor (IEnumerable`1 source, System.Linq.SortContext`1 context) [0x00000] in <filename unknown>:0
  at System.Linq.QuickSort`1+<Sort>c__Iterator21[Verse.Pawn].MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Pawn].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Pawn]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToList[Pawn] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at FluffyManager.ManagerJob_Livestock.DoTamingJobs (System.Boolean& actionTaken) [0x00000] in <filename unknown>:0
  at FluffyManager.ManagerJob_Livestock.TryDoJob () [0x00000] in <filename unknown>:0
  at FluffyManager.JobStack.TryDoNextJob () [0x00000] in <filename unknown>:0
  at FluffyManager.Manager.DoWork () [0x00000] in <filename unknown>:0
  at FluffyManager.Building_AIManager.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0

I suspect it's because my colonists are attempting to train puppies for Rescue and Hauling, both of which are tasks they are currently too small for.  Normally you can't even tick the boxes for these training options until the dogs are bigger, but the AI Manager auto-ticks them, and so when the colonist decides to go train the puppy, there's an obvious conflict since they can't yet be trained for that.

Or that was what I thought.  Now that I no longer have any puppies and all the dogs are fully trained, this is occurring in conjunction with Muffalo on the map that I am attempting to tame.

Also I've run into the "10 tasks at once" bug that was mentioned earlier in the thread, and I managed to get around it not by deconstructing the workbench, but by deleting all the existing work orders on that bench and letting the manager repopulate the order list.  You can't blame MVP in this instance, since I'm not using that mod pack or any other pack.
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on February 18, 2016, 06:38:27 AM
Thanks for the report!

Actually, some animals not being trainable is an UI-enforced restriction, you can pretty much tame any animal you want through code. Obviously, this was unintended, so I'll look into it.

As for the null reference, no idea right now where thats coming from - I'll have a look.

10 jobs in 10 ticks is a more or less common vanilla bug, it tends to happen in modpacks more because there's just more jobs, as far as I know. I haven't found one yet that is specifically related to something I do in the mod.
Title: Re: [A12d] Colony Manager V2
Post by: kaptain_kavern on March 05, 2016, 10:47:50 PM
Yeah ! Dfhack in Rimworld!

Seriously I came back around after a (long)break with the game and your mod just made my day while testing the new (to me) MVP pack.

Fluffy (l2032) (https://ludeon.com/forums/index.php?action=profile;u=12611) you rock man  8)
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on March 07, 2016, 04:11:45 AM
Thanks! Always good to see my efforts are appreciated ;).

I'll hopefully have some time again this week to iron out some small bugs, but beyond that I think I'll mentally prepare myself for the coming onslaught of A13 patching -.-
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on March 07, 2016, 02:33:31 PM
There's a small bugfix release available;

- no longer trains animals that are too young to be trained (or otherwise incapable)
- removed hardcoded reference to wood logs, should now work nicely with mods that add different types of wood (e.g. extended woodworking)
Title: Re: [A12d] Colony Manager V2
Post by: Angelix on March 09, 2016, 06:31:52 AM
First i want to thank you for this mod feels like old good DF.
And i have some suggestions:
- harvest bushes
- clearing bushes(ex. for keep line of fire clear)
- option to ignore wood harvest limit(ex. for keep line of fire clear)
- rise limit of items
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on March 09, 2016, 06:59:59 AM
Good to hear you're liking it!

As for your suggestions;
 - foraging (harvesting non-colony plant) is coming up in a future update.
 - clearing areas is a good suggestion, I might include that (for trees) in the forestry tab as an extension to the existing wind areas. Not sure clearing bushes would do anything, do they even provide cover?
 - You can click the triggers to manually set them to other items and only count stuff in particular stockpiles, in that view you can also set target counts higher than the slider in the 'main' view.
Title: Re: [A12d] Colony Manager V2
Post by: Angelix on March 09, 2016, 09:26:30 AM
Yes, bushes provide cover.
I discover there is no chickens support :(

Upd. chickens appear after i tame first of them.
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on March 09, 2016, 09:28:50 AM
Hmmk, will look into bushes as well then :p

What do you mean with no chicken support? It should work just the same as any other animal. There's nothing specific to keep track of eggs or anything though - you'll have to make sure they are kept secure (and out of reach of other hungry animals/colonists) yourself.
Title: Re: [A12d] Colony Manager V2
Post by: Angelix on March 09, 2016, 11:11:57 AM
No chckens on start.
Get eggs(fert) from event.
Chickens hatched.
No chickens in Livestock list(neither in hunting).
Tamed chicken.
Chickens appear in Livestock list.
Save/Load/Restart don't help.
Title: Re: [A12d] Colony Manager V2
Post by: Mrshilka on March 09, 2016, 03:15:31 PM
I am using this mod as apart of the Hardcore Sk pack and I love it a wonderful extension from mods like the auto hunting beacon.

Thanks very much for your work!.

I would also like to suggest auto harvest of bushes on the map for berries and if possible support for the Caveworld Flora mod.
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on March 09, 2016, 04:07:07 PM
No chckens on start.
Get eggs(fert) from event.
Chickens hatched.
No chickens in Livestock list(neither in hunting).
Tamed chicken.
Chickens appear in Livestock list.
Save/Load/Restart don't help.
ok, so I was only considering animals that could appear wild in the biome, and tame animals owned by the colony. I've now changed this to any animals that can appear wild in the biome + any animals that are on the map. Fix will be in the next release, but I'm going to try and do the area clearing + foraging tab first.
I am using this mod as apart of the Hardcore Sk pack and I love it a wonderful extension from mods like the auto hunting beacon.

Thanks very much for your work!.

I would also like to suggest auto harvest of bushes on the map for berries and if possible support for the Caveworld Flora mod.
Glad to hear you appreciate it!

As for the foraging tab and mushrooms; yeah I plan it to work with all non-farm plants. I would actually be harder to exclude mushrooms than to include them :P.
Title: Re: [A12d] Colony Manager V2
Post by: Angelix on March 11, 2016, 05:19:37 PM
Additional zoning condition would be nice.
Ex. i want to confine most of species to some zone, but not restrict pets with hauling fully trained.
And maybe something with moving to other zone of ready to shearing/milking animals. And butchering only in specific zone(ex. want to run fert and unfert farms simultaneously).
My opinion is the more options, the better)

And chickens. If i butcher all of them and delete job, they dissappear from list, until i tame them again. Not critical, but weird.
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on March 12, 2016, 04:41:14 PM
I'm putting the final touches on a new Manager release, it'll add foraging, setting areas to be cleared, fixes the bug where wild (non-tamed) animals that don't normally occur on the biome don't show up in the animal tab1, and fixes a bug where stockpile settings in the trigger options don't get saved.

1: I actually consider this a vanilla bug/inconsistency, all bought animals arrive tamed - but bought eggs spawn wild animals.

edit: Update is now released.
Title: Re: [A12d] Colony Manager V2
Post by: Angelix on March 12, 2016, 05:12:14 PM
edit: Update is now released.
already downloading ;D
Title: Re: [A12d] Colony Manager V2
Post by: forumaccount on March 14, 2016, 08:48:22 PM
Quote
1: I actually consider this a vanilla bug/inconsistency, all bought animals arrive tamed - but bought eggs spawn wild animals.
Agreed. Though it was funny, thought I was clever for preparing carefully with fert eggs instead of chickens, then BOOM 20 wild chickens running around my prison.

It's "fair" in a sense, because successfully hatching chicks from eggs should be more difficult than it is currently, so having to tame them is somewhat of a fair tradeoff. But not quite fair, because taming 20 chicks takes a LONG time, whereas setting up a proper temp/humidity hatching box is relatively easy and benefits from economies of scale.

Thanks for the update to this fantastic mod!
Title: Re: [A12d] Colony Manager V2
Post by: sidfu on March 23, 2016, 03:42:11 PM
ok here some things.
1. harvest trees have it decide to cut trees based on logs in the logging area u set not the stock pile. it will keep setting trees right now to cut as it only looks at stockpile.
2. make stone blocks doesnt look at differnt stone block types but looks for just stone blocks so any other stone typess are ignored and it will keep adding no matter what other stone block types u have.
3. manageing the desk is consered lower than all other jobs. a example i wanted my crafter to randomly check the desk as they crafting to update bills but it wont work like that. tthey will craft till everything is finish before they check the desk.
4. add a slider to not update a job if its been updated before that time. a sllider to say only update the job if it hasnt been checked in a certain time would be good. way it is right now if u have alot of jobs some never get updated as it dont get past the first ones. this way they can go thru the tasks faster and dont spend all day on a few jobs and more can be did.(currently on hardcore mod i cant have more than 15 jobs on it as it takes all day for it to update as it keeps redoing the first ones)
5.if u have it set to just do the desk sometimes(not always) they ignore their joy/anything time schedule slots. this is probaly caused by number 4 above as everytime they man the desk they checkl every job fully again so they missing their schedule checks.

other than those things everything works fine. love the mod takes a bit of the micro manage out.
im useing the hardcore sk mod pack if that helps any with those things.
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on March 23, 2016, 07:44:08 PM
1. That shouldn't be the case. The Job keeps track of two numbers, the amount in your stockpiles, and the amount designated. As long as you have pawns doing some hauling, there shouldn't only be a very limited amount of extra logging. Counting ALL wood on the map is both very expensive computationally, as I'd have to constantly scan the world, and often not what the user wants. Moral of the story, haul that wood, or disable the job.
2. Use the stone block fix mod that's around here somewhere. This is a vanilla issue.
3. By default, yes. You can use work priorities to make it higher in the list. You can also use my Enhanced Tabs mod to change the default priority (the left-right position) if you want.
4. I thought about that, but it's a lot of extra work and adds back in a certain amount of micro. Besides, the mod was never meant as a complete automagic solution to all your colonies needs - managing is a job that just takes some time. In essence, you're trading a pawn's time for your own. There's a few things you can do though. There's research that unlocks better managing desks, the final stage being an AI managing computer that is much faster, and doesn't need a pawn at all. You can also build more desks to allow more than one pawn to do the work. Also, the speed is affected by managing skill, having one or more dedicated managers will make a big difference.
5. I highly doubt that, there's nothing in their job's code that makes it uninterruptible. You're probably usign a very low skilled pawn on a low-tier managing desk, so the job takes a while to complete.
Title: Re: [A12d] Colony Manager V2
Post by: Grogfeld on March 24, 2016, 06:22:27 AM
I like the idea of setting time when next managing job should be perform on a specific bill (tasks). I mean when you have a big modpack with really great quantity of bills, managing could take a while, and it's not only a problem with pawn performing a task. I would like to skip managing task every day or even two days so my crafters could make other things. It's another depth for prioritization.

For the problem sidfu have with stone block, you can set threshold on specific block type and on the right side you can set to use only that specific type of chunk so it's manageable.
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on March 24, 2016, 06:40:10 AM
Allright, that seems fair enough. I already have a 'waiting time' variable on all the jobs, I'll just need to expose it to be changed.

Sorry if my earlier response was a bit snappy, I do appreciate the feedback!
Title: Re: [A12d] Colony Manager V2
Post by: sidfu on March 24, 2016, 08:53:11 PM
dont worry about it if i got angry at everytime someone was snappy on internet i would never have time to do anything.
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on March 25, 2016, 02:17:55 AM
sure, but I try to hold myself to a higher standard. Making the internet more civil one post at a time :P
Title: Re: [A12d] Colony Manager V2
Post by: Mrshilka on March 25, 2016, 04:54:08 AM
ok here some things.
1. harvest trees have it decide to cut trees based on logs in the logging area u set not the stock pile. it will keep setting trees right now to cut as it only looks at stockpile.
2. make stone blocks doesnt look at differnt stone block types but looks for just stone blocks so any other stone typess are ignored and it will keep adding no matter what other stone block types u have.
3. manageing the desk is consered lower than all other jobs. a example i wanted my crafter to randomly check the desk as they crafting to update bills but it wont work like that. tthey will craft till everything is finish before they check the desk.
4. add a slider to not update a job if its been updated before that time. a sllider to say only update the job if it hasnt been checked in a certain time would be good. way it is right now if u have alot of jobs some never get updated as it dont get past the first ones. this way they can go thru the tasks faster and dont spend all day on a few jobs and more can be did.(currently on hardcore mod i cant have more than 15 jobs on it as it takes all day for it to update as it keeps redoing the first ones)
5.if u have it set to just do the desk sometimes(not always) they ignore their joy/anything time schedule slots. this is probaly caused by number 4 above as everytime they man the desk they checkl every job fully again so they missing their schedule checks.

other than those things everything works fine. love the mod takes a bit of the micro manage out.
im useing the hardcore sk mod pack if that helps any with those things.

Remember friend you can modify the priority order jobs in the Sk pack, you can place managing in front of crafting if you so desire!.
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on March 25, 2016, 05:06:11 AM
<snip>

Remember friend you can modify the priority order jobs in the Sk pack, you can place managing in front of crafting if you so desire!.
That is actually my Enhanced Tabs that allows you to do that, just saying ;)
Title: Re: [A12d] Colony Manager V2
Post by: forumaccount on March 25, 2016, 06:19:08 AM
<snip>

Remember friend you can modify the priority order jobs in the Sk pack, you can place managing in front of crafting if you so desire!.
That is actually my Enhanced Tabs that allows you to do that, just saying ;)
And it is so handy. I don't care which colonist gets it done, I just need it done!
Title: Re: [A12d] Colony Manager V2
Post by: Mrshilka on March 25, 2016, 10:41:49 AM
<snip>

Remember friend you can modify the priority order jobs in the Sk pack, you can place managing in front of crafting if you so desire!.
That is actually my Enhanced Tabs that allows you to do that, just saying ;)

Respect Fluffy:) was not sure who made the mod that allowed it but it is fantastic:) Thanks for another great mod.
Also updated your mod int he pack myself I cannot believe how much food you gather when people automatically harvest mushroom at the instant they are ready to be done.
Title: Re: [A12d] Colony Manager V2
Post by: Erik on March 26, 2016, 12:37:47 PM
is it possible that there is a problem when adding this mod to an existing save?
when opening, all my people finish their active job, and then stop. they just go to "standing"

I think the problem occurs because in my save, my people don't have the skill "managing", so if I go to my "work" tab, I see only one or 2 of my people, while my colony counts about 21 I think.
when I opened my save I got a debugger view saying this for every one of my people: "did not find skill of def managing, returning shooting 4 (4369 133xp)" the last numbers are based on their shooting skill I think.
screenshot: https://www.dropbox.com/s/kjz4in7qiw83mys/Schermafdruk%202016-03-26%2017.28.06.png
Title: Re: [A12d] Colony Manager V2
Post by: sidfu on March 26, 2016, 07:41:42 PM
found a small issue not sure what causes it. i have mine set up with arond 10 bills to do some basic upkeep like metal bars and wood planks. ealier my crafters stoped moveing and wouldnt do job so did normal that fix it. remove all jobs from both mine and the manager.  but i noticed what might have caused it. even thou i removed all bills even my own and no one was manning the desk(growing season she to busy) it keep reputting a bill for one of the items on there over and over. log had message about 10 tasks per tick( ill get exactg message next time).
seems to mee for whatever reason when she was updateing bills she was getting stuck at that bill and keep trying to apply it which caused it.

probaly a bug with game and not your mod butt thought i would mention it just incase a thought comes to your mind.

keep up the good work realy enjoy your mod.
Title: Re: [A12d] Colony Manager V2
Post by: Mrshilka on March 26, 2016, 09:21:56 PM
is it possible that there is a problem when adding this mod to an existing save?
when opening, all my people finish their active job, and then stop. they just go to "standing"

I think the problem occurs because in my save, my people don't have the skill "managing", so if I go to my "work" tab, I see only one or 2 of my people, while my colony counts about 21 I think.
when I opened my save I got a debugger view saying this for every one of my people: "did not find skill of def managing, returning shooting 4 (4369 133xp)" the last numbers are based on their shooting skill I think.
screenshot: https://www.dropbox.com/s/kjz4in7qiw83mys/Schermafdruk%202016-03-26%2017.28.06.png

Mod specifically says it will break old saves because of the managing work skill.
Title: Re: [A12d] Colony Manager V2
Post by: sidfu on March 26, 2016, 11:36:11 PM
dont know what it is. yesterday mod was fine. today keep getting the more than 10 tasks a tick on my crafters.

ive not addded any orders only thing i have did is add some pallets to hold stuff. wonder if its haveing  issues scanning the 5 pallets i added at the benches. guess ill try by haveing the pallets hold justs raw mats intead of completeed stuff.
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on March 27, 2016, 06:25:34 AM
As mentioned in the OP, the mod requires a new game.

10 jobs in 10 ticks error are more or less a random appearance in the game, and occur more the more mods you install. As far as I know, they're not specifically related to anything I do in the manager. As for pallets, assuming they work with the vanilla resource counts (e.g. the counts in the upper left corner are correct - you can easily check this), there's no reason they would be a a particular problem.

If you turn on devmode, you can usually get some idea of which pawn/job is causing the 10 jobs errors, then just delete the worktable that is making him bug out, which usually does the trick. If the error does appear related to the manager mod, I'd really appreciate a copy of the output_log.txt.
Title: Re: [A12d] Colony Manager V2
Post by: Fafn1r on March 31, 2016, 01:53:52 PM
I'm wondering - is this mod only for setting up chain production lines? What if I want to craft a specific amount of building materials for a single structure? Like "keep enough steel for 2 wind turbines until they are built, outside of the production chain".

Hmm. Perhaps I could do this by setting up stockpiles and restrictions. By the way, have you thought about stockpile management? Managing production to set aside materials for building or automatically moving meals from a refrigerator to a stockpile close to a dining table.

I've noticed an issue when the manager sets up too much jobs when the materials are not yet in a stockpile. I don't really mind, because with long production chains, only the cheapest items are crafted more than needed. Let's classify it as a "pawn error". But I do need to prioritize hauling with this management system.

EDIT: Got the same bug with setting multiple jobs.
worktable screen (http://i.imgur.com/9UJ8kA8.png)
debug log (http://i.imgur.com/CXpAX97.png)
You are saying that it can be fixed by deleting and respawning the worktable? What's causing it anyway?
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on April 01, 2016, 05:00:26 AM
Hey nimander, thanks for the feedback.

Currently, this mod is only for 'fixed' thresholds. So yeah, you specify an amount and/or some other criteria, and the managers will keep creating bills to meet that amount. I've got some ideas for a 'just in time'/'planning mode' sort of approach, where you'd be able to build things without actually having the ingredients, and the list of required ingredients would be sent as one-time jobs to your worktables. This is similar to how Gnomoria does things, as well as DF when you have the mod that does that (can't remember what it's called). That's going to be after A13, and after I've updated my current set of mods though.

As for the manager overproducing; this is true. I think you'll find the exact same thing happens when you set a 'do until x' job normally (not 100% sure on that though). This is because I use the built-in resource tracker to avoid having to scan the entire map every time I need a thingcount (and that's a lot of times). This vanilla tracker only counts what is in stockpiles for goods that count as resources (so basically everything but apparel and weapons). I could rewrite this to do a full scan, but that would be much slower - and it introduces a new problem; do you really want droppods at the other end of the map to count?

As for the 10 jobs in 10 ticks error, as far as I'm aware, this is a vanilla issue. I'm not sure what causes it, but I haven't actually touched the job code, I just set more bills. Hence, I think it's unlikely this is caused by the manager, it just crops up more often because there are more jobs (and you may have other mods/a modpack that add even more jobs).

And yeah, I've managed to fix these bugs in my own playthrough by rebuilding the offending worktables. YMMV.
Title: Re: [A12d] Colony Manager V2
Post by: Fafn1r on April 01, 2016, 06:15:31 AM
do you really want droppods at the other end of the map to count?

Not really, as I play only on the biggest maps. The cutting-too-much-wood thing can be easily solved by placing a forest-wide stockpile with lower priority than the main wood stockpile.

As for the 10 jobs in 10 ticks error, as far as I'm aware, this is a vanilla issue. I'm not sure what causes it, but I haven't actually touched the job code, I just set more bills. Hence, I think it's unlikely this is caused by the manager, it just crops up more often because there are more jobs (and you may have other mods/a modpack that add even more jobs).

It's just my intuition, but from what I've seen your mod handles setting jobs differently than vanilla - it assigns specific colonists, hence the ability to set highest skill colonist to do the job. Debug log also confirms this. So, this may be it - the bug has roots in the piece of code that picks a colonist.
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on April 01, 2016, 06:30:14 AM
Unless I've had a severe and long-term blackout, my mod doesn't (allow you to) specify colonists. I work within the boundaries of vanilla jobs, and all you can do there is set a minimum skill level. Granted, I've added a toggle to set minimum skill to the highest available skill, but that's still somewhat short of actually setting a specific colonist - and crucially, can be done without modifying the underlying Job code.

I suspect you may be confused with the mod that does allow setting specific colonists (i forgot the name). However, if I remember correctly, even that doesn't change the jobs themselves (it does change the worktable class, adding another variable (the selected pawn) and checks if a pawn looking for work is allowed to work there).

Just to reiterate; My mod does not alter job code, or even bill code. What it does do is dynamically add/remove bills to workstations. After that, the normal RW mechanisms for looking for and working on jobs kick in. It's the same as you manually adding bills to workstations, but it can do it much quicker than any human (that I know of) could ever do.
Title: Re: [A12d] Colony Manager V2
Post by: Grogfeld on April 01, 2016, 06:55:54 AM
For overproduction i recommend to set stockpile, set to accept nothing, around workstation. Then everything that will be dropped from the task (if you set to "drop on ground") will be counted by the vanilla stockpile tracker. Then haulers will take it to proper stockpile. 
Title: Re: [A12d] Colony Manager V2
Post by: Fafn1r on April 01, 2016, 07:46:44 AM
I've added a toggle to set minimum skill to the highest available skill

Huh, I didn't think of that. ::) Simple.

My mod does not alter job code, or even bill code. What it does do is dynamically add/remove bills to workstations.

I get it. Yet I still don't understand how the bug is caused by vanilla issue. In the vanilla it is the player who adds bills by clicking buttons. One click never adds more than one bill. The Manager also adds bills, but does it automatically, not when there is an input from a button, but during a running script. Logically, the problem appears somewhere in the script.

Is that correct? Perhaps you know something I don't and this is why I don't understand.
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on April 01, 2016, 08:25:46 AM
In theory, yeah. There's a few caveats though;

First, what you do when you click is call a method in the code that adds the bill you're currently looking at. What my mod does is use that same method, with the bill you set up, and a calculated repeat count. From that moment forth, they're handled exactly the same by the game.

Second, it's not the bills themselves that give the errors, the jobs that get generated have the errors. To elaborate, when a pawn is looking for work, it'll basically 'ask' the game what it can do, in order of priority. So generally, if the pawn is a doctor, it'll ask the game if there's any doctoring to be done, then firefighting, construction, crafting, and finally cleaning/hauling. Each of those work categories have one or more workgivers attached. A workgiver is the piece of code that handles a specific task of workstation, and basically takes the pawn's information, the game state, and then tells the pawn "Yeah, I have a job for you doing X at workstation Y.". The pawn then proceeds to do that job. This mod does not alter* the worktypes, workgivers, or job code - so I find it unlikely that a sporadic error in jobs (that also occurs in vanilla!) can be caused by my mod.

*: I do add a worktype, workgiver and job for the job of managing itself. However I've never seen that job fail.
Title: Re: [A12d] Colony Manager V2
Post by: TechnologicApe on April 02, 2016, 12:49:23 PM
I can't seem to get the Power tab to show me anything. I've got the research done and a powered Manager station. Am I missing something?
Title: Re: [A12d] Colony Manager V2
Post by: Tivec on April 03, 2016, 10:51:54 AM
I read in the changelog that you added a "clear area option" - I can't seem to find this anywhere. Some pointers? :)

Edit: I'm dumb, it was right under my nose there in the logging tab.
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on April 04, 2016, 03:30:37 AM
I can't seem to get the Power tab to show me anything. I've got the research done and a powered Manager station. Am I missing something?
From your description, I'm a bit confused. Do you see an empty power tab, or do you not get the power button at all?
If you see an empty tab, please send me your output_log.txt file, so I can see if there's any errors going on.

If you don't see the button at all, are you sure you have actually completed the 'power management' (or similar name - can't recall right now :P) one? If you're sure you did everything correctly, please also send me the output_log.txt.

Thanks!

Title: Re: [A12d] Colony Manager V2
Post by: anonymous456 on April 04, 2016, 03:50:23 AM
Absolutely great mod, I really this whole thing where the UI improves as you progress through the game. One thing though: Is it possible to raise the maximum limit for hunting jobs above 2000 meat? It's much, but occasionally I get greedy with it and want to enter some custom number.
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on April 04, 2016, 03:55:25 AM
Glad you like it! :D

As for the threshold, can't check at the moment, but I recall having made the detailed threshold view available for hunting and logging jobs. You should  be able to click on the threshold label to get the popup where you can select specific thingdefs. On that popup there's also an input field where you can type in a custom number.

For A13, once CCL has been brought up to date, I intend to make a few of these things available via global options (e.g. use sliders or input fields, etc.).
Title: Re: [A12d] Colony Manager V2
Post by: TechnologicApe on April 04, 2016, 08:01:41 AM
I can't seem to get the Power tab to show me anything. I've got the research done and a powered Manager station. Am I missing something?
From your description, I'm a bit confused. Do you see an empty power tab, or do you not get the power button at all?
If you see an empty tab, please send me your output_log.txt file, so I can see if there's any errors going on.

If you don't see the button at all, are you sure you have actually completed the 'power management' (or similar name - can't recall right now :P) one? If you're sure you did everything correctly, please also send me the output_log.txt.

Thanks!
Yes, I finished the Research. I'm seeing the power tab, and all the windows where all the stats should be, but it never fills the stats out. Every Day Cycle I check it to see if it has worked but it hasn't. There's no stats, but where the stats go is still there.
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on April 04, 2016, 10:01:28 AM
Do you get see any errors when you open the console?
Does it appear after reloading?
What mods/modpack do you use?
Please send me the output_log.txt
Title: Re: [A12d] Colony Manager V2
Post by: TechnologicApe on April 04, 2016, 10:24:55 AM
Do you get see any errors when you open the console?
Does it appear after reloading?
What mods/modpack do you use?
Please send me the output_log.txt

I've since lost the save. I'm going to play to that point again and see if it happens again.
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on April 04, 2016, 10:25:43 AM
See here (https://ludeon.com/forums/index.php?topic=18272.0) on how to report bugs and where to find that all-important output_log.txt, but hopefully the bug won't occur again :)
Title: Re: [A12d] Colony Manager V2
Post by: TechnologicApe on April 04, 2016, 10:28:58 AM
See here (https://ludeon.com/forums/index.php?topic=18272.0) on how to report bugs and where to find that all-important output_log.txt, but hopefully the bug won't occur again :)

I hope not. But it would be of help to you. Keep up the great work!
Title: Re: [A12d] Colony Manager V2
Post by: Iwillbenicetou on April 04, 2016, 07:37:12 PM
Man, this was a really well made mod! I really like the .gif photos! Gets my seal of approval!
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on April 05, 2016, 01:49:41 AM
Thanks, glad you like it!

(and what do you mean 'was'? The mod is alive and kicking, I have expansion plans, and it's high on my list to be updated for A13).
Title: Re: [A12d] Colony Manager V2
Post by: Yonan on April 05, 2016, 03:43:29 AM
Amazing mod, really intuitive to use and a logical implementation.

<3
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on April 05, 2016, 03:49:35 AM
Thanks for the awesome feedback :) Always good to hear from people enjoying my mod(s).

(Also good to hear from those who don't, I'm always looking to improve things!)
Title: Re: [A13] Colony Manager V2
Post by: Fluffy (l2032) on April 06, 2016, 06:23:23 PM
Initial update to A13. No obvious bugs that I could see, but there's probably a few waiting to be discovered. Please be kind, and report those bugs!
Title: Re: [A13] Colony Manager V2
Post by: anonymous456 on April 07, 2016, 04:42:35 AM
Had a strange thing were I installed the mod and activated it for an existing savegame (A13) and all my colonists were just standing around.

My malaria patients who were previously resting in bed were just standing like everyone else. Nobody was looking for activities, it was really weird
Title: Re: [A13] Colony Manager V2
Post by: Fluffy (l2032) on April 07, 2016, 05:24:25 AM
Do not install this into an existing save game - the mod adds a worktype, which will break your game.


That's a general rule of thumb by the way, if the mod doesn't work in an existing save game, try with a new world+save just to be sure.
Title: Re: [A13] Colony Manager V2
Post by: anonymous456 on April 07, 2016, 07:29:23 AM
Oops sorry, my bad. Guess I was hoping, sometimes it works.
Title: Re: [A13] Colony Manager V2
Post by: Skissor on April 07, 2016, 09:04:07 AM
Really fast with those updates. Thank you a thousand times fluffy!
Title: Re: [A13] Colony Manager V2
Post by: Fluffy (l2032) on April 07, 2016, 09:14:24 AM
You're welcome ;)


And so far, I've been lucky. Only a few minor find/replace changes had to be done, plus a single field got made private - which 'brute force' with reflection.


For those interested;
Find.ListerPawns became Find.MapPawns
Pawn.SpawnedInWorld became Pawn.Spawned
Comp.props became Comp.Props (props still exists, but it is the base class - Props will point to the new Props class for that Comp.)

Title: Re: [A13] Colony Manager V2
Post by: notfood on April 07, 2016, 12:44:55 PM
It refuses to run under Linux. It crashes on map creation and I can't get any error message. I tried with -logfile option. No errors whatsoever, just crash.

It's the only mod I added, game runs fine without it.
Title: Re: [A13] Colony Manager V2
Post by: Dregod on April 07, 2016, 01:44:55 PM
Thank you for updating this mod so quickly, good to see people love this game and want to mod it and get their mods out there as soon as.
Title: Re: [A13] Colony Manager V2
Post by: Fluffy (l2032) on April 07, 2016, 02:31:00 PM
It refuses to run under Linux. It crashes on map creation and I can't get any error message. I tried with -logfile option. No errors whatsoever, just crash.

It's the only mod I added, game runs fine without it.
Interesting. Sadly, I have no linux on hand to test on. I'm afraid I'm going to have to postpone resolving this one until after I've updated my other stuff - or someone comes up with a better solution.
Title: Re: [A13] Colony Manager V2
Post by: Vee on April 08, 2016, 08:09:19 AM
Running linux here as well. This is what I found for logs:
https://bpaste.net/show/16a0088971aa

Running in 32bit - same problem slightly different libs:
https://bpaste.net/show/6ba28809f5cf

Looks like something to do with textures to me? Drop me a message (Github user Valuial if you prefer) if you want me to help with the linux part of the problem.
Title: Re: [A13] Colony Manager V2
Post by: Fluffy (l2032) on April 08, 2016, 08:37:36 AM
Right, I guess this is to do with mods now being loaded on a different thread. I ran into issues on windows in another mod, but this one does work on windows - which is odd. I'll try and make a version that postpones resource loading to be done later on the main thread, then ask for some more feedback. Thanks a bunch!
Title: Re: [A13] Colony Manager V2
Post by: Fluffy (l2032) on April 08, 2016, 11:00:25 AM
I've fixed a few bugs;
foraging icon is no longer black
loading assets should hopefully no longer crash linux. Vee, Notfood, please report your results! :D
Title: Re: [A13] Colony Manager V2
Post by: notfood on April 08, 2016, 11:27:46 AM
It works! Thank you. I'm learning how to use it now. Everything seems to work fine.
Title: Re: [A13] Colony Manager V2
Post by: Fluffy (l2032) on April 08, 2016, 11:46:43 AM
awesome! Have fun!
Title: Re: [A13] Colony Manager V2
Post by: skullywag on April 08, 2016, 01:56:57 PM
ooooomnomnomnomnom tasty mod.
Title: Re: [A13] Colony Manager V2
Post by: Vee on April 09, 2016, 06:21:51 AM
Yes, thanks, that works now. Many thanks for the fast fix!
Title: Re: [A13] Colony Manager V2
Post by: NastyBear on April 09, 2016, 03:19:28 PM
Hey Hey,

I downloaded and generally seems to work in A13.  Namely, successful hunting designations and follow through in specific region.  Same for forestry, build items, taming, and foraging.

After playing for a few hours I started thinking of ways a better manager score might be leveraged:

- Better organized stockpiles?  With similar items adjacent. Perhaps even increased item limit in a stack because of organizational skills?
- FIFO - first in first out or use up shortest time remaining till rotten for food and other decaying items automatically.
- Bonuses for teams working on tasks together, i.e. more than one worker doing the same task gives more efficient task completion - 1+1 = 3?  Certainly, something I've seen in working in teams together.
- Coupling to pawn personality traits, i.e ability to ignore or be extra susceptible to specific personality traits (flirt or abrasive)?
- Perhaps skills researched at the manager table by the particular manager? e.g. "Reading Management Books" (i.e. sub research tree but for individuals only - skill tree)

Overall a very useful mod.  Just some thoughts!
Title: Re: [A13] Colony Manager V2
Post by: Reko on April 10, 2016, 01:50:07 AM
so i need to start a new game to use this mod? i cant just load it in my normal game? or can i load it in my game then create a new save? then load that one?
Title: Re: [A13] Colony Manager V2
Post by: Fluffy (l2032) on April 10, 2016, 07:04:56 AM
What we mean by starting a new game is to start a new colony. It simply means it won't work with existing savegames. Usually this is because something is added that can not easily be taken in or out of the game, in this case a new work skill 'managing', and some other tidbits.
Title: Re: [A13] Colony Manager V2
Post by: Dryparn on April 10, 2016, 07:40:59 AM
Hey

I think I have found a bug.
I set make stone blocks to marble and granit and set the max to 500. It ended with both being over 1000 while still manufacturing more.
It looked as it was checking for sandstone, even though it was unchecked, as the treshold was 20/500 and I indeed had 20 sandstone in my stores.
Title: Re: [A13] Colony Manager V2
Post by: Lumaan on April 10, 2016, 08:11:52 AM
Hey

I think I have found a bug.
I set make stone blocks to marble and granit and set the max to 500. It ended with both being over 1000 while still manufacturing more.
It looked as it was checking for sandstone, even though it was unchecked, as the treshold was 20/500 and I indeed had 20 sandstone in my stores.
I ran into it yesterday to. Right side panel don't change the stone type, so inside the number it's always the first stone type on the list. You can make it work by clicking on the number (20/500) and change the stone type in there.
Title: Re: [A13] Colony Manager V2
Post by: Dryparn on April 10, 2016, 08:38:18 AM
Hey

I think I have found a bug.
I set make stone blocks to marble and granit and set the max to 500. It ended with both being over 1000 while still manufacturing more.
It looked as it was checking for sandstone, even though it was unchecked, as the treshold was 20/500 and I indeed had 20 sandstone in my stores.
I ran into it yesterday to. Right side panel don't change the stone type, so inside the number it's always the first stone type on the list. You can make it work by clicking on the number (20/500) and change the stone type in there.

Thanks, i'll use that workaround!
Title: Re: [A13] Colony Manager V2
Post by: Fluffy (l2032) on April 10, 2016, 02:23:44 PM
I noticed that as well during my current playthrough - like Lumaan mentioned, the trigger doesn't default to the correct type of block. This is to be expected, as the vanilla recipe has outcomes dependent on the inputs. (In fact, what you're actually doing is slaughtering blocks...).

I'll make it default to the whole block category - if you want to limit it to a specific type either use the stone cutting tweaks (if/when it's updated - it's what I do), or set the trigger manually.
Title: Re: [A13] Colony Manager V2
Post by: DestroyX on April 11, 2016, 06:39:26 AM
as awesome as the mod is so far, i ran into a few small problems.

namely, the forestry designation works as far as it marks trees all the time, however, even tho i have 1500+ wood it still shows 0 in storage and 381 expected from designations.
so basically, its just turning it on or off, and not automatic at all.
any idea what could cause that?


next one is hunting.
same stuff, it doesnt show any meat in my storage, even tho there is some there.
and it doesnt seem to mark any animals at all.

halp :D
Title: Re: [A12d] Colony Manager V2
Post by: Vee on April 11, 2016, 09:31:54 AM
I'm fairly sure that I am doing something wrong but I am getting a strange problem with the production tab.  I have the manager have two sculpture tables produce 25 sculpture each to hit the threshold up to 50 sculpture total which is fine.  However, I ed up with repetitive orders for the same thing over time.

(http://i.imgur.com/iHNz7sD.png)
Yes I know this is a bit dated, the issue is still present though (at github). And I have the same/similar thing happen to me.
Did you delete and add bills manually after starting the management by the mod?

V
Title: Re: [A13] Colony Manager V2
Post by: Fluffy (l2032) on April 11, 2016, 11:50:36 AM
as awesome as the mod is so far, i ran into a few small problems.

namely, the forestry designation works as far as it marks trees all the time, however, even tho i have 1500+ wood it still shows 0 in storage and 381 expected from designations.
so basically, its just turning it on or off, and not automatic at all.
any idea what could cause that?


next one is hunting.
same stuff, it doesnt show any meat in my storage, even tho there is some there.
and it doesnt seem to mark any animals at all.

halp :D
I can't reproduce this. One thing that I should mention is that the manager uses the in-game resource counter, so only stuff that is actually in a stockpile gets counted. (Otherwise I'd have to re-scan the entire map a hell of a lot, which would start becoming quite a massive load on CPU with a few jobs enabled).
Title: Re: [A12d] Colony Manager V2
Post by: Fluffy (l2032) on April 11, 2016, 11:52:11 AM
I'm fairly sure that I am doing something wrong but I am getting a strange problem with the production tab.  I have the manager have two sculpture tables produce 25 sculpture each to hit the threshold up to 50 sculpture total which is fine.  However, I ed up with repetitive orders for the same thing over time.

(http://i.imgur.com/iHNz7sD.png)
Yes I know this is a bit dated, the issue is still present though (at github). And I have the same/similar thing happen to me.
Did you delete and add bills manually after starting the management by the mod?

V
It's still around because I've never been able to reproduce. But as luck would have it, this is the reason the manager is logging (excessively). Could you please sent me an output_log from the game as soon as you next notice this happening? It's probably going to be massive, so a (zipped) attachment would be great.
Title: Re: [A13] Colony Manager V2
Post by: Vee on April 11, 2016, 01:29:32 PM
Here is the logfile (attached to the post) and here (imgur) (http://imgur.com/UrnFkQF) is what I get ingame, when it really starts going...

[attachment deleted by admin - too old]
Title: Re: [A13] Colony Manager V2
Post by: Fluffy (l2032) on April 11, 2016, 05:26:30 PM
Thanks a bunch, I'll have a proper look tomorrow.
Title: Re: [A13] Colony Manager V2
Post by: Cheet4h on April 12, 2016, 12:22:50 PM
I think I found a problem when loading savegames:

When a forestry order is given while the default areas are present and later on one of the areas is deleted, the game will not load anymore.

I gave a forestry order, but can't remember actually setting the default "Area 1" to be used in that order.
Later on, I deleted "Area 1" since I didn't use it anyway. Then, when trying to load the game this evening, I came upon an error upon loading the game. The log contains the lines:

Code: [Select]
Exception from asynchronous event: System.ArgumentNullException: Argument cannot be null.

Parameter name: key

  at System.Collections.Generic.Dictionary`2[RimWorld.Area,System.Boolean].Add (RimWorld.Area key, Boolean value) [0x00000] in <filename unknown>:0

  at FluffyManager.ManagerJob_Forestry.ExposeData () [0x00000] in <filename unknown>:0

  at Verse.PostLoadInitter.DoAllPostLoadInits () [0x00000] in <filename unknown>:0

  at Verse.MapIniter_LoadFromFile.InitMapFromFile (System.String fileName) [0x00000] in <filename unknown>:0

  at Verse.RootMap.<Init>m__513 () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0

Checking the savegame in N++ I found the following lines in <li Class="FluffyManager.ManagerJob_Forestry">:

Code: [Select]
<ClearAreas_allowed>
    <li>True</li>
    <li>False</li>
</ClearAreas_allowed>
<ClearAreas_areas>
    <li>Area_Home</li>
    <li>Area_Named_Area 1</li>
</ClearAreas_areas>

And after removing the "Area_Named_Area 1" and "False" lines, the game loads again.
Title: Re: [A13] Colony Manager V2
Post by: Fluffy (l2032) on April 12, 2016, 12:54:25 PM
good catch, thanks! I'll look into it.
Title: Re: [A13] Colony Manager V2
Post by: ttr on April 12, 2016, 03:16:32 PM
Hey Fluffy,
Great mod but found two small issues:
- power statistics are shown w/o having advanced (computerised) desk
- power statistics do not count correctly disconnected (using power button) devices. Not sure if this might be because I'm using "PowerSwitch" mod (one that adds auto-functions to each button).
Those are non issues but just mentioning them.
Also, is it possible to add "Forever" condition? Currently tasks that have unknown outcome (eg. butchering) can be only triggered from workstation only. Otherwise, can we filter those from manager list ?
Thx.
Title: Re: [A13] Colony Manager V2
Post by: Vee on April 14, 2016, 05:02:23 AM
Hey Fluffy,
Great mod but found two small issues:
- power statistics are shown w/o having advanced (computerised) desk
- power statistics do not count correctly disconnected (using power button) devices. Not sure if this might be because I'm using "PowerSwitch" mod (one that adds auto-functions to each button).
Those are non issues but just mentioning them.
Also, is it possible to add "Forever" condition? Currently tasks that have unknown outcome (eg. butchering) can be only triggered from workstation only. Otherwise, can we filter those from manager list ?
Thx.
I change the trigger not to supply a certain amount of meat, but to trigger the bill, when the resources needed for it (i.e. corpses) are present. Basically a "do forever" but only present in the tables, when really something is there to be processed.

Maybe that feature needs a little more explanation how it works? I found it by accident when playing around with triggering on several goods...
Title: Re: [A13] Colony Manager V2
Post by: Fluffy (l2032) on April 14, 2016, 05:39:49 AM
@Vee, that's what I also do in my own games.
@ttr, in a perfect world, I should make that feature...

as it is, I feel it's a bit niche, and the situations where it's useful are easy (perhaps easier) to handle with the vanilla bill settings. It's certainly something to put on my list, but for now I have other things on my plate (both modding and otherwise) that I feel deserve more attention.
Title: Re: [A13] Colony Manager V2
Post by: spoonshortage on April 15, 2016, 04:31:08 AM
Is there any possibility, that only the 'livestock' part of the manager could be made into a smaller mod? Like with all the butcher/tame options but without the rest of the manager options etc..? A simple auto-butcher/ livestock managment mod so to speak. I couldn't find any similar mods for auto butchering and the option in the manager works really great for me, it's the only one I use though, so a smaller version would be really convenient ..;D  Or maybe someone knows of another mod that does the same? Anyway, I love your mods Fluffy! Thanks for making our Rimworld so much more awesome! :D
Title: Re: [A13] Colony Manager V2
Post by: Vee on April 15, 2016, 08:14:04 AM
I have some more logs for you to peruse Fluffy: Github issue (https://github.com/Karel-Kroeze/RW_Manager/issues/15)

I hope it really is "only" the Manager Mod throwing exceptions/making problems, as there are quite some other mods involved. (stacktrace at least shows the Manager involved.) ^^;
Title: Re: [A13] Colony Manager V2
Post by: goonygoogoo on April 18, 2016, 07:46:36 AM
Not sure if im just being stupid but whenever i create a production job the sub jobs for ingredients are always set at the same threshold(always way too many of whatever is required), I thought it would only create a job to supply the required ingredients. Am i missing something?
Title: Re: [A13] Colony Manager V2
Post by: siralexlaw on April 18, 2016, 01:52:01 PM
Out of curiosity is this supposed to replace the priority system? Like can I leave it on auto priorities or is it still best to setup manual priorities? Thanks.
Title: Re: [A13] Colony Manager V2
Post by: Qlmmb2086 on April 22, 2016, 04:46:15 PM
Could you set it up so that you can choose training for animals by adults/pups, the way you can for zone restrictions? Right now if I want to train up an army of wargs, I can't use Manager to train them, because the pups will be automatically trained in Obedience and assigned a master before they're ready to fight.
Title: Re: [A13] Colony Manager V2
Post by: Jakub k. on April 22, 2016, 04:51:47 PM
cool mod!
other than it makes my laptop lag and force windows to close down,its fine!
Title: Re: [A13] Colony Manager V2
Post by: Lumaan on April 22, 2016, 05:43:48 PM
Could you set it up so that you can choose training for animals by adults/pups, the way you can for zone restrictions? Right now if I want to train up an army of wargs, I can't use Manager to train them, because the pups will be automatically trained in Obedience and assigned a master before they're ready to fight.
If you use Fluffy's "Enhanced Tabs" you can change the master of your animals to non master, and then avoid them getting in to fight before they are ready.
Title: Re: [A13] Colony Manager V2
Post by: spoonshortage on April 22, 2016, 09:06:15 PM
Could you set it up so that you can choose training for animals by adults/pups, the way you can for zone restrictions? Right now if I want to train up an army of wargs, I can't use Manager to train them, because the pups will be automatically trained in Obedience and assigned a master before they're ready to fight.
If you use Fluffy's "Enhanced Tabs" you can change the master of your animals to non master, and then avoid them getting in to fight before they are ready.

as far as I know you can set master to "none" without enhanced tabs too
Title: Re: [A13] Colony Manager V2
Post by: Lumaan on April 22, 2016, 09:55:45 PM
Could you set it up so that you can choose training for animals by adults/pups, the way you can for zone restrictions? Right now if I want to train up an army of wargs, I can't use Manager to train them, because the pups will be automatically trained in Obedience and assigned a master before they're ready to fight.
If you use Fluffy's "Enhanced Tabs" you can change the master of your animals to non master, and then avoid them getting in to fight before they are ready.

as far as I know you can set master to "none" without enhanced tabs too
Nice, didn't know. I'm a mod junkie so rarely play without mods.
Title: Re: [A13] Colony Manager V2
Post by: Fluffy (l2032) on April 23, 2016, 03:37:15 PM
Could you set it up so that you can choose training for animals by adults/pups, the way you can for zone restrictions? Right now if I want to train up an army of wargs, I can't use Manager to train them, because the pups will be automatically trained in Obedience and assigned a master before they're ready to fight.
Huh, I thought I squashed that bug. It's supposed to only train what is actually allowed for the current lifestage. I'll get on it.
Title: Re: [A13] Colony Manager V2
Post by: Fluffy (l2032) on April 23, 2016, 03:39:47 PM
Out of curiosity is this supposed to replace the priority system? Like can I leave it on auto priorities or is it still best to setup manual priorities? Thanks.
Nope. I would like to do something like that, but it's not possible without completely rewriting the way the game handles jobs. Since that would pretty much screw all other mods over, it's never going to happen. As it is, priority does two things;
- it determines the order in which managers will update jobs (so jobs at the bottom will be updated last)
- it determines the order in which jobs are placed on workstations (but this only applies for single workstations, pawns may still decide to bugger off and do something completely different.)
Title: Re: [A13] Colony Manager V2
Post by: Qlmmb2086 on April 23, 2016, 04:32:21 PM
Could you set it up so that you can choose training for animals by adults/pups, the way you can for zone restrictions? Right now if I want to train up an army of wargs, I can't use Manager to train them, because the pups will be automatically trained in Obedience and assigned a master before they're ready to fight.
Huh, I thought I squashed that bug. It's supposed to only train what is actually allowed for the current lifestage. I'll get on it.
Oh, I don't think it's a bug; the Wargs are only being trained in Obedience and Release until they become adults, where they get Rescue and Haul. Just a feature request, really; I'd like to be able to disable them being trained in Obedience until they become adults.

Basically, if I use the colony manager to train my wargs, then the pups get trained in Obedience and Release before they're ready to participate in fights, so I have to go back and find each one and remove their master, and then after they become adults find them again and reassign a master. Once you're up to around 20 warg pups or so, it becomes the sort of micromanagement the mod is supposed to stop!

It would also be useful for food animals you also have trained as haulers (boars) because if you ticked the "don't butcher trained animals" checkbox as well, it would butcher piglets that come of age when you have the number of haulers you want, whereas now, the piglets get trained before they're old enough to be butchered, so you can't have it automatically train boars up to your limit and butcher the rest.

Great mod, by the way; my HAL9000 monolith makes my colony run much smoother, and has only murdered a few humans so far!  ;D
Title: Re: [A13] Colony Manager V2
Post by: Voron on April 23, 2016, 07:27:46 PM
Is it maybe possible to set a Skill Cap? there are a few things i would love to make my colonists do to get their skills better, but it just ends up a general time waste because the pawns that are already level 20 are doing it,

Also not sure if it's a specific bug thanks to your mod (got a few running), but I got a Pawn whom is incapable of Cooking, whom is actually doing cooking, noticed the same with same with someone Hauling while incapable, Hauling ain't a Bug but a Feature :P but Cooking I would rather have done by those I specified :D
Title: Re: [A13] Colony Manager V2
Post by: Fluffy (l2032) on April 24, 2016, 02:39:03 AM
Could you set it up so that you can choose training for animals by adults/pups, the way you can for zone restrictions? Right now if I want to train up an army of wargs, I can't use Manager to train them, because the pups will be automatically trained in Obedience and assigned a master before they're ready to fight.
Huh, I thought I squashed that bug. It's supposed to only train what is actually allowed for the current lifestage. I'll get on it.
Oh, I don't think it's a bug; the Wargs are only being trained in Obedience and Release until they become adults, where they get Rescue and Haul. Just a feature request, really; I'd like to be able to disable them being trained in Obedience until they become adults.

Basically, if I use the colony manager to train my wargs, then the pups get trained in Obedience and Release before they're ready to participate in fights, so I have to go back and find each one and remove their master, and then after they become adults find them again and reassign a master. Once you're up to around 20 warg pups or so, it becomes the sort of micromanagement the mod is supposed to stop!

It would also be useful for food animals you also have trained as haulers (boars) because if you ticked the "don't butcher trained animals" checkbox as well, it would butcher piglets that come of age when you have the number of haulers you want, whereas now, the piglets get trained before they're old enough to be butchered, so you can't have it automatically train boars up to your limit and butcher the rest.

Great mod, by the way; my HAL9000 monolith makes my colony run much smoother, and has only murdered a few humans so far!  ;D

Ah, right, I misunderstood. Sounds like a good idea! And thanks, glad you're enjoying it ;)
Title: Re: [A13] Colony Manager V2
Post by: Fluffy (l2032) on April 24, 2016, 02:41:35 AM
Is it maybe possible to set a Skill Cap? there are a few things i would love to make my colonists do to get their skills better, but it just ends up a general time waste because the pawns that are already level 20 are doing it,
Not really - the manager uses only the vanilla functions, and adds a small layer on top. This, like specifying specific pawns for a job, would mean messing with actual bill code - something I'm a bit reluctant about. It's possible though, and might be something I'll do later.

Also not sure if it's a specific bug thanks to your mod (got a few running), but I got a Pawn whom is incapable of Cooking, whom is actually doing cooking, noticed the same with same with someone Hauling while incapable, Hauling ain't a Bug but a Feature :P but Cooking I would rather have done by those I specified :D
That's unlike to be this mod, for the same reason as above - this mod doesn't actually change anything in the underlying job code.
Title: Re: [A13] Colony Manager V2
Post by: Voron on April 24, 2016, 08:06:31 AM
Ok Thanks, i kinda tossed my bug along, possibly an answer would come it doesn't bother me much So i cannot be too bothered to track it down

Shame the skill cap isn't feasible :( oh well
Title: Re: [A13] Colony Manager V2
Post by: Fluffy (l2032) on April 24, 2016, 08:31:26 AM
Thanks for the bug report anyway, I'd rather have a few unrelated reports than actually miss something I can fix. Turns out another bug (10 jobs in 1 tick error) was actually also related to another bug in my mod (duplicating bills), so I might just be wrong anyway :P. I really, really doubt it in this case though :P.

As for the skill cap, I might still do that, together with a restriction on which pawns are allowed to use a table/do a job. That is, if the guy who did the mod for worktable restrictions doesn't update his soonish ;). I'm always open to suggestions, so please do keep posting any you may have.

Title: Re: [A13] Colony Manager V2
Post by: Fluffy (l2032) on April 24, 2016, 09:49:44 AM
I've taken some time to resolve some lingering issues, and thanks to some excellent bug reports by valuial, I've finally been able to solve the duplicating bills bug that's been haunting me since forever. Yay!

updated with 0.13.0.3;

 - fixed bug with duplicating bills (finally, thanks valuial for the reports/logs!)
    + loaded games may still throw a few errors, but the problem should auto-resolve itself
    + turned off (excessive logging as it is hopefully no longer needed).
 - fixed sporadic error with lifestock training when no training targets where available
 - fixed bug with forestry clear area scribing
    + follow instructions in forum thread to solve the problem in existing saves
 - added toggle for training young animals
 - fixed power display for buildings that are off
 - refactored the code for visibility of power tab (now requires research AND a currently powered manager table/AI station)
 - changed default threshold filter for vanilla stonecutting job to entire stone blocks category
    + only applies for new jobs, existing jobs should be manually changed/recreated.
Title: Re: [A13] Colony Manager V2
Post by: DAOWAce on April 24, 2016, 05:46:46 PM
Any way to subscribe on Github for update notifications?

Checked the releases page and saw the mod's been updated twice since its initial release, but the changelog here doesn't have any notices that there's been updates to the mod since the initial A13 release.

I see you've just posted the notes for it, but it's very hard to rely on new posts to threads for update news, especially if you subscribe to 20+ threads with daily e-mails, so I generally just check the main page of mods for update news.

Wish there was a better setup for mods.  Steam Workshop would resolve this, but, well, the game's still not yet come to Steam despite the numerous requests for it over the last year.
Title: Re: [A13] Colony Manager V2
Post by: Vee on April 26, 2016, 12:13:48 PM
Any way to subscribe on Github for update notifications?

Checked the releases page and saw the mod's been updated twice since its initial release, but the changelog here doesn't have any notices that there's been updates to the mod since the initial A13 release.

I see you've just posted the notes for it, but it's very hard to rely on new posts to threads for update news, especially if you subscribe to 20+ threads with daily e-mails, so I generally just check the main page of mods for update news.

Wish there was a better setup for mods.  Steam Workshop would resolve this, but, well, the game's still not yet come to Steam despite the numerous requests for it over the last year.
I don't think you can get messages just for new releases on github, but you can watch the project (when logged in, there is a button for it on the top right). Not sure if you want this though, as you then also get notifications about new issues and pull requests and so forth.
Title: Re: [A13] Colony Manager V2
Post by: hwfanatic on April 30, 2016, 10:39:40 AM
I really enjoy your mod, especially the power manager.

Is there any benefit to installing FluffyOS if I only use this functionality? What does it add?
Title: Re: [A13] Colony Manager V2
Post by: Fluffy (l2032) on May 01, 2016, 11:01:37 AM
The powered worktable allows opening the power tab, and makes performing managing jobs faster, so a single pawn can work through the list faster.

The AI table also allows opening the power tab, and needs no pawn interaction at all.
Title: Re: [A13] Colony Manager V2
Post by: hwfanatic on May 01, 2016, 12:05:18 PM
But I can access the power manager with a powered table and just basic software, without an operator. WAI?
Title: Re: [A13] Colony Manager V2
Post by: Grogfeld on May 01, 2016, 01:28:36 PM
Fluffy, how do you calculate amount of stuff to produce? I'm asking because I noticed that bills with higher output for example Combat Realism now produce 500 ammo in one batch, can actually not be performed when threshold is set below this number. I made a bill request in manager to maintain 150 of one type of ammo, and I think it should add one job when amount of it drops below that number, right? Even in Manager Tab it say "threshold 34/150". I noticed that in A12 and it isn't big issue but just want some clarity.
Title: Re: [A13] Colony Manager V2
Post by: Fluffy (l2032) on May 01, 2016, 05:26:13 PM
hmm, well it's calculating the amount of jobs needed to produce the required amount - which in this case should be 1. But I suppose it's possible it's rounding down instead of up, I'll have a look later.
Title: Re: [A13] Colony Manager V2
Post by: LittleMikey on May 07, 2016, 01:37:26 AM
I really enjoy your mod, especially the power manager.

Is there any benefit to installing FluffyOS if I only use this functionality? What does it add?

What's FluffyOS? I can't find mention of that anywhere.
Title: Re: [A13] Colony Manager V2
Post by: Commander Blackwatch on May 08, 2016, 03:58:56 PM
Fluffy This is very impressive and Helpful mod
Keep a Excellent Work :D

Review:
Production : Great
Errors : Few [Good]
options : Great
Hunting : Great and you can allowed or not allowed hunting some animals like bear or polar bear
Forestry : Great
livestock : Great

Rate
98/100

PS: Keep a Excellent work :D
Title: Re: [A13] Colony Manager V2
Post by: hwfanatic on May 09, 2016, 03:31:05 AM
What's FluffyOS? I can't find mention of that anywhere.
The AI manager (building) "comes with FluffyOS pre-installed". :-) It keeps your manager idle.

My point was, you don't need the AI manager if you are using the mod only to monitor power. It is a cool looking super computer, though.
Title: Re: [A13] Colony Manager V2
Post by: Igabod on May 09, 2016, 04:47:14 PM
Cougars don't show up on the hunting list but the manager auto designates them to be hunted which resulted in a serious injury for my hunter. I'm on the temperate biome. Other than that the mod seems to be working just fine. It's not the easiest thing to figure out how to set everything up at first but that's just because it's so complex and is to be expected. I gotta say I'm loving this mod and would love to see it added into the vanilla game at some point. Good work Fluffy! :)
Title: Re: [A13] Colony Manager V2
Post by: Nibiru1221 on May 10, 2016, 12:30:05 AM
First off to the author of this mod.. YOU ARE AMAZING! Great work "REALLY".. and I saw you said you were going to add more for power but I would like to make a request... it looks like you're a very detailed person and that's exactly what this would require but if we had a detailed list showing all our existing power needs and our available power.

I know the list will get crazy long but if we had a type of spread sheet with collapsible categories showing each or our powered devices and how much power each one needs then all those added together to show the whole bases total power need then also all our generators and how much power their generating then our whole bases total generated power, then subtracting the total power need from total power generating to show our total power available. This would be so helpful in knowing if any devices were damaged or causing power related problems or maybe a power conduit was faulty. Wish we could have advanced warning for those damn 'ZZZT' events.. Hate those!!

I've been playing Rimworld for over a year and was always surprised no one ever made a power management type mod.. Since so much of our base management requires power and being blind to the detail of knowing how much power our whole base is needing was really awkward... So, Just 3 hours ago I finally posted on Reddit asking if someone could make a mod for this same request I just asked... and someone there referred me to you cause your mod has some power info... so anyway.. I'm looking forward to using your mod for all the great info it already has.

P.S. --- My only gripe.... BOOOO!! That we have to create a new game to use this !! :(
>>> Maybe someone knows a way to edit the save file to add this mod to an existing game?
Title: Re: [A13] Colony Manager V2
Post by: hwfanatic on May 10, 2016, 07:33:16 AM
It adds a new skill called managing. I guess you could technically edit the save game to accommodate for this, but you may find it tedious.

The mod itself lists just about everything you need to know about managing power. To calculate how much power you need, use maximum consumption in kW, subtract base load production (geothermal and reactors; also listed) and multiply it by 3, then divide it by either 1.7 for solar panels or 3 for wind turbines. This will keep your batteries at 50% on average (wind turbines are harder to predict, though).

For example: if you are using 13.6 kW and have 1 geothermal, you need 17 solar panels or 10 wind turbines to keep 10 batteries around or above 50% on average, giving you half a day worth of juice until panic mode. Having backup fueled generators help extend this time in case of very calm weather or eclipse (depending on which one has more effect on your production).

Oh, and everybody hates the short circuit event, but with some backups and redundancy, I think it's balanced. Solar flares on the other hand you cannot do anything about. :-(
Title: Re: [A13] Colony Manager V2
Post by: kendrome on May 16, 2016, 07:02:36 PM
I wrote a quick c# program that will load a save and automatically add the new Managing skill. It'll ask you to save it to a new file so it doesn't have to overwrite your current one just in case. This way you don't have to start a new save!

https://drive.google.com/file/d/0B33dd5TmgFZoemhXRVlpLUNzdE0/view?usp=sharing
Title: Re: [A13] Colony Manager V2
Post by: 1000101 on May 16, 2016, 07:38:42 PM
Fluffy, how do you calculate amount of stuff to produce? I'm asking because I noticed that bills with higher output for example Combat Realism now produce 500 ammo in one batch, can actually not be performed when threshold is set below this number. I made a bill request in manager to maintain 150 of one type of ammo, and I think it should add one job when amount of it drops below that number, right? Even in Manager Tab it say "threshold 34/150". I noticed that in A12 and it isn't big issue but just want some clarity.

I had a thought on this the other day.  It would be nice if there were two points for thresholds.  A start point (lower value) and a stop point (higher value).  For example, make simple meals 20/30 would start making meals when it dropped below 20 and keep making meals until it reached 30.  I find it a tiny bit of a nuisance for my pawns to stop working on something to run and make one or two meals.  This would allow for smoother work flow in my opinion.
Title: Re: [A13] Colony Manager V2
Post by: Grogfeld on May 19, 2016, 03:00:59 PM
I had a thought on this the other day.  It would be nice if there were two points for thresholds.  A start point (lower value) and a stop point (higher value).

Great suggestion. I like that idea.
Title: Re: [A13] Colony Manager V2
Post by: eastwood6510 on May 28, 2016, 05:09:51 PM
Just wanted to comment that this mod has made managing my bases so much better!

Thanks for the hard work making it!

My Favorite Part: The animal taming tab, That tab makes it so easy to see whats on the map and consider your options.
Biggest Want: To give worktables their own priorities
Title: Re: [A13] Colony Manager V2
Post by: eastwood6510 on May 28, 2016, 05:13:05 PM
I had a thought on this the other day.  It would be nice if there were two points for thresholds.  A start point (lower value) and a stop point (higher value).

Great suggestion. I like that idea.

Agreed, dwarf fortress workflow style.
Title: Re: [A14] Colony Manager
Post by: Fluffy (l2032) on July 15, 2016, 04:38:25 PM
Updated for A14. Also, it's on the workshop, yay!
Title: Re: [A14] Colony Manager
Post by: Delmain on July 15, 2016, 10:50:30 PM
Updated for A14. Also, it's on the workshop, yay!

Ah, awesome, so this item is you?

http://steamcommunity.com/sharedfiles/filedetails/?id=715565262
Title: Re: [A14] Colony Manager
Post by: Fluffy (l2032) on July 16, 2016, 04:49:38 AM
Yep :)
Title: Re: [A14] Colony Manager
Post by: 123nick on July 21, 2016, 07:58:22 AM
hey i have a suggestion, for hunting- maybe have a button too cancel the hunting designation on animals that leave the area, so that way a animal that may have wandered into your hunting area, only too wander out of it much later, doesent cause your colonists too go walking for days too find it and kill it.
Title: Re: [A14] Colony Manager
Post by: ians1983 on July 21, 2016, 10:31:47 AM
Hey Fluffy

Love the mod, was using it fine then tried the work tab mod, they didn't work together, no bit issue took the work tab mod off and now there are no tabs on the colony manager.

(http://i63.tinypic.com/140e0ee.png)

any help much appreciated

Thanks
Title: Re: [A14] Colony Manager
Post by: Skissor on July 21, 2016, 04:32:21 PM
Hey fluffy just a nice mod altogether. Great work! A14 works.
Title: Re: [A14] Colony Manager
Post by: Ryralane on July 22, 2016, 12:18:20 PM
I'm having a problem where my diseased colonists will prioritize things (like hunting, butchering, etc that I assign from Colony Manager) over Bed Rest, even though I have Bed Rest set to priority 1. Am I doing something wrong, or is this an issue with Colony Manager? Is it fixable?
Title: Re: [A14] Colony Manager
Post by: hwfanatic on July 22, 2016, 12:33:52 PM
What kind of disease? I'm asking because not all diseases require constant bed rest.
Title: Re: [A14] Colony Manager
Post by: Ryralane on July 22, 2016, 01:29:39 PM
Oh, I wasn't aware of that! I believe it was fibrous mechanites and gut worms
Title: Re: [A14] Colony Manager
Post by: BlackSmokeDMax on July 22, 2016, 01:32:43 PM
Oh, I wasn't aware of that! I believe it was fibrous mechanites and gut worms

Neither of those require your pawns to stay in bed. They can work normally. They do need regular treatments, so just take care of it whenever that time comes.

I personally don't even use meds with those diseases (unless I have loads of herbal medicine laying around and don't feel like micro-ing), don't think they help at all, think you just have to suffer through a long random number of treatments.
Title: Re: [A14] Colony Manager
Post by: Anbalsilfer on July 24, 2016, 06:59:11 PM
I'd like to chip in on a controversial topic....

PLEASE add a mining tab. I know this has been on the table before and you decided not to include it for fears of having pawns accidentally compromise the colony's perimeters, but I honestly don't think this is a good enough reason to exclude this feature. Not everyone uses mountains for colony protection, and regardless I think the player should be trusted with the judgement to decide whether automatic or manual mining would be most suitable in their particular circumstances.

Technically, it seems straightforward. As you yourself have pointed out before, the mining tab would probably work very much alike the woodcutting tab, except flagging the nearest visible instances of desired ores instead of trees.

A very nifty extra feature would be if you could set the manager up to automatically begin strip mining (i.e simply mining tunnels in a grid pattern through the rock) nearby mountains in search for ores once a desired ore type is no longer visibly available . This would of course radically increase the chances of infestations spawning, so it should be possible to deactivate this feature.

Manual mining is mildly interesting the first couple of times you do it, but after so many playthroughs it eventually, like manual hunting and woodcutting, becomes more and more tedious and an annoying distraction.

The recent interaction of the mineable components drives this point home even stronger, since there's now yet another critical resource to keep running out of due to insufficient micromanagement.
Title: Re: [A14] Colony Manager
Post by: Fluffy (l2032) on July 25, 2016, 07:29:03 AM
The problem with auto-mining, and why I held off on it, is that you may inadvertently open new routes into your base. This is even worse since auto-mining would be very hands-off and hard to notice. It's going to be a right pain in the arse if raiders suddenly have a backdoor right into your hospital, or your carefully heated base is suddenly outdoor.

The solution to the above would be to either be somewhat smart about mining (not easy, and in the case of opening areas, cheaty), or have the player designate certain areas as (not) allowed to be mined. I'm still not sure either of these solutions is satisfactory.

Then again, I've had quite a few requests, so I might consider it. Thanks for the feedback!
Title: Re: [A14] Colony Manager
Post by: Sarelth on July 25, 2016, 08:16:37 AM
If you implemented a Auto Mining aspect, could it use something similar to the No Cleaning Please mod? Where you select it like a Home area, but specific to mining? Just a thought, not sure how that would work myself.
Title: Re: [A14] Colony Manager
Post by: Anbalsilfer on July 25, 2016, 09:36:12 AM
As I wrote in my original post, I understand the reasoning behind not having it, but I really think the decision whether or not to use it should be left to the player. As I pointed out, far from all players rely on mountains to protect their base perimeter. For those that do, just a warning to be careful when using this feature on the tab should be enough, or, as you suggested, a way to declare areas as no go to zones for mining.

I realized there's one difference between woodcutting and mining though, and that is that mining yields multiple different materials rather than just one. One way to handle this would be to create different bills for different materials, but this leaves the priority between different materials open, and miners are likely to dig up whatever is closest to the colony first. Ideally there should be some way to define an order of priority between materials, so that the quota for the first material in fulfilled before ores of the next one are even flagged for mining. Maybe simply allow a bill to not be processed until the one before it in the list is completed?

I'm a programmer myself and could maybe help out with this if you lack the time. I've never worked on a DLL-based Rimworld mod before but I'm sure I could get up to speed fairly quickly.
Title: Re: [A14] Colony Manager
Post by: Anbalsilfer on July 25, 2016, 06:24:14 PM
Well that went so-so. I tried getting Colony Manager to compile in both SharpDevelop and Visual Studio Community, but both failed. SharpDevelop choked on the lambda expressions in the source code for some reason, and VS apparently compiles against a different (later?) version of the API. What sort of development environment do you have setup to compile this project?
Title: Re: [A14] Colony Manager
Post by: Chibisuke on July 28, 2016, 03:17:23 AM
could someone please explain to me the difference between the very basic manager table all the way up to the AI one. Seems to be the same to me or am I missing something.

Thanks
Title: Re: [A14] Colony Manager
Post by: hwfanatic on July 28, 2016, 05:24:20 AM
The biggest difference that I know of is the actual software you run on it. So, with the basic desk you don't have a computer and thus cannot run any software. With the standard desk you can run management software to monitor power, for example. The AI one has the most advanced software that doesn't require operators (managers) but can occasionally develop self-awareness to add a few flavour events to your game.

I'm sure Fluffy will be able to expand on this.
Title: Re: [A14] Colony Manager
Post by: Fluffy (l2032) on July 28, 2016, 09:00:16 AM
The biggest difference that I know of is the actual software you run on it. So, with the basic desk you don't have a computer and thus cannot run any software. With the standard desk you can run management software to monitor power, for example. The AI one has the most advanced software that doesn't require operators (managers) but can occasionally develop self-awareness to add a few flavour events to your game.

Pretty much perfect. The desk with a PC is also faster, so pawns waste less time managing. Those flavour events are really just a bit of flavour text in the description at the moment, theres no actual bad things that can happen. I promise. Really.


No but seriously, adding such events takes a large amount of time. I'd love to do it, but there's just so much stuff still on my plate.
Title: Re: [A14] Colony Manager
Post by: Drusek on July 28, 2016, 11:47:57 AM
I have a suggestion: to allow to unrestrict forbidden corpses and items. For example when animal dies for some reason somewhere I want the manager to unrestrict it so my pawn will bring it. Or a supply drops somewhere. Or someone dies somewhere and leaves items on the ground.
Title: Re: [A14] Colony Manager
Post by: eberkain on July 28, 2016, 11:56:14 AM
I have a suggestion: to allow to unrestrict forbidden corpses and items. For example when animal dies for some reason somewhere I want the manager to unrestrict it so my pawn will bring it. Or a supply drops somewhere. Or someone dies somewhere and leaves items on the ground.

I'm pretty sure there is already a setting to unrestrict animal corpses in the hunting job.
Title: Re: [A14] Colony Manager
Post by: Drusek on July 28, 2016, 12:04:39 PM
I have a suggestion: to allow to unrestrict forbidden corpses and items. For example when animal dies for some reason somewhere I want the manager to unrestrict it so my pawn will bring it. Or a supply drops somewhere. Or someone dies somewhere and leaves items on the ground.

I'm pretty sure there is already a setting to unrestrict animal corpses in the hunting job.

It actually never unrestricted any animal corpse for me. But I only have 2 animals selected - not all - don't want to hunt all the animals.
Title: Re: [A14] Colony Manager
Post by: Delerium76 on July 28, 2016, 09:57:43 PM
For some reason when I have work orders set up in the colony manager, I have several issues:

1. Old, finished work orders are never cleared, so if you have a work order to maintain a certain amount, you end up with a bunch of copies in the workbench.

2. Re-scans of work orders don't function correctly in my game.  If I have 10 simple meals, and I have a work order to make 100, when it scans the list it adds a job at the kitchen to make 90 simple meals.  That part is fine.  As time passes my cook makes 10 of those meals bringing me up to 20.  When the work orders get re-scanned, for some reason it ADDS another work order for 80.  Firstly it doesn't bother checking if it already has an unfinished order and just setting that one to the correct amount.  It just creates a new work order for however many I would need at that time to hit threshold.  Is my game broken or is this how it's supposed to function?
Title: Re: [A14] Colony Manager
Post by: Stealth103 on July 28, 2016, 10:13:07 PM
With only the Core and the Colony Manager loaded the character tab is getting cut off in my game.  Thought it might have been due to having some other mod loaded, but I ended up unloading everything and just using the Colony Manager along with the Core and I was still having the issue.

Tried with with the Core, CCL, CCL Vanilla Tweaks and Colony Manager as well, same thing.

[attachment deleted by admin - too old]
Title: Re: [A14] Colony Manager
Post by: Fluffy (l2032) on July 29, 2016, 04:04:45 AM
@stealth; known issue, will not fix soon as I consider it low prio.
@delerium; that's odd, looks like it's not recognizing it's own jobs. Haven't had that issue in a while. Could you send me your output_Log.txt and save file?
Title: Re: [A14] Colony Manager
Post by: papu on July 29, 2016, 12:54:48 PM
hi

thanks for making this mod and i have been enjoying it so far unfortunately i ran into some problem wherein if you set your quality threshold it doesnt detect the correct number

below i have set the threshold to 0% to 0% and it still detects my other jackets, i have tried different values for different clothing but the threshold doesnt budge from 2/2. fortunately quality works fine

any help?

(https://i.imgur.com/6GrvuFy.jpg)
Title: Re: [A14] Colony Manager
Post by: Delerium76 on July 30, 2016, 02:54:47 AM
@stealth; known issue, will not fix soon as I consider it low prio.
@delerium; that's odd, looks like it's not recognizing it's own jobs. Haven't had that issue in a while. Could you send me your output_Log.txt and save file?
Can't figure out how to find/get a log file, and I since the problem happened I had to wipe out all of my build orders in the manager.  I'm running other mods, so maybe it's an interaction with one of those?  Either way, I don't have a save file that shows the active problem.  Sorry.
Title: Re: [A14] Colony Manager
Post by: moumix on July 31, 2016, 08:10:11 PM
Hey Fluffy,

I made a pull request on Github to add tech levels + gating to your researches for this mod. Feel free to take it, take part of it, or not care at all (although tech levels should definitely be added to avoid the "Undefined" tech level for basic managing software) ;)

(http://puu.sh/qln0k/21ee21bb42.png)
Title: Re: [A14] Colony Manager
Post by: Fluffy (l2032) on August 01, 2016, 02:50:21 AM
Thanks kaptain, Moumix3. I've added both your contributions!
Title: Re: [A14] Colony Manager
Post by: Stewydeadmike on August 03, 2016, 12:35:40 PM
I seem to be having trouble getting my chef to follow the chain of Butchering creatures then making meals. Instead he just makes meals even if there are fresh animal corpses and zero meat in my stockpile. I set the butcher creature bill at the highest priority and the threshold to the max yet he still just ignores the bill. The only way I can get him to butcher is if I force him to do it manually or suspend all the other bills.

Is this a bug or am I just missing something?
Title: Re: [A14] Colony Manager
Post by: BlackSmokeDMax on August 03, 2016, 12:46:16 PM
I seem to be having trouble getting my chef to follow the chain of Butchering creatures then making meals. Instead he just makes meals even if there are fresh animal corpses and zero meat in my stockpile. I set the butcher creature bill at the highest priority and the threshold to the max yet he still just ignores the bill. The only way I can get him to butcher is if I force him to do it manually or suspend all the other bills.

Is this a bug or am I just missing something?

Unless you are using Fluffy worktabs is there a way to prioritize butchering over cooking with colony manager?
Title: Re: [A14] Colony Manager
Post by: Stewydeadmike on August 03, 2016, 01:16:11 PM
I seem to be having trouble getting my chef to follow the chain of Butchering creatures then making meals. Instead he just makes meals even if there are fresh animal corpses and zero meat in my stockpile. I set the butcher creature bill at the highest priority and the threshold to the max yet he still just ignores the bill. The only way I can get him to butcher is if I force him to do it manually or suspend all the other bills.

Is this a bug or am I just missing something?

Unless you are using Fluffy worktabs is there a way to prioritize butchering over cooking with colony manager?
In the production tab I set the butchering bill to be on top, but I guess that it still gets overridden by cooking but I'll try worktabs to try and see if it works now
Title: Re: [A14] Colony Manager
Post by: BlackSmokeDMax on August 03, 2016, 01:26:47 PM
I seem to be having trouble getting my chef to follow the chain of Butchering creatures then making meals. Instead he just makes meals even if there are fresh animal corpses and zero meat in my stockpile. I set the butcher creature bill at the highest priority and the threshold to the max yet he still just ignores the bill. The only way I can get him to butcher is if I force him to do it manually or suspend all the other bills.

Is this a bug or am I just missing something?

Unless you are using Fluffy worktabs is there a way to prioritize butchering over cooking with colony manager?
In the production tab I set the butchering bill to be on top, but I guess that it still gets overridden by cooking but I'll try worktabs to try and see if it works now

Don't forget, you'll have to use the Dwarf Therapist mode.
Title: Re: [A14] Colony Manager
Post by: Stewydeadmike on August 03, 2016, 01:38:20 PM
Alright, thank you everything is working fine now.  ;D
Title: Re: [A14] Colony Manager
Post by: Fluffy (l2032) on August 03, 2016, 02:01:33 PM
The order in the manager has two effects;
- higher jobs get done by the manager first, and therefore will be updated more often.
- if there's multiple jobs for the same workstation, bills on the workstation will be added in the same order, meaning higher jobs' products get crafted first.

The manager does NOT influence the priority of different types of work, e.g. butchering, cooking, crafting etc. etc.

This is for the simple reason that when a pawn is looking for work, he's not aware of where the work comes from - wether that is 'automagic' jobs, manually set jobs, or manager jobs. Having manager priorities be perfectly reflected in the game would A) conflict in unexpected ways with the work tab, but you'd still need the worktab for other types of jobs (e.g. doctoring, firefighting), so the result would be a mess. And B) require a full rewrite of the job/priority code, completely replacing vanilla. I don't have time for that, even if I thought it was a good idea.
Title: Re: [A14] Colony Manager
Post by: Zhorts on August 04, 2016, 06:51:49 AM
Lovely mod, automates just enough to reduce the tedious tasks while still keeping the game a challenge rather than an auto-player! Tricky line to keep, in my experience.

I hope one of you has a solution to one of the quirks I have found: I use the Livestock manager extensively, and it works wonderfully for almost all animals. But not for chicken...
I keep my chicken in four groups:
However, Colony Manager has no way to distinguish my breeding pairs and my egg producing females from the rest, so they regularly get slaughtered when I set my "adult" limit to 4 males, 14 females. (There seems to be some "oldest first" or something in play as well, making the situation worse)
Ideally, I would like an option to designate some animals as "breeding stock", excluding them from slaughter orders. By then keeping group 2 and 3 above together, it doesn't matter if it's an original female or a new one that gets slaughtered. In a perfect world, the breeding stock can also be assigned its own area (as can be done now for male and female), thus keeping the adult males away from the unfertilized-egg-producing females...
Title: Re: [A14] Colony Manager
Post by: Fluffy (l2032) on August 04, 2016, 07:25:25 AM
Hey Zhorts, first off thanks for the feedback, automation of tedious parts without becoming a magic button was exactly what I was going for, so I'm to hear I succeeded in that!

As for your chicken farm; it's definitely an idea to treat egg-laying animals differently, separating adults into a breeding stock and a food production stock. I'll have to think about how feasible it is, there might be some tricky interactions.

Oh and you're right about the oldest first thing, manager will try to designate the oldest adults, and the youngest juveniles. All other things being equal, that seemed like the best way to deal with maintaining an adult population and breeding new animals in general.
Title: Re: [A14] Colony Manager
Post by: Grogfeld on August 04, 2016, 07:45:12 AM
I remember that I ask you Fluffy for something that adjust time between Pawn goes to manager desk, well I didn't expect that you create a different mod for this ;) This mod and Work tabs makes so much sense together. Now I just adjust two hours (8:00 and 20:00, start of work schedule for night and day workers ) in the day that gets priority 1 on managing and I have fully functioning colony without . Once again thanks Fluffy for great mods that makes life easier!
Title: Re: [A14] Colony Manager
Post by: Gfurst on August 04, 2016, 11:43:46 AM
Awesome mod Fluffy, the manager jobs are amazing, they are always keeping of top of everything, like hunting and harvesting wild berries, it almost like easy mode.

I have some question of how users use it though:
Each job/resource things take one "job" for the manager worker to look into? I keep one manager as priority and she is also a researcher, so I'm she keeps always going to the manager desk instead of doing some valuable research. In which case, can't we choose the interval before something needs to be checked?

Somewhat similar, there is an issue when moving stuff around in storage, it ends up counting less than what you actually have, so for example I moved all my wood somewhere and suddenly a bunch of new chop orders appeared, thus resulting in nearly double the stockpile.

Also, do you guys set everything as manager jobs? I tried on even with meals and they seem to work pretty well, though I'm afraid of her being unable to manage for whatever reason. So it may be overkill.

edit: And almost forgot, with the new "no animal incest" thing, there could be some risk of having only siblings pet animals as a result of butchering the older. Seriously don't makes much sense since animals are always doing that. Eitherway, this new rule make farm animals much harder to deal with.
Title: Re: [A14] Colony Manager
Post by: Fluffy (l2032) on August 05, 2016, 09:19:37 AM
Thanks! :)

Changing job intervals is something I've been thinking about, it's a variable already, it's just always set to the same value. I'll need to add a nice way to change it.

Moving stuff around shouldn't actually affect the count. In most cases, assuming you're not using stockpile filters and such, and for most resources, the counts used are the same as those shown in the top left of the screen. When your pawns move stuff, it will probably get temporarily deducted from this list as well (haven't tested), which might indeed cause more jobs.

I tend to use a lot of manager jobs, yeah. Also because I like having all of em in one place so I don't have to search for all the separate stations. Building the powered manager desk helps because it's quite a bit faster. When you have an AI core, researching and building the AI manager computer is definitely worthwhile - it can easily keep up with a mid-large colony.

As for animal incest, I released a mini-mod on the steam workshop for precisely this purpose. It basically removes the incest flag for relations between animals, so they breed with whatever is closest again.
Title: Re: [A14] Colony Manager
Post by: Autocthon on August 05, 2016, 10:14:04 AM
Hi Fluffy

Sorry if you've answered this question before but, I've noticed the only folders available for DL on Githtub for this mod say "source code". Those are still the correct folders right? I noticed they have those Gitattribute and Gitignore files in them so I wondered if I had the right folder?
Title: Re: [A14] Colony Manager
Post by: Jozay on August 05, 2016, 10:55:49 AM
Hey Fluffy
Thx for this great mod  :)  I made a translation in French (https://github.com/MossieuLeblanc/RW_Manager-fr)

I tried to make a Pull Request on GitHub but ... "Unable to merge"  :o   

Bye
Title: Re: [A14] Colony Manager
Post by: biship on August 05, 2016, 11:31:18 AM
just found this today, wow fantastic -thanks Mr Fluffy

Edit: I'm up to ~70 mods now, and behind CCL, this mod has to be the best out there. I don't think I could play without it.
Title: Re: [A14] Colony Manager
Post by: Serenity on August 09, 2016, 10:21:32 AM
The power graphs are nice. That should really be in the main game. But I guess it's too difficult or impossible to separate this by networks? So if you have several independent power nets, you can statistics for each.
Title: Re: [A14] Colony Manager
Post by: Fluffy (l2032) on August 09, 2016, 10:38:01 AM
@authochton, yeah, they're the correct ones.
It's mostly a problem with me being too lazy to create a zip file and attach it manually each time I do an update

@Jozay, thanks, I'll add it to the next release!

@biship, you're welcome :)

@serenity; I've thought about it, and it should theoretically be possible - but it would complicate things quite a bit. Maybe if/when I get a bit more free time and I'm a bit further down my to-do list of other ideas.
Title: Re: [A14] Colony Manager
Post by: chaotix14 on August 13, 2016, 11:50:54 AM
Do you think you could make it so the colony manager manages the general farming as well? Something as simple as stopping the sowing when threshold X is reached and then re-enabling the sowing when the stock dips below X?

I mean it might just be me, but I am always overkilling the farming part and the mirco can get just a tad tedious.
Title: Re: [A14] Colony Manager
Post by: Jinxi on August 13, 2016, 12:35:41 PM
AWESOME!!! Thanks so much for this Mod. It makes my Rimworld much easier to manage especially in the later game with a hugh colony.

Btw....yesterday i just started a colony without any mod (actually i have 30 mods) to see how it works without. What should i say? Thanks to all modders for their incredible work and especially for the great ideas they implement in this great game.
Title: Re: [A14] Colony Manager
Post by: bunz4u on August 29, 2016, 05:17:20 PM
Any word on if this mod will be updated to alpha 15? This is one of those mods that's almost hard for me to play without now that I've used it, and it'd be a disaster if there's no plans to update this to alpha 15 :(
Title: Re: [A14] Colony Manager
Post by: biship on August 29, 2016, 07:05:59 PM
Every chance I get I tell people how this mod is the best RimWorld mod (right behind CCL). Go ahead, make our day with a A15 update!
Title: Re: [A14] Colony Manager
Post by: Fluffy (l2032) on August 30, 2016, 03:18:18 AM
it's updated, see my main mod list thread. Also, it's on steam.
Title: Re: [A14] Colony Manager
Post by: Telarin on September 02, 2016, 07:25:42 PM
Do you think you could make it so the colony manager manages the general farming as well? Something as simple as stopping the sowing when threshold X is reached and then re-enabling the sowing when the stock dips below X?

I second this request. Seems like it would be a natural fit for Colony Manager.

Also, one minor annoyance I have found in the A14 version (might already be fixed in A15, don't know, haven't tried since I'm still waiting on a couple mods to be updated): When you set a target for wood cutting, wood that has been cut but not yet hauled to a stockpile does not get counted. This results in you ending up with WAY more wood than desired if your haulers can't keep up with your wood cutters.
Title: Re: [A14] Colony Manager
Post by: Draconicrose on September 03, 2016, 06:33:01 AM
It doesn't seem like colony manager respects durability when counting threshold. For example, I have a bill set to make a duster if there's less than 1 duster with more than 60% durability in storage. It currently says threshold reached but the only duster in storage has 21% durability. Same with t-shirts and pants.
Title: Re: [A14] Colony Manager
Post by: Deimos Rast on September 08, 2016, 07:48:14 AM
New (old) Issue for you boss:
Manager doesn't see Rabbits, wild or tamed. They're simply not listed.
https://github.com/FluffierThanThou/RW_Manager/issues/32 (https://github.com/FluffierThanThou/RW_Manager/issues/32)
Title: Re: [A14] Colony Manager
Post by: Xarian on September 15, 2016, 12:50:29 AM
Running into a weird bug recently. When I load a savegame, sometimes it will show certain animals as "0 tamed, 0 in the wild". My Muffalo herd simply won't show up. Restarting the game and reloading the same savegame "fixes" this bug, but it happens if I reload from within the game.

Also, as soon as I install a manager AI box, it orders my colonists to slaughter several of my muffalo. This happens whether I un-manage the task, turn off slaughtering, etc.

Oh, and this is the A15 steam version, etc.
Title: Re: [A14] Colony Manager
Post by: KTVSUN on October 02, 2016, 02:19:10 PM
It doesn't seem like colony manager respects durability when counting threshold. For example, I have a bill set to make a duster if there's less than 1 duster with more than 60% durability in storage. It currently says threshold reached but the only duster in storage has 21% durability. Same with t-shirts and pants.

I have the same issue.

I tested with a wide range of items and the durability threshold doesnt work. I ran rimworld checker qnd did not find any conflict between colony manager and one of my other mods.

K
Title: Re: [A14] Colony Manager
Post by: Lasket on October 27, 2016, 05:15:23 AM
Oh, and this is the A15 steam version, etc.

This mod is for A14, it might be the version difference that causes the problems)
Title: Re: [A14] Colony Manager
Post by: vv1911 on January 24, 2017, 08:10:14 AM
will this mod be updated to a16
Title: Re: [A14] Colony Manager
Post by: skullywag on January 24, 2017, 09:40:44 AM
https://ludeon.com/forums/index.php?topic=16120.0

You should go here, this thread is ded.
Title: Re: [A14] Colony Manager
Post by: BlackSmokeDMax on January 24, 2017, 12:33:12 PM
Maybe lock this thread now that you have a link pointing to the new thread at the end.

Of course feel free to delete this post of mine before doing that!