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RimWorld => Mods => Releases => Topic started by: VouLT on October 04, 2016, 07:20:22 PM

Title: [1.4] Better Pawn Control (v2.5)
Post by: VouLT on October 04, 2016, 07:20:22 PM
Better Pawn Control
(http://i.imgur.com/9hQVgCI.png)

Description:
A RimWorld mod that allows bulk assignment of animals to zones and colonists to outfits (or drugs) in one single action. Setup different policies and switch at will.
Annoyed by manually having to set animals to safe zone with no master when raided? This mod can help you!
You wish to have different outfits policies by season or by incident? This mod can help you!

This is a simple mod to solve a simple problem!
This mod avoided messing with vanilla code at all costs (so it will be easier to maintain :))

Save compatible. You are free to add and remove this mod at any time.
Compatible with 'Children, School and Learning'
Compatible with Gear Up & Go
Compatible with AutoCleaner
Compatible with Animal Tab
Compatible with Work Tab - NOW, FULL INTEGRATION
Compatible with RimHUD
Compatible with Numbers
Campatible with WeaponsTabReborn

Have fun!
v2.6.2

Tutorial on how to use the mod -> https://www.youtube.com/watch?v=aKhFCkFcaGU

Author
VouLT

Download from Github
https://github.com/voult2/BetterPawnControl/releases/tag/v2.6.2 (https://github.com/voult2/BetterPawnControl/releases/tag/v2.6.2)

Steam Workshop
https://steamcommunity.com/sharedfiles/filedetails/?id=1541460369 (https://steamcommunity.com/sharedfiles/filedetails/?id=1541460369)

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Source Code
https://github.com/voult2/BetterPawnControl

If you feel like supporting this mod and reward me  for my effort then why not buy me a coffee?
(https://az743702.vo.msecnd.net/cdn/kofi1.png?v=2) (https://ko-fi.com/D1D61G81W)

Change log
v2.6.2
- Fixed WorkPolicies been loaded, on Caravan arrival, even if the mod integration with WorkTab was disabled
v2.6.1
- Fixed settings window position on load
- Improved error integration handling with WeaponsTab
- Updated Japanese translation (Thanks to Proxyer)
v2.6
- Added integration with WeaponsTabReborn mod
- The Settings window is now resizable and draggable
v2.5.3
- FIX: Re-added missing check to ignore BPC integration with Worktab on Emergency feature
v2.5.2
- Added back the setting to disable BPC integration with WorkTab
- Added a new setting for BPC to ignore the WorkTab's inner priorities
- Minor performance improvement
v2.5.1
- Fix performance issues when opening Work Tab (#41)
v2.5
- New: Full integration with Work Tab mod, including inner priorities
v2.4.3
- Fix: Set default outfits is now only applied to new colonists (bug originated after game latest update)
v2.4.2
- Removed Mech AutoRepair from BPC (which improves mod compatibility)
- Improved assign policy (clothing) load when caravan arrives home
v2.4.1.4
- FIX: Fixed mech work modes being unchangeable
v2.4.1.3
- FIX: Fixed recharge interrupt when loading mech policies
- FIX: Fixed errors when on caravan and abandoning settlement
v2.4.1.2
- FIX: Fix rare occasions when load state would crash due to changed state
v2.4.1.1
- FIX: Fixed crash when mechanitor dies
- FIX: Captured errors when changing priorities that can't be changed (e.g. Art when spawn is Slave)
- Improved handling of auto-repair gizmo
v.2.4.1
- FIX: Fixed a crash when mech is gestating
v2.4.0.2
- FIX: Fix rare crash when loading schedule policies
v2.4.0.1
- NEW: Added suport for Rimworld Biotech v1.4
- FIX: Tentative integration fix with Combat Tested (thanks Deno266)
v2.3.7.2
- HOTFIX: Final fix on error when opening floats menus
v2.3.7.1
- HOTFIX: Fixed error when opening floats menus in the main menu
v2.3.7
- FIX: Pawns load the active policy settings when returning from caravan but you still need to open the Assign tab to load it
- FIX: Cleaned settings more often to remove garbage pawns
- FIX: If you delete a policy that is active, it will load the default one
- FIX: Changing settings in the Inspector window should work correctly now, even with RimHUD mod
v2.3.6
- Fix prisoner held in camp quest error
v2.3.5
- Default policies overhaul to increase compatibility with other mods
- Removed defaults Meds since Vanilla already supports it (duh..)
- Possible fix for crashes related to others mods compatibility
v2.3.4
- Hotfix: tentative fix for reported crash to desktop
v2.3.2
- Fixed accessing already destroys pawns
- Updated Japanese translations (Thanks Proxyer!)
v2.3.1
- Fixed setting to disable WorkTab's BPC buttons when Fluffy's Work tab mod is active
- Fixed default outfit, food, drugs and med care for slaves
v2.3
- Added default care to colonist and prisoners
- Added default outfit, food, drugs and med care to slaves
- Improved BPC UI
- Added setting to disable WorkTab's BPC buttons when Fluffy's Work tab mod is active
- Fixed prisoner not being removed if exit map
v2.2.7
- Added integration with Numbers mod
v2.2.6.1
- Fixed typo that prevented saving work policies on Fluffy's WorkTab mod
v2.2.6
- Added integration with Assign Animal Food
v2.2.5
- Improved BPC integration with Fluffy's Animal Tab mod
- Improved BPC buttons position
v2.2.4
- Improved compatibility with Fluffy's WorkTab (and possibly with Fluffy's Animal Tab)
v2.2.3
- Added keyboard shortcut to toggle emergency button - default key [5]
- Fixed Animal Tab not saving state on close window
v2.2.2
- Fix a bug where loading Combat Extended loadouts caused a crashed on ongoing BPC saves
- Removed Medicine inventory carry from BPC policy tracker.. I don't think it is needed
v2.2.1
- Fixed 1.3 compatibility after small update
- Fixed alert policies labels not updating when renamed
v2.2
- Added support for RimWorld 1.3
- Removed dependency from HugLibs
- MainTabs events are now Patched (via Harmony) instead of inherited. This should dramatically reduce mod conflicts.
v2.1.2
- Now compatible with AutoCleaner (Thanks @muggenhor ^^ )
v2.1.1
- Fixed a crash when toggling emergency without opening the bpc config dialog first
- Improved some texts
v2.1.0
- Added Emergency toggle to set the 4 policy presets for each tab all at once
- Fixed Copy/Paste now works as intended and doesn't break current policies
v2.0.6
- Update to 1.2
v2.0.5
- Skipped
v2.0.4
- Moved Restrict Policy Buttons further to the right
v2.0.3
- Updated to 1.1
v2.0.2
- Updated Spanish translations
v2.0.1
- Fixed rare mod crash. (Thanks Ornament)
v2.0.0
- Another tentative fix for data creep between different saves during the same game session
v1.9.9
- Fixed a bug where data from one save could creep to another game
v1.9.8
- Added schedule to the restrict policies
- Added copy/paste schedule on restrict policies
- Re-added the fail-safe for saves prior the Work Tab support
v1.9.7
- Removed the fail safe on loading saves without Work Policies setup/initialised
- Fixed Work Policies default policy name being set to auto after loading save (related to the previous point)
- Fixed policies lists becoming corrupted after pawns returned from caravan. Bug introduced with 1.9.6
v1.9.6
- Policies transfer between the last abandoned settlement and the new one
v1.9.5
- Added the ability to copy and paste policies on the Work tab
v1.9.4
- Added Work Tab policies!
- Fixed imprisoned colonist perpetual default food (Thanks Liveme!)
v1.9.3
  - Added Prisoner Default Food
  - Fixed Food Restrictions not being saved in save file
v1.9.2
  - Fixed food restriction update via pawn inspector window not being saved
v1.9.1
  - Added Food Restriction and Default Food
  - Fixed Default Drug not working properly
v1.9.0
  - 1.0 Compatibility update (no new features)
v1.8.0
  - Integrated with 'Children, School and Learning' mod to move the Assignment in the restrict tab to the right
  - Added support for Japanese, Spanish (and SpanishLatin) languages
v1.7.1
  - Compatibility update with B19 (no new features)
v1.7
  - 1.0 compatible
v1.6.8
  - Added default drug policy
  - Fixed rare bug where a policy would become stuck
  - Fixed default policies not being saved
v1.6.7
  - B18 compatible
v1.6.6
  - Now this mod works better with Animal Tab! Improved integration
  - Now Inspector Window changes apply to current policy
v1.6.5
  - Added french language support
v1.6.4
  - Added default outfit when colonist joins
v1.6.3
  - Added korean language support
  - Optimized Defs to Patches (thanks debugzxcv)
v1.6.2
  - Added integration with Combat Extended
v1.6.1
  - A17 hotfix update
v1.6
  -  added colonist area restriction bulk assignment (on Restrict tab)
v1.5
  - A17 update
  - Removed AnimalTab and CombatRealism integration
  - German language support
v1.4.3
  - Fixed another Animal/Assign tab being stuck
v1.4.2
  - Fix for possible broken save file
v1.4.1
  - Possible fix for reported issues with Animal/Assign tab being stuck
v1.4
  - Added MultiMap support
  - Fixed issue with vanishing settings if pawn went on a caravan
v1.3
  - Added Combat Realism integration
v1.2
  - Added AnimalTab integration  :) :)
v.1.1.3
  - Fixed rare missing animal reference
  - Fixed policy settings not being saved if tab closed prematurely
v1.1.2:
  - Improved mod data handling via HugsLib
v1.1.1:
  - Updated to alpha 16
v1.1.0:
  - Added policy control to the Assign tab
  - Changed the manage policies button to be consistent on both Animal and Assign tabs
  - Renamed mod to Better Pawn Control (formerly known as Better Animal Control)
v1.0.1:
  - Improved translation (no more 'directives'!)

Credits:
Fluffy for all the help with Animal Tab integration! Thank you man!
Skyarkhangel for all the support with Combat Realism integration. Kudos for you!
Marnador for the logo font (it is available here (https://ludeon.com/forums/index.php?topic=11022.0))
Lauri7x3 for german translation
Coldmoon for korean translation
debugzxcv for the patches optimisation
boundir for french translation
Proxyer for japonese translation
53N4 and Crusader for spanish translation
Dango998 for chinese simplified translation
Ornament for pinpointing and fixing an annoying bug
muggenhor for AutoCleaner compatibility
TheLonerD for Work Tab inner priorities integration. Special Kudos for you!

License
https://github.com/voult2/BetterPawnControl/blob/master/LICENSE
Title: Re: [A15] Better Animal Control
Post by: kaptain_kavern on October 04, 2016, 08:19:39 PM
I'm looking forward to try this one. I like what I see there. Thx for the mod
Title: Re: [A15] Better Animal Control
Post by: callmewoof on October 05, 2016, 01:27:48 PM
Looks good, but what does it do? Directives, as in, what? Toxic Mode? Raid Mode? What's it all about?
Title: Re: [A15] Better Animal Control
Post by: Razzoriel on October 05, 2016, 03:37:44 PM
Quote from: callmewoof on October 05, 2016, 01:27:48 PM
Looks good, but what does it do? Directives, as in, what? Toxic Mode? Raid Mode? What's it all about?
It seems like Toxic Mode instructs all animals to stay in roofed areas where they are restricted.

Raid Mode seems to assign the animals to their master for protection. And if the raid has potential of killing the animals, and you dont want that to happen, No Master means all animals will stay in their own areas without you having to manually assign each one of them separately.

Quite useful mod there for late-game play.
Title: Re: [A15] Better Animal Control
Post by: Serenity on October 05, 2016, 03:43:07 PM
Quote from: Razzoriel on October 05, 2016, 03:37:44 PM
Raid Mode seems to assign the animals to their master for protection.
Unless you have combat animals you want to do the opposite. Remove the bond and restrict animals to their zones. So they no longer follow you when drafted.

But it seems like those "directives" are policies that you can freely change and name as you like.
Title: Re: [A15] Better Animal Control
Post by: VouLT on October 05, 2016, 03:58:31 PM
Actually, 'No Masters', 'Toxic Mode' and 'Raid Mode' is just a label. You are free to setup your own 'directive' or 'profile or 'command'.
Basically, you can assign the current Animal tab setup (Animal Masters and Animal Allowed Areas) to a button. You are free to create as many buttons as you like. For each button you can have a different Animal tab Setup.

For me, I use the Animal to manage my animals and I use a lot of them to Haul. But they they keep dying in raids, mechanoids, etc. Pet follow didn't solve this problem because I still had to manually change the Animal setup for each occasion. Too much micromanagement. This mod solves this problem for me. I have different directives (or profiles) for each occasion. On Raids, my animals stay in doors without masters. After Raid my animals are bonded to masters and to a much bigger area. On Toxic, a similar approach but with a different setup, etc. I'm also testing having my hauling animals assigned to different masters in accordance with the situation to see if the amount of hauling increases.

I'm also thinking doing a similar approach to the Assign tab. On Raid, I just press a button, and the Outifits change to Soldiers, Melee. After Raid I set back to the previous setting.  If Mechanoid attack, I would activate the Soldiers Special (with Sniper) directive, etc. Again, all this to reduce the micromanagement.

Maybe I should change the 'Directives' word to 'Policies'.
Title: Re: [A15] Better Animal Control
Post by: VouLT on October 05, 2016, 04:02:20 PM
Policy is a much better word than Directive. Definitely!
Title: Re: [A15] Better Animal Control (v1.0.1)
Post by: VouLT on October 10, 2016, 05:22:32 PM
New version!!

v1.1.0:
  - Added policy control to the Assign tab
  - Changed the manage policies button to be consistent on both Animal and Assign tabs
  - Renamed mod to Better Pawn Control (formerly known as Better Animal Control)

Now I really would like to integrate with Fluffy's Animal Tab mod

Title: Re: [A15] Better Pawn Control (v1.1.0)
Post by: lc-soz on October 17, 2016, 10:19:18 PM
Some days ago, I was searching in every possible site a way or mod to change appears of multiple pawns in one click. Now, while making a list of good mods, I found it by pure lucky. Thank you A LOT for that mod!  :)
Title: Re: [A15] Better Pawn Control (v1.1.0)
Post by: VouLT on October 18, 2016, 05:44:18 AM
Yeah, this mod solves a particular annoying issue but it's getting buried in the sea of mods. I probably need to change the mod title and wording. Any suggestion?
Title: Re: [A15] Better Pawn Control (v1.1.0)
Post by: mugenzebra on November 21, 2016, 02:18:15 AM
This mod is a must-have for me. I can't believe myself managing 300 animals without this mod! Thank you!
Title: Re: [A15] Better Pawn Control (v1.1.0)
Post by: Alenerel on November 22, 2016, 04:09:53 PM
A new name to attract people... Maybe "Outfit Manager" or "Outfit/drug policy manager".

This mod is a great idea and I have been using it for a while but it needs something more. Currently I have to create all policies on each save, and set each policy for each new pawn. Could you make predefined policies? For example the worker policy where all current and future pawns will wear the worker outfit.

First, I suggest that policies are only for outfits since the drugs are managed in a more personal aspect. The default drug policy would be "mood drugs" which I explain later.

My idea for the list of default outfits (for each outfit, one policy with all pawns wearing the same outfit) are something like this:
- Anything (the only one that includes less than 50% HP apparel/armor)
- Nudist
- Worker (generic, avoid penalties like jacket or parkas)
- Worker hot (same as worker but without jackets/parkas/tuques, and with cowboy hats/duster)
- Worker cold (same as worker but with jackets/tuques)
- Worker very cold (worker cold + parka)
- Soldier (worker + armor)
- Soldier hot (worker hot + armor)
- Soldier cold (worker cold + armor)
- Soldier very cold (worker very cold + parka)

I would like to not have to create all these each time and I feel like everyone would use all of these less or more. Idk if I forgot some policy of interest.

About the drug policies (default policies, not the ones in "new outfit & drug policy") I havent experimented with drugs at all but a good start would be this:
https://www.reddit.com/r/RimWorld/comments/56489p/taking_drugs_safely/

So one default setting would be one that include the cheap mood drugs:
Mood drugs:
- Beer when mood below 20%, one each 3 days. (take 1 to inventory)
- Smokeleaf when mood below 20%, one each 2 days.

Another setting would be for productivity with go juice and wake up:
Productivity safe
- Wake up: 1 each 3 days
- Go Juice: 1 each 3 days

Another one for productivity but risking addiction:
Productivity
- Flake: 1 each 3 days
- Yayo: 1 each 3 days

Another one for luciferium when its needed. I dont know in how many days pawns need a dose.

And of course the "no drugs" one. Remove the ones that come with the game (one drink per day, unrestricted and social drugs).
Title: Re: [A15] Better Pawn Control (v1.1.0)
Post by: VouLT on November 22, 2016, 05:08:45 PM
Quote from: mugenzebra on November 21, 2016, 02:18:15 AM
This mod is a must-have for me. I can't believe myself managing 300 animals without this mod! Thank you!

You're welcome!
Title: Re: [A15] Better Pawn Control (v1.1.0)
Post by: VouLT on November 22, 2016, 05:21:12 PM
@Alenerel thank for your suggestions.

As for the name, I like your idea. Maybe "Animals and Outfits Manager"  "and drugs too".. hmm

Regarding the default policy for new pawns you are definitely right. That's easy and simple to add.

For the rest, it's way more tricky. What you are suggestion solves your particular problem but it would become a mess.. and it would always miss some particular policy for someone. A probably better solution would be for a feature to export/import all your policies to/from a file. However, I don't know how feasible this is.
Title: Re: [A15] Better Pawn Control (v1.1.0)
Post by: Alenerel on November 22, 2016, 06:45:20 PM
Well, I understand that my drugs policy were too general and honestly Im not interested in them but the clothes? I think that it hits everyones needs and I think that its something needed.

Even if it doesnt fit someones needs cause he doesnt change people to combat when raided and he instead has always workers and soldiers, what I suggested is easily switchable to that strategy. What is not easy is creating them all from zero -.-

But I agree that being able to save to files and import it would be better. Fluffy does that with his mod Blueprints, maybe you can ask him how he did it.
Title: Re: [A15] Better Pawn Control (v1.1.0)
Post by: VouLT on November 26, 2016, 06:40:46 PM
Update! Adding default outfits/drugs is NOT easy and simple.. bah
Title: Re: [A15] Better Pawn Control (v1.1.1)
Post by: Love on December 23, 2016, 04:48:56 AM
Hey, you forgot to change A15 to A16 in your OP.
Title: Re: [A16] Better Pawn Control (v1.1.1)
Post by: VouLT on December 23, 2016, 06:35:39 AM
Ups! Thank you for the heads up!  ;)
Title: Re: [A16] Better Pawn Control (v1.1.1)
Post by: Love on December 23, 2016, 06:49:17 AM
Quote from: VouLT on December 23, 2016, 06:35:39 AM
Ups! Thank you for the heads up!  ;)

Hey, it looks like this mod's About.xml file still says it is for A15, on both your Dropbox and Steam Workshop.
Title: Re: [A16] Better Pawn Control (v1.1.2)
Post by: VouLT on December 27, 2016, 03:56:14 PM
Correct! Now all is fixed! Thanks!
Title: Re: [A16] Better Pawn Control (v1.1.2)
Post by: Fluffy (l2032) on December 27, 2016, 04:10:19 PM
quick question, why is it not compatible with my animals tab?
Title: Re: [A16] Better Pawn Control (v1.1.2)
Post by: MisterVertigo on December 27, 2016, 04:18:13 PM
I'm trying to wrap my brain around what this does, exactly. If I understand correctly, I can set a policy for my outfits called "Winter" and then set all my colonists to use the "Cold Weather" outfits and then save that policy. So, the next time I enforce the "Winter" policy it will automatically change the pawns to "Cold Weather" that I had set before. I'd just need to update the policy when I get a new colonist.

Is that right?
Title: Re: [A16] Better Pawn Control (v1.1.2)
Post by: VouLT on December 28, 2016, 05:15:17 AM
@Fluffy regarding your question see here - https://ludeon.com/forums/index.php?topic=26777.msg270946#msg270946. I'll contact you on discord when I see you, to talk about this.

@MisterVertigo, Yes. You can create policies and configure each policy with the setting you want. You can then switch between policies. This saves time and boring micromanagement. As an example, two scenarios that are a must have for my play-style:

1. ToxicFallout policy - You create a new policy to handle ToxicFallout events. For each animal you set the safes areas. After the ToxicFallout is over you set the 'default' policy back. Advantages: you don't need to remember which was the default area for each animal. If the ToxicFallout event triggers again, you can switch to the ToxicFallout policy and in one click all animals are designated to the safe areas. In sum, you save a few seconds and some brain power.

2. Raid policy- You can create a Raid policy and configure some of your colonist with outfit 'Soldier'. When a raid event fires, you enable this new Raid policy (and your colonist will run to switch apparel). After raid is over, you set back to the 'default' policy. This allows you to save time and brain power once again. No need to remember which colonist is supposed to be Soldier during raids.  This will become increasingly evident when you have a large colony with many outfits.

For the future it would be nice for me add to this mod:
- default outfit when a new colonist joins
- default area when a new animal is tamed
- export/import outfits settings, areas names and related policies so you don't need to setup everything every time you start a new colony
- integrate with AnimalTab (I tried it once but would like to try it again)
Title: Re: [A16] Better Pawn Control (v1.1.3)
Post by: asquirrel on January 08, 2017, 04:32:09 PM
This mod has saved me a ton of aggravation when it comes to saving my animals during raids.  I have an unrestricted (auto) policy during non-raids.  When there's a raid I have another policy called "hide" and they go indoors.  If it's an infestation I use another policy where my animals rally in a canyon and eat grass while I kill the bugs.
Title: Re: [A16] Better Pawn Control (v1.2)
Post by: VouLT on January 22, 2017, 04:49:23 PM
Fluffy's Animal Tab integration success!
Fluffy, thank you once again!
Title: Re: [A16] Better Pawn Control (v1.2)
Post by: minakurafto on January 22, 2017, 11:31:22 PM
it would be nice if there is patch for combat realism :)
both modify assign tab
Title: Re: [A16] Better Pawn Control (v1.2)
Post by: VouLT on January 23, 2017, 10:28:44 AM
Oh, I wasn't aware of that... Here i go again!
I'll check it
Title: Re: [A16] Better Pawn Control (v1.2)
Post by: VouLT on January 30, 2017, 01:20:59 PM
Update: Integration with Combat Realism Done and successful  ;D ;D

I'm just waiting for the new CR version to hit steam!
Title: Re: [A16] Better Pawn Control (v1.2)
Post by: asquirrel on January 30, 2017, 01:55:46 PM
Hey dudes and dudettes.  I just wanted to report something that's either a bug or just not implemented with animal policies.  Look at the first page of your post so you can see the picture.  Say I set up two policies. One policy I check the option that the animal follows me while hunting.  Another policy I check the option the animal follows me during drafted combat.  When I change from one policy to another the check box doesn't move from the hunting policy to drafted combat.  Does it work for anyone else or is it a bug / no feature?  Thanks for the info!
Title: Re: [A16] Better Pawn Control (v1.2)
Post by: VouLT on January 30, 2017, 05:08:26 PM
Hi asquirrel, I just tried to reproduce what you explained and it works fine for me..
Check this GIF - http://i.imgur.com/Gn09awc.gifv
Am I testing it right?
Title: Re: [A16] Better Pawn Control (v1.2)
Post by: asquirrel on January 30, 2017, 05:30:20 PM
Quote from: VouLT on January 30, 2017, 05:08:26 PM
Hi asquirrel, I just tried to reproduce what you explained and it works fine for me..
Check this GIF - http://i.imgur.com/Gn09awc.gifv
Am I testing it right?
Hi Voult!

Thanks man for testing it out.  Probably user error on my end. I'm wondering if I have the latest build because your interface looks a bit different than mine.  I'm going to re-download from the first page.  Maybe I don't have the latest.  That's cool the way you were able to animate that gif!  What program did you use to do it?  I would have had to upload the video on YouTube. :)

Edit - I just added fluffy's animal tab.  Do you know what the name of better pawn control is on my mods list.  I can't seem to find it.  Argh. :)
Title: Re: [A16] Better Pawn Control (v1.2)
Post by: VouLT on January 30, 2017, 08:19:39 PM
To create the GIF i used ShareX
Quote from: asquirrel on January 30, 2017, 05:30:20 PM
Edit - I just added fluffy's animal tab.  Do you know what the name of better pawn control is on my mods list.  I can't seem to find it.  Argh. :)
What do you? If you use Fluffy's Animal mod then, on the mod list, you need to order 'Better Pawn Control' to come AFTER Animal tab.
Title: Re: [A16] Better Pawn Control (v1.2)
Post by: MrWeeGee on January 31, 2017, 03:37:21 AM
Hey there, just to let you know, when using Combat Realism the pawn controls for colonists still don't show (for me, anyway) in the 'assign' tab, even after updating both.

If you load BPC after CR -- as I assume most will, you lose CR's loadout assignment buttons, which are pretty important. If you load BPC (and animal tab) before CR, you can still use the animal pawn controls, just not the colonists, while keeping the loadout buttons.

Which is fine for me, because I only use the animal controls. Just figured you'd want to know. Thanks for sharing your work!

Edit: Or perhaps you were still waiting for the new CR to hit Steam? If so, my mistake! ;D
Title: Re: [A16] Better Pawn Control (v1.2)
Post by: VouLT on January 31, 2017, 04:38:15 AM
MRWeeGee, we need to wait for CR to be updated on steam. Only afterwards will the integration work. I will also need to push a new version.
Title: Re: [A16] Better Pawn Control (v1.2)
Post by: minakurafto on January 31, 2017, 06:16:44 AM
so which version of BPC that compatible with CR 1696?
Title: Re: [A16] Better Pawn Control (v1.2)
Post by: VouLT on January 31, 2017, 07:14:29 AM
BPC v1.3 (to be released) is compatible with CR 1.6.9.6 (to be released on Steam) 
Title: Re: [A16] Better Pawn Control (v1.2)
Post by: Anarcraft on February 01, 2017, 06:40:51 PM
There are issues with multiple maps.  If you make 3 animal presets with 3 different zones and assign animals to them, then do the same on another map when you cycle through different presets it ends up setting all the animals to the same zone across the presets on the other map (the one you're not looking at).  Saving the presets and zones data per map should resolve this I believe.
Title: Re: [A16] Better Pawn Control (v1.2)
Post by: VouLT on February 02, 2017, 02:30:09 PM
Thanks for the report. That's a known issue. BPC currently doesn't support multiple maps.
Title: Re: [A16] Better Pawn Control (v1.2)
Post by: Anarcraft on February 02, 2017, 03:26:07 PM
Assuming you are going to support multiple maps do you already have a timeline for this?

By the way, your mod is so awesome that it should be built into the game (and it might be since Tynan is such an awesome guy).
Title: Re: [A16] Better Pawn Control (v1.2)
Post by: frenchiveruti on February 03, 2017, 10:14:52 AM
Hello, will you add Combat Realism mod compatibility?
Title: Re: [A16] Better Pawn Control (v1.2)
Post by: skyarkhangel on February 04, 2017, 04:35:44 AM
Updated CR on steam too. So, release CR compatible version :)
Title: Re: [A16] Better Pawn Control (v1.3)
Post by: VouLT on February 05, 2017, 01:48:47 PM
Version 1.3 with CR integration OUT! Thank you skyarkhangel   ;)
Title: Re: [A16] Better Pawn Control (v1.4)
Post by: VouLT on February 14, 2017, 06:29:48 PM
Added MultiMap support and fixed issue with vanishing settings if pawn went on a caravan!
Title: Re: [A16] Better Pawn Control (v1.4)
Post by: VouLT on February 15, 2017, 08:34:37 PM
For those that reported issues with 1.4 regarding the Animal or Assign tab being stuck, please let me know if it still occurs with this new version (1.4.1)
Title: Re: [A16] Better Pawn Control (v1.4.2)
Post by: Anarcraft on February 16, 2017, 10:01:12 PM
I believe I have 1.4.2 as my Steam updated "BetterPawnControl.dll" 45 minutes ago (20:15 CST) and I'm having the stuck animals/assign tabs.

Update: Reverted my save file (because I noticed it was bad) and upgraded to 1.4.3 and things are working so far.
Title: Re: [A16] Better Pawn Control (v1.4.2)
Post by: VouLT on February 17, 2017, 08:58:54 AM
thank you for the report bdog

Version 1.4.3 fixed another issue with the new multi-map feature. I'm crossing my fingers on this being the last critical issue.  Please let me know if you find anything out of place.
Title: Re: [A16] Better Pawn Control (v1.4.3)
Post by: CathDubh on February 19, 2017, 08:11:18 PM
Update breaks save with Animal tab. When Clicking either tab they won't open and returns the following error
"Object reference not set to an instance of an object
  at BetterPawnControl.Manager`1[BetterPawnControl.AssignLink].GetActivePolicy (Int32 mapId) [0x00000] in <filename unknown>:0
  at BetterPawnControl.Manager`1[BetterPawnControl.AssignLink].GetActivePolicy () [0x00000] in <filename unknown>:0
  at BetterPawnControl.MainTabWindow_Assign_Policies.PreOpen () [0x00000] in <filename unknown>:0
  at Verse.WindowStack.Add (Verse.Window window) [0x00000] in <filename unknown>:0
  at RimWorld.MainTabsRoot.ToggleTab (RimWorld.MainTabDef newTab, Boolean playSound) [0x00000] in <filename unknown>:0
  at RimWorld.MainTabsRoot.InterfaceTryToggleTab (RimWorld.MainTabDef tab, Boolean playSound) [0x00000] in <filename unknown>:0
  at RimWorld.MainTabsRoot.DoTabButton (RimWorld.MainTabDef def, Single posX, Single width) [0x00000] in <filename unknown>:0
  at RimWorld.MainTabsRoot.DoTabButtons () [0x00000] in <filename unknown>:0
  at RimWorld.MainTabsRoot.MainTabsOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0 "

Any solution?
Title: Re: [A16] Better Pawn Control (v1.4.3)
Post by: VouLT on February 20, 2017, 06:39:17 PM
Can you share you save file? Do you know how to reproduce the error?
Title: Re: [A16] Better Pawn Control (v1.4.3)
Post by: VouLT on February 20, 2017, 07:01:45 PM
@CathDubh, I'm not able to reproduce what you reported but I have theory. Could you follow the next procedure a let me know if it fixes the problem?

1. Launch the game
2. Disable my Mod on the Mod lists
3. Restart Rimworld
3. Load your save file
4. Save to your save file (overwrite)
5. Go back to Main Menu
6. Enable my mod
7. Restart Rimworld
8. Load you save file (from 4.)

This procedure should clean your save file. Let me know if it fixes the problem.
This procedure will reset your policies.
My theory is that between the updates, somehow, BetterPawnControl save data got corrupted.

Title: Re: [A16] Better Pawn Control (v1.4.3)
Post by: CathDubh on February 21, 2017, 01:46:07 PM
THat seems to have work cheers
Title: Re: [A16] Better Pawn Control (v1.4.3)
Post by: jpinard on February 21, 2017, 09:06:39 PM
Spacedorf directed me to this thread.  If I'm seeing this correctly there's a way to mass assign all my colonists clothing options?  Like once I've setup Heatwave, Cold spell, Combat attire - I can do a click or two and have it apply to everyone?
Title: Re: [A16] Better Pawn Control (v1.4.3)
Post by: VouLT on February 22, 2017, 04:51:25 PM
jpinard, yes.
Title: Re: [A16] Better Pawn Control (v1.4.3)
Post by: jpinard on February 23, 2017, 03:51:22 PM
Quote from: VouLT on February 22, 2017, 04:51:25 PM
jpinard, yes.

Awesome!
Title: Re: [A16] Better Pawn Control (v1.4.3)
Post by: Matush on March 15, 2017, 04:13:34 PM
Hello VouLT.
The Dropbox link doesn't work.
Pretty please - could you fix it? :)
Regards
Title: Re: [A16] Better Pawn Control (v1.4.3)
Post by: VouLT on March 15, 2017, 05:27:16 PM
Fixed! Thank you Matush

It seems Dropbox killed support for public folders...
Title: Re: [A17] Better Pawn Control (v1.5)
Post by: VouLT on May 28, 2017, 06:22:14 PM
version 1.5 is out!

Change log:
- A17 update
- removed integration with AnimalTab and CombatRealism
- added german language support (thanks Lauri7x3!)

Next on my todo list is to add BPC to the Restrict tab.
Title: Re: [A17] Better Pawn Control (v1.5)
Post by: viperwasp on May 28, 2017, 07:22:16 PM
I'm seeing this mod for the first time I skipped playing a couple Alphas. And I think this mod will be one of my go to mods from now on! As long as it does not conflict with other mods I like to use. I feel like the developers may implement some of the functionality of your mod into core game one day. That's how useful it is.  Thanks
Title: Re: [A17] Better Pawn Control (v1.6)
Post by: VouLT on May 31, 2017, 05:06:52 PM
version 1.6 is out!

Change log:
- Added colonist area restriction bulk assigment (on Restrict tab)
Title: Re: [A17] Better Pawn Control (v1.6.2)
Post by: VouLT on June 16, 2017, 01:09:47 PM
Version 1.6.2 is out: Combat Extended integration complete!
Title: Re: [A17] Better Pawn Control (v1.6.2)
Post by: MrWeeGee on June 19, 2017, 03:34:14 PM
Keep getting this error in conjunction with CE after updating to 1.6.2 that prevents me from opening the 'assign' section at all:

QuoteException has been thrown by the target of an invocation.
at System.Reflection.MonoMethod.Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo) <0x00182>
at System.Reflection.MethodBase.Invoke (object,object[]) <0x00025>
at BetterPawnControl.Widget_CombatExtended.SetLoadoutById (Verse.Pawn,int) <0x00082>
at BetterPawnControl.MainTabWindow_Assign_Policies.LoadState (System.Collections.Generic.List`1<BetterPawnControl.AssignLink>,System.Collections.Generic.List`1<Verse.Pawn>,BetterPawnControl.Policy) <0x00215>
at BetterPawnControl.MainTabWindow_Assign_Policies.PreOpen () <0x0005e>
at Verse.WindowStack.Add (Verse.Window) <0x0003b>
at RimWorld.MainTabsRoot.ToggleTab (RimWorld.MainButtonDef,bool) <0x00122>
at RimWorld.MainButtonWorker_ToggleTab.Activate () <0x00042>
at RimWorld.MainButtonWorker.InterfaceTryActivate () <0x000d5>
at RimWorld.MainButtonWorker.DoButton (UnityEngine.Rect) <0x00146>
at RimWorld.MainButtonsRoot.DoButtons () <0x001f4>
at RimWorld.MainButtonsRoot.MainButtonsOnGUI () <0x0002f>
at (wrapper dynamic-method) RimWorld.UIRoot_Play.UIRootOnGUI_Patch1 (object) <0x00081>
at Verse.Root.OnGUI () <0x000c6>

However, was using 1.6.1 before with CE and had no issues at all. Tried loading 1.6.2 before and after CE but both orders threw the error. Reverting back to 1.6.1 removes the issue.
Title: Re: [A17] Better Pawn Control (v1.6.2)
Post by: VouLT on June 20, 2017, 10:01:19 AM
MrWeeGee on 1.6.1 didn't include the integration with CE, so when using 1.6.1 you aren't able to set policies using the Loadouts.

Can you check if the the better pawn control mod comes after CE?
Title: Re: [A16] Better Pawn Control (v1.1.2)
Post by: SpaceDorf on June 20, 2017, 11:03:57 AM
Quote from: VouLT on December 28, 2016, 05:15:17 AM
For the future it would be nice for me add to this mod:

- default outfit when a new colonist joins
- export/import outfits settings, areas names and related policies so you don't need to setup everything every time you start a new colony


Any chances for this features ?
I would give some prisoners right leg for this :)
Title: Re: [A17] Better Pawn Control (v1.6.2)
Post by: VouLT on June 20, 2017, 07:49:01 PM
@SpaceDorf

On the first, I'll see what I can do.
On the second, it's not simple because BPC doesn't mess with areas or outfit settings. It only changes what is assigned to the pawns. I'll see what can be done.
Title: Re: [A17] Better Pawn Control (v1.6.2)
Post by: SpaceDorf on June 21, 2017, 06:19:31 AM
Thank you,
though the default outfit for new colonists is quite easy for me .. I just redefine "anything" to my standard outfit.

Exporting/Importing especially outfits and lists of names would be a great feature I sorely miss in Rimworld. I would have never thought of asking, If you had not stated that goal for yourself :)
Title: Re: [A17] Better Pawn Control (v1.6.2)
Post by: MrWeeGee on June 21, 2017, 06:48:00 AM
Quote from: VouLT on June 20, 2017, 10:01:19 AM
MrWeeGee on 1.6.1 didn't include the integration with CE, so when using 1.6.1 you aren't able to set policies using the Loadouts.

Can you check if the the better pawn control mod comes after CE?

I was already using 1.6.1 with CE without any issues. It was after updating to 1.6.2 that the error occurred and I couldn't open the assign menu, regardless of which mod was loaded first. Currently rolled back to 1.6.1, with BPC loaded before CE, and don't have any errors.
Title: Re: [A17] Better Pawn Control (v1.6.2)
Post by: VouLT on June 21, 2017, 04:39:47 PM
MrWeeGee

I assume if you update to 1.6.2 and set the BPC AFTER CE it should work fine.
1.6.2 is integrated with CE which adds support for loadouts. With 1.6.1 you can only control outfits and drugs.
Title: Re: [A17] Better Pawn Control (v1.6.2)
Post by: MrWeeGee on June 25, 2017, 06:53:34 PM
Quote from: VouLT on June 21, 2017, 04:39:47 PM
MrWeeGee

I assume if you update to 1.6.2 and set the BPC AFTER CE it should work fine.
1.6.2 is integrated with CE which adds support for loadouts. With 1.6.1 you can only control outfits and drugs.

Hi again, I've determined that my save game was the issue. I started a new colony with the same mods and 1.6.2 works just fine, regardless of load order.

My current save was already running BPC 1.6.1 loaded before CE without issue. Once updated to 1.6.2 and getting the 'assign' menu error, I already tried switching the load order as you suggested but it still occurred. For whatever reason, the save combined with the previous version and load order didn't sit right with the new version. It's ok though, because I can still run 1.6.1 and use the animal zoning function with my current save.

Thanks for the help and continued work on your mod, RimWorld has an extra layer of hell without the animal zoning.
Title: Re: [A17] Better Pawn Control (v1.6.3)
Post by: VouLT on July 03, 2017, 04:56:49 PM
Hello guys

I'm just ready for new release with a new feature to set a default outfit when a colonist joins the colony.
Can anyone give it a try before I push it to steam? 

https://www.dropbox.com/s/9syqkd11awn4xtx/BetterPawnControl_v1.6.4.zip?dl=0
Title: Re: [A17] Better Pawn Control (v1.6.4)
Post by: Bombadil on July 26, 2017, 06:36:52 AM
Great mod VouLT, thanks for your hard work! Really hope it gets added to vanilla.
I had an idea for an extension to Better Pawn Control and was wondering how feasible it is: I'd love to be able to restrict zones based on time. E.g. a clone of the work schedule but as a zone schedule. Why? We could force all pawns to socialize in the one room, force my doctors to be near the hospital in shifts (of course I can restrict them now but they will be in the same zone 24/7), and staff a guard post in shifts. For animals it could be used to make sure they come back to the colony at night even if you don't have enough sleeping spots, or even to rotate through different grazing areas so they don't eat it bare. This could also apply to pawns if you have a darkness mod and really want them to be home before dark. This kind of extension might not be feasible at all but if it was, it would be great.
Anyway, thanks again for your mod!
Title: Re: [A17] Better Pawn Control (v1.6.4)
Post by: VouLT on August 03, 2017, 08:43:46 AM
Hi Bombadil,

Your suggestion means to add another automation process based on a time period which would be complex to implement and also complicate to manage. In terms of UI only, this new feature would be massive! For this reason, I'll store this suggestion but I'll not take any action. Many, many thanks for the suggestion!
Title: Re: [A17] Better Pawn Control (v1.6.4)
Post by: tigg on August 06, 2017, 10:52:07 AM
Could someone give me a link for the most recent A16 version please?
Title: Re: [A17] Better Pawn Control (v1.6.4)
Post by: VouLT on August 07, 2017, 05:51:08 AM
Hi Tigg,

This should be the last Alpha 1.6 version: https://www.dropbox.com/s/qv9dro9x3hf9hes/BetterPawnControl_v1.4.3.zip?dl=0
Title: Re: [A17] Better Pawn Control (v1.6.5)
Post by: Bombadil on August 07, 2017, 05:11:00 PM
I see
Thanks for letting me know!
Title: Re: [A17] Better Pawn Control (v1.6.4)
Post by: tigg on August 07, 2017, 09:55:08 PM
Quote from: VouLT on August 07, 2017, 05:51:08 AM
Hi Tigg,

This should be the last Alpha 1.6 version: https://www.dropbox.com/s/qv9dro9x3hf9hes/BetterPawnControl_v1.4.3.zip?dl=0

Thank you!
Title: Re: [A17] Better Pawn Control (v1.6.3)
Post by: SpaceDorf on August 09, 2017, 07:50:07 PM
Quote from: VouLT on July 03, 2017, 04:56:49 PM
I'm just ready for new release with a new feature to set a default outfit when a colonist joins the colony.

https://www.dropbox.com/s/9syqkd11awn4xtx/BetterPawnControl_v1.6.4.zip?dl=0

Since this feature works, how about another awesome feature that stops new recruits to march directly to the drug storage ?
Title: Re: [A17] Better Pawn Control (v1.6.5)
Post by: Oblitus on August 09, 2017, 10:52:42 PM
Found a bug. When you set an area in Inspect window, then open Animals tab, change from Inspect is discarded.

Also, looks like you are overriding Pawn_PlayerSettings.AreaRestriction since with BPC my postfix patch to set_AreaRestriction does not work. I'm trying to make animals react immediately to restriction changes. Any idea how to make it work together? Or just include it in BPC if you think it would fit in.

        // Try to find allowed area immediately after restrictions are changed
        protected static FieldInfo Pawn_PlayerSettings_pawn = null;
        protected static FieldInfo Pawn_PlayerSettings_areaAllowedInt = null;
        protected static JobGiver_SeekAllowedArea thinkNode_JobGiver = null;

        [HarmonyPatch(typeof(Pawn_PlayerSettings), "set_AreaRestriction", new Type[] { typeof(Area) })]
        static class Pawn_PlayerSettings_set_AreaRestriction_Patch
        {
            static void Postfix(ref Pawn_PlayerSettings __instance)
            {
                if (Pawn_PlayerSettings_pawn == null)
                    Pawn_PlayerSettings_pawn = typeof(Pawn_PlayerSettings).GetField("pawn", BindingFlags.NonPublic | BindingFlags.Instance);
                if (Pawn_PlayerSettings_areaAllowedInt == null)
                    Pawn_PlayerSettings_areaAllowedInt = typeof(Pawn_PlayerSettings).GetField("areaAllowedInt", BindingFlags.NonPublic | BindingFlags.Instance);

                Pawn p = (Pawn)Pawn_PlayerSettings_pawn.GetValue(__instance);
                Area a = (Area)Pawn_PlayerSettings_areaAllowedInt.GetValue(__instance);
               
                if (ForbidUtility.InAllowedArea(p.Position, p))
                {
                    return;
                }
               
                if (p.CurJob != null && !p.CurJob.def.casualInterruptible)
                {
                    return;
                }

                if (thinkNode_JobGiver == null)
                    thinkNode_JobGiver = (JobGiver_SeekAllowedArea)Activator.CreateInstance(typeof(JobGiver_SeekAllowedArea));
                ThinkResult thinkResult = thinkNode_JobGiver.TryIssueJobPackage(p, default(JobIssueParams));

                if (thinkResult.Job != null)
                {
                    p.jobs.StopAll();
                    p.jobs.StartJob(thinkResult.Job, JobCondition.None, null, false, true, null, null);
                }
            }
        }
Title: Re: [A17] Better Pawn Control (v1.6.5)
Post by: Oblitus on August 10, 2017, 08:22:01 PM
It also messes up master assignments. Master is no more auto-assigned (sometimes?), and master is saved per policy.
Title: Re: [A17] Better Pawn Control (v1.6.5)
Post by: VouLT on August 11, 2017, 05:56:31 PM
Hi Oblitus,

You can check the code of the mod on git hub. Link on the 1st page. The mod doesn't overriding Pawn_PlayerSettings.AreaRestriction. It only changes pawn settings accordingly with the policy. This also means my mod should be compatible with yours.
Title: Re: [A17] Better Pawn Control (v1.6.5)
Post by: Oblitus on August 11, 2017, 06:17:27 PM
Yes, apparently that is not the problem.

Still, you are force overriding all settings made from Inspector, Training tab or another source in MainTabWindow_Restrict_Policies.PreOpen. I'm not sure it is a good idea to do so - IMO any change should be applied to the current policy.
Title: Re: [A17] Better Pawn Control (v1.6.5)
Post by: VouLT on August 12, 2017, 05:31:57 AM
Hi Oblitus,

I don't follow your point. This mod expands on the vanilla mechanisms which means the assignments are done when the user opens the tabs. Changes are applied to the current policy and saved if the users changes policies. It is no different from Vanilla. Please take a closer look to the code. I also advice you to ask your questions on the RimworldMod discord server since there is a lot of people that might be able to help you. You'll need to ask Skullywag to be invited.
Title: Re: [A17] Better Pawn Control (v1.6.5)
Post by: Oblitus on August 12, 2017, 05:44:18 AM
Quote from: VouLT on August 12, 2017, 05:31:57 AM
Hi Oblitus,

I don't follow your point. This mod expands on the vanilla mechanisms which means the assignments are done when the user opens the tabs. Changes are applied to the current policy and saved if the users changes policies. It is no different from Vanilla. Please take a closer look to the code. I also advice you to ask your questions on the RimworldMod discord server since there is a lot of people that might be able to help you. You'll need to ask Skullywag to be invited.

The point is:

Animal is unrestricted.
I'm selecting it and setting it to be restricted to home area.
Then I open Animals tab and it becomes unrestricted again (just because tab is opened, not because policy is changed), because you don't handle input from Inspector pane, only from Animals tab.

Animal got trained to Obedience and got trainer as master.
Then I open Animals tab and it becomes masterless again, because... etc.
Title: Re: [A17] Better Pawn Control (v1.6.5)
Post by: VouLT on August 12, 2017, 09:37:09 AM
Ah, I understand now. You're right! I'm not handling the input from the inspect window. I'm surprised no one has raised it yet. I personally never use it. I would need to expand the mod to take that input and update the current policy.  Added this task to my todo list! Thank you!
Title: Re: [A17] Better Pawn Control (v1.6.5)
Post by: kaptain_kavern on August 12, 2017, 10:18:24 AM
Quote from: Oblitus on August 12, 2017, 05:44:18 AM
Animal is unrestricted.
I'm selecting it and setting it to be restricted to home area.
Then I open Animals tab and it becomes unrestricted again (just because tab is opened, not because policy is changed), because you don't handle input from Inspector pane, only from Animals tab.

Animal got trained to Obedience and got trainer as master.
Then I open Animals tab and it becomes masterless again, because... etc.

Ah so I'm not crazy, I was sensing something strange with my animals lately. This happened to me. Not a big deal, anyhow
Title: Re: [A17] Better Pawn Control (v1.6.5)
Post by: blubFisch on September 11, 2017, 05:04:29 PM
I don't know how anyone is supposed to play Rimworld without this mod, well done!

Here's a tiny problem that might've been mentioned just before: There are some other ways to assign restrictions or loadouts to colonists, for example if you select a colonist, you can directly set his restricted area in his window. Or create a loadout from within the colonist's gear tab. In both cases, when you switch to the restrict/assign tab, this mod will override the settings done by the user, which is probably not intended behavior. I use it to set temporary restrictions, its very handy for that :-P

Title: Re: [A17] Better Pawn Control (v1.6.5)
Post by: Kori on September 16, 2017, 03:29:20 AM
I'm using this mod with Animals Tab, and the new animal policy buttons are overlapping the Sort By Name button, so when I want to change the policy it always changes the sort by name order instead, and it usually takes a few clicks until the policy selection dropdown finally opens.

I tried both, loading Animals Tab before and after Better Pawn Control, but it doesn't help.

Aren't they compatible anymore, or am I doing something wrong?  :-\
Title: Re: [A17] Better Pawn Control (v1.6.5)
Post by: Boundir on September 16, 2017, 03:38:39 AM
Shift click will do the trick ;)
Title: Re: [A17] Better Pawn Control (v1.6.5)
Post by: Kori on September 16, 2017, 03:56:52 AM
Quote from: Boundir on September 16, 2017, 03:38:39 AM
Shift click will do the trick ;)

Great, thank you very much!  :)
So this is normal behavior?
Title: Re: [A17] Better Pawn Control (v1.6.5)
Post by: VouLT on September 18, 2017, 05:07:13 PM
No, it is not a normal behaviour.  I'm still checking compatibility with Animal tab. At the moment, one option is to move the two buttons way down on the tab, below the animal list.. Still analysing.
Title: Re: [A17] Better Pawn Control (v1.6.5)
Post by: Kori on September 18, 2017, 09:20:52 PM
Quote from: VouLT on September 18, 2017, 05:07:13 PM
No, it is not a normal behaviour.  I'm still checking compatibility with Animal tab. At the moment, one option is to move the two buttons way down on the tab, below the animal list.. Still analysing.

thank you! :)
Title: Re: [A17] Better Pawn Control (v1.6.5)
Post by: Kori on September 20, 2017, 12:16:12 AM
While the overlapping button is only an minor inconvencience, I just noticed that Animal Tab's Filter-button is completely gone, too. Making the cool filter feature unavailable. :(

Until you've found a solution for compatibility, can I somrehow deactivate only BPC's animal functionality, so that I can keep all the other features at least?
Title: Re: [A17] Better Pawn Control (v1.6.5)
Post by: Sylph on September 28, 2017, 05:33:23 AM
Perhaps it's just because I updated it mid-save, but the latest update to Combat Realism breaks integration. Loadouts aren't saved between assign policies. I reverted to the previous version of Combat Realism and they worked again.
Title: Re: [A17] Better Pawn Control (v1.6.6)
Post by: VouLT on November 01, 2017, 05:00:37 PM
After some time here is a new version!
- Now this mod works better with Animal Tab! Improved integration.
- Now Inspector Window changes, such change the area restriction or Animal master, applies to current policy

@Sylph, I checked your report and Combat Extended is working fine with me. Is the problem still occurring with you?
Title: Re: [A17] Better Pawn Control (v1.6.6)
Post by: Kori on November 03, 2017, 04:04:30 AM
Thank you for the update, but I still don't see Animal Tab's filter button (AT's most powerful feature imo) anymore as soon as I activate BPC.   :-\
Is there a certain load order I have to use?

edit Tried AT-BPC and BPC-AT but without success.
Title: Re: [A17] Better Pawn Control (v1.6.6)
Post by: VouLT on November 03, 2017, 05:50:18 PM
@Kori, I confirm you report. I wasn't aware the Filter section existed.. During my testing the Animal Tab's Filter section didn't even appear so that explains why I missed it.

I just tried to fix the problem but is not working as expected. I'll need to check with Fluffy to understand what are the options. For the time being, Animal Tab and BPC are not compatible.
Title: Re: [A17] Better Pawn Control (v1.6.6)
Post by: Kori on November 04, 2017, 12:32:05 AM
Quote from: VouLT on November 03, 2017, 05:50:18 PM
@Kori, I confirm you report. I wasn't aware the Filter section existed.. During my testing the Animal Tab's Filter section didn't even appear so that explains why I missed it.

I just tried to fix the problem but is not working as expected. I'll need to check with Fluffy to understand what are the options. For the time being, Animal Tab and BPC are not compatible.

Okay, thanks for the reply! I hope you and Fluffy will find a solution. :)
Title: Re: [A17] Better Pawn Control (v1.6.7)
Post by: Vistha on November 29, 2017, 09:28:06 AM
Any news on the compatibility patch?
Title: Re: [A17] Better Pawn Control (v1.6.7)
Post by: MisterVertigo on November 29, 2017, 12:50:47 PM
I'm getting errors when trying to load this mod in B18. It looks like from the first post the latest version was made for B18. Here is what I get when I start the game. This error only appears when I load Better Pawn Control. I've tried it at the beginning (after HugsLib) and at the very end and still get the error. If I disable the mod completely I don't get the error:

(https://i.imgur.com/SClVEHp.jpg)

Attached is my output_log.txt. If there is anything else I can do to help let me know. Thanks!

[attachment deleted by admin: too old]
Title: Re: [A17] Better Pawn Control (v1.6.7)
Post by: VouLT on December 04, 2017, 08:21:35 PM
MisterVertigo, it seems you are *not* using the latest BPC version. Are you using the steam's version?

Vistha, it will be hard to integrate BPC with AnimalTab. Still no ETA.
Title: Re: [A17] Better Pawn Control (v1.6.7)
Post by: MisterVertigo on December 05, 2017, 11:51:11 AM
Quote from: VouLT on December 04, 2017, 08:21:35 PM
MisterVertigo, it seems you are using the latest BPC version. Are you using the steam's version?
I'm pretty sure I downloaded the version in the first post on this thread but I can try re-downloading again.
Title: Re: [A17] Better Pawn Control (v1.6.7)
Post by: VouLT on December 05, 2017, 04:51:37 PM
Vertigo, I found the issue. The zip file contained a wrong reference (previous build dll). This issues only affects the manual installation (the downloadable) zip file.

I've re-uploaded the zip with the fix.  Can you please check and report back?

Title: Re: [A17] Better Pawn Control (v1.6.7)
Post by: MisterVertigo on December 05, 2017, 05:26:48 PM
I will try when I get home this evening and report back! Thank you!

EDIT: It appears to be loading without any errors now! Thank you!
Title: Re: [A17] Better Pawn Control (v1.6.7)
Post by: frenchiveruti on December 05, 2017, 08:07:37 PM
Hello VouLT! Thanks for keeping the mod updated, will you consider in the future add ModSync Ninja to your mod?

Here's more info:
http://modsync.ninja

https://ludeon.com/forums/index.php?topic=34447.0
Title: Re: [A17] Better Pawn Control (v1.6.7)
Post by: asquirrel on December 07, 2017, 09:11:24 PM
Really glad you updated this mod to B18.  It's so useful to change the animal hiding policy from an open area to a hidden spot so that raiders or bugs won't get  to them.
Title: Re: [A17] Better Pawn Control (v1.6.7)
Post by: Vistha on December 14, 2017, 10:56:14 AM
Quote from: VouLT on December 05, 2017, 04:51:37 PM
Vertigo, I found the issue. The zip file contained a wrong reference (previous build dll). This issues only affects the manual installation (the downloadable) zip file.

I've re-uploaded the zip with the fix.  Can you please check and report back?

Actually it's not only the manual installation version.
Github is also affected.
Title: Re: [A17] Better Pawn Control (v1.6.8)
Post by: VouLT on December 23, 2017, 05:18:06 PM
New version! Change log:
- Added default drug policy
- Fixed rare bug where a policy would become stuck
- Fixed default policies not being saved

Let me know if you find anything not working properly
Title: Re: [B18] Better Pawn Control (v1.6.8)
Post by: Harry_Dicks on February 02, 2018, 09:22:27 AM
Anyone have any experience with this and Kiame's Change Dresser? I plan on trying them out together, but was curious if anyone had any comments on their experience with them. I basically want to be able to have all of my colonists change their outfit through Change Dresser at the press of a button, without having to go through and change each pawn individually.
Title: Re: [B18] Better Pawn Control (v1.6.8)
Post by: FociA on March 04, 2018, 08:10:10 AM
I would like to create "auto"policies that are connected to the time assignment(Work/You/Sleep/All).
when its worktime then they should change to the workapperal. etc.
if u search for suggestions.
Title: Re: [1.0] Better Pawn Control (v1.7)
Post by: VouLT on July 13, 2018, 04:55:07 AM
Version 1.7 released on Github. Steam release only when 1.0 is launch. v1.7 is only a compatibility update for Rimworld 1.0
Title: Re: [1.0] Better Pawn Control (v1.7.1)
Post by: VouLT on August 28, 2018, 04:35:57 PM
Version 1.7.1 released. Compatibility update with B19. No new features.
Title: Re: [B19] Better Pawn Control (v1.8.0)
Post by: VouLT on September 22, 2018, 06:06:12 PM
Version 1.8.0 released:
- Integrated with 'Children, School and Learning' mod to move the Assignment in the restrict tab to the right
- Added support for Japanese, Spanish (and SpanishLatin) languages
Title: Re: [B19] Better Pawn Control (v1.8.0)
Post by: aimxoo0o on October 10, 2018, 05:17:00 AM
Hey Guy. I really love your mod and appreciate it.

Two questions:

1. Can you tell me if its possible to extend this to the tab Work? So in the spring I could set more people to grow crops or If I want to build a big wall and need more pawns to construct for example.
So I don't have to remember my first priorties and have to set them back.

2. Any possibitly to load diffrent shedule plans in the Restrictions tab?

Thanks in advance! :)
Title: Re: [B19] Better Pawn Control (v1.8.0)
Post by: VouLT on October 10, 2018, 08:43:40 AM
Hi @aimxoo0o

Regarding 1, I'll consider it for a future release. Complexity yet to be determined.

Regarding 2, no because the mod requires policies to be created and setup by the player. What I believe you are requesting is a way to 'load' a set of policies + schedule so you wouldn't need to do it on every single game. However, this is very complex and I'm not considering this feature.
Title: Re: [B19] Better Pawn Control (v1.8.0)
Post by: aimxoo0o on October 11, 2018, 03:16:59 AM
@VouLT

Thank you for your quickly answer! :)
Title: Re: [1.0] Better Pawn Control (v1.9.0)
Post by: VouLT on October 17, 2018, 04:43:52 PM
1.0 is at -> https://steamcommunity.com/sharedfiles/filedetails/?id=1541460369
B19 is at -> https://steamcommunity.com/sharedfiles/filedetails/?id=775061248
Title: Re: [1.0] Better Pawn Control (v1.9.1)
Post by: VouLT on October 18, 2018, 08:18:32 PM
V1.9.1
  - Added Food Restriction and Default Food
  - Fixed Default Drug not working properly
Title: Re: [1.0] Better Pawn Control (v1.9.3)
Post by: VouLT on October 27, 2018, 10:35:42 PM
V1.9.3
  - Added Prisoner Default Food
  - Fixed Food Restrictions not being saved in save file
Title: Re: [1.0] Better Pawn Control (v1.9.3)
Post by: Rulin on October 29, 2018, 08:20:00 AM
I am using BPC with a few other mods atm and every time I change the standard animal profile the zones keep switching back after a while. Is this WAI? Do I miss something here? I am using the mod for the first time, and I want my animals to stay at their secure zone until I change the whole profile back.
Does something maybe change their zones when no food is nearby?

Better Pawn Control 1.9.2 Version with Rimworld 1.0.2059.
These are my current mods: https://i.imgur.com/MHpEG9t.png
Title: Re: [1.0] Better Pawn Control (v1.9.3)
Post by: VouLT on October 29, 2018, 06:08:04 PM
Hi Rulin. This mod doesn't change the zones back after a while so I believe you have an issue caused by another mod.  This mod only allows the player to have multiple animal profiles (as you called it) instead of just one. By the way, you should upgrade the mod to 1.9.3 (latest) because since it contains bug fixes and a new feature -> prisoner default food
Title: Re: [1.0] Better Pawn Control (v1.9.3)
Post by: Rulin on October 30, 2018, 02:44:52 PM
Hey, thanks VouLT for the answer! I will update asap and check if maybe other mods are causing this behaviour.

Edit: I found the mod that affected the policy. Everytime an animal bill in fluffys colony manager gets touched, it will reset the zone of the affected animal to the restriction that is used there.
I could remove the zone restrictions, but then newborns will probably end up in the wrong zones.
Title: Re: [1.0] Better Pawn Control (v1.9.4)
Post by: VouLT on November 03, 2018, 01:16:09 PM
V1.9.4
- Added Work Tab policies!
- Fixed imprisoned colonist perpetual default food (Thanks Liveme!)
Title: Re: [1.0] Better Pawn Control (v1.9.4)
Post by: moonra on November 06, 2018, 01:33:35 PM
Would it be possible to make it so if you have multiple policies with the same name they're all applied when you pick any of them?
For example, I have Everyday and Danger policies for my colonist/animals allowed areas and outfits and it's annoying having to swap back and forth on all 3 tabs every time I have a raid.
Title: Re: [1.0] Better Pawn Control (v1.9.5)
Post by: bigheadzach on November 10, 2018, 08:23:06 AM
Getting an error on load after installing this (v1.9.5). Presumed it was due to Gear Up & Go not seeing it so I moved it later, but still threw the error.
Could not find a type named BetterPawnControl.MainTabWindow_Work_Policies
Verse.Log:Error(String, Boolean)
Verse.ParseHelper:FromString(String, Type)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()



<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>2059</buildNumber>
  <activeMods>
    <li>MOD-E</li>
    <li>Core</li>
    <li>HugsLib</li>
    <li>JecsTools</li>
    <li>AllowTool</li>
    <li>ModManager</li>
    <li>Miscellaneous_Core</li>
    <li>GiddyUpCore</li>
    <li>Rah's Bionics and Surgery Expansion</li>
    <li>A_Dog_Said</li>
    <li>RimHUD</li>
    <li>Vegetable Garden</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Miscellaneous_Incidents</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>SteelIsIron</li>
    <li>ConsolidatedTraits</li>
    <li>MoreTraitSlots</li>
    <li>RimFridge</li>
    <li>VGP_Canning</li>
    <li>VGP_Garden_Drinks</li>
    <li>VGP_Fabric</li>
    <li>VGP_Garden_Gourmet</li>
    <li>VGP_Medicine</li>
    <li>VGP_Tools</li>
    <li>VGP_More Veggies</li>
    <li>VGP_Soylent Production</li>
    <li>VGP_Trees_Flowers</li>
    <li>VGP CoffeeTeaDrugs</li>
    <li>Share The Load</li>
    <li>SmartMedicine</li>
    <li>SimpleSidearms</li>
    <li>RF - Advanced Bridges</li>
    <li>RF - Concrete</li>
    <li>RF - Editable Backstories</li>
    <li>RF - Fertile Fields</li>
    <li>RF - Fishing</li>
    <li>RF - Pawns are Capable!</li>
    <li>RF - Wild Cultivation</li>
    <li>SYR_SetUpCamp</li>
    <li>T-MoreFloors</li>
    <li>ForbiddableDebris</li>
    <li>MemorableAuroras</li>
    <li>ProfitableWeapons</li>
    <li>ProperShotguns</li>
    <li>RangedStaggerRebalanced</li>
    <li>StuffedFlaks</li>
    <li>TurretExtensions</li>
    <li>TETurretExpansion</li>
    <li>UseThatSniperScope</li>
    <li>WatermillTweaks</li>
    <li>Achtung</li>
    <li>AlphaAnimals</li>
    <li>AnimalTab</li>
    <li>AnimalsLogic</li>
    <li>architect-icons</li>
    <li>AreaUnlocker</li>
    <li>AvoidFriendlyFire</li>
    <li>ImprovedWorkbenches</li>
    <li>BetterMiniMap</li>
    <li>Blueprints</li>
    <li>BoomMod</li>
    <li>CameraPlus</li>
    <li>Collapser</li>
    <li>ColorCodedMoodBar</li>
    <li>ConduitDeconstructMod</li>
    <li>CraftingQualityRebalanced</li>
    <li>DefensivePositions</li>
    <li>DoorsExpanded</li>
    <li>DrawABead</li>
    <li>Dubs Mint Menus</li>
    <li>EdBPrepareCarefully</li>
    <li>ExpandedRoofing</li>
    <li>FashionRIMsta</li>
    <li>Firestarter</li>
    <li>FluffyBreakdowns</li>
    <li>FollowMe</li>
    <li>WhatTheHack</li>
    <li>battlemounts</li>
    <li>GiddyUpCaravan</li>
    <li>GiddyUpMechanoids</li>
    <li>GiddyUpRideAndRoll</li>
    <li>TechAdvancing</li>
    <li>TD Enhancement Pack</li>
    <li>HardworkingAnimals</li>
    <li>HeatMap</li>
    <li>Hospitality</li>
    <li>Bubbles</li>
    <li>JustIgnoreMePassing</li>
    <li>LabelsOnFloor</li>
    <li>Meals On Wheels</li>
    <li>MedicalTab</li>
    <li>MendAndRecycle</li>
    <li>Moody</li>
    <li>More Faction Interaction</li>
    <li>MoreHarvestDesignators</li>
    <li>More Vanilla Turrets</li>
    <li>MoreVanillaTurretsTEPatch</li>
    <li>NamesGalore</li>
    <li>PickUpAndHaul</li>
    <li>P-Music</li>
    <li>Power Logic</li>
    <li>RT_Fuse</li>
    <li>RT_PowerSwitch</li>
    <li>PowerSwitch</li>
    <li>QualityCooldown</li>
    <li>QualityBuilder</li>
    <li>RangeFinder</li>
    <li>Realistic Rooms</li>
    <li>RelationsTab</li>
    <li>RemoteTech</li>
    <li>Replace Stuff</li>
    <li>ResearchTree</li>
    <li>ReverseCommands</li>
    <li>RIMkea</li>
    <li>Rimsenal Vanilla</li>
    <li>RunAndGun</li>
    <li>SafelyHiddenAway</li>
    <li>SameSpot</li>
    <li>SeasonalWeather</li>
    <li>SupplyAndDemand</li>
    <li>BirdsAndBees</li>
    <li>The Price Is Right</li>
    <li>Therapy</li>
    <li>Toolboxifier</li>
    <li>MarvsUghYouGotMe</li>
    <li>VergeOfGalaxy-B19.0</li>
    <li>Wall Light</li>
    <li>WheresTheGravelGrayscale</li>
    <li>While You're Up</li>
    <li>WorkTab</li>
    <li>PrepareLanding</li>
    <li>Nightvision</li>
    <li>RF - Tribal Pawn Names</li>
    <li>RF - Tribal Raiders</li>
    <li>RF - Archipelagos</li>
    <li>Flamethrower</li>
    <li>Grenade Launcher</li>
    <li>Miscellaneous_BeeAndHoney</li>
    <li>Miscellaneous_MapGenerator_FactionBase</li>
    <li>Miscellaneous_MapGenerator Urban</li>
    <li>RF - Permafrost</li>
    <li>WanderingCaravans</li>
    <li>FloorLights</li>
    <li>WildAnimalSex</li>
    <li>RF - Etched Stone Walls</li>
    <li>Spidercamp Dog Pack</li>
    <li>Dog Pack Dog Said Patch</li>
    <li>Spidercamp Horses</li>
    <li>AnimalAlerts</li>
    <li>FoodRestrictions</li>
    <li>ChangeMirror</li>
    <li>ConfigurableMaps</li>
    <li>DamageIndicators</li>
    <li>10_DESurgeries4RBSE</li>
    <li>DesignatorShapes</li>
    <li>RimworldDisasterTornado</li>
    <li>SYR_DoorMats</li>
    <li>EfficientUtilities</li>
    <li>ExtendedInspectData</li>
    <li>FactionControl</li>
    <li>FoodAlert</li>
    <li>SYR_GlowingHealroot</li>
    <li>SYR_HarvestYieldPatch</li>
    <li>Miscellaneous_Robots</li>
    <li>Robots_PlusPlus_Misc_Robots_Xtension</li>
    <li>Miscellaneous_MAI</li>
    <li>RF - Packed Lunches</li>
    <li>Playable Settlers Faction</li>
    <li>SYR_ProstheticIcons</li>
    <li>SYR_ProstheticTable</li>
    <li>RainWashesAwayFilth</li>
    <li>RimQuest</li>
    <li>Room Food</li>
    <li>RoomSense</li>
    <li>SaveStorageSettings</li>
    <li>ShelfRenamer</li>
    <li>ShowModDesignators</li>
    <li>Small Shelf</li>
    <li>SnapOut</li>
    <li>SparklingWorlds Full Mod</li>
    <li>StuffedFloors</li>
    <li>TargetingModes</li>
    <li>TradingSpot</li>
    <li>VisiblePants</li>
    <li>DefensesExpanded</li>
    <li>RimSearch</li>
    <li>Cargo Pod Transport[1.0]</li>
    <li>ModSyncRW</li>
    <li>Palisade</li>
    <li>PawnRules</li>
    <li>Smart-Speed</li>
    <li>RF - Rumor Has It</li>
    <li>RF - Scenarios</li>
    <li>Five Second Rule</li>
    <li>Fuel Economy</li>
    <li>BetterPawnControl</li>
    <li>GearUpAndGo</li>
    <li>SYR_LightRadius</li>
    <li>Mining Priority</li>
    <li>UseBedrolls</li>
    <li>What Is My Purpose</li>
    <li>Spoons_Hair_Mod</li>
    <li>DontShaveYourHead</li>
    <li>Psychology</li>
  </activeMods>
</ModsConfigData>
Title: Re: [1.0] Better Pawn Control (v1.9.5)
Post by: mospidatru on November 10, 2018, 09:49:55 AM
Need compile dll from sources. Because old dll in archive
Title: Re: [1.0] Better Pawn Control (v1.9.5)
Post by: Klump on November 11, 2018, 09:38:22 AM
Quote from: bigheadzach on November 10, 2018, 08:23:06 AM
Getting an error on load after installing this (v1.9.5). Presumed it was due to Gear Up & Go not seeing it so I moved it later, but still threw the error.
Could not find a type named BetterPawnControl.MainTabWindow_Work_Policies
Verse.Log:Error(String, Boolean)
Verse.ParseHelper:FromString(String, Type)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()



<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>2059</buildNumber>
  <activeMods>
    <li>MOD-E</li>
    <li>Core</li>
    <li>HugsLib</li>
    <li>JecsTools</li>
    <li>AllowTool</li>
    <li>ModManager</li>
    <li>Miscellaneous_Core</li>
    <li>GiddyUpCore</li>
    <li>Rah's Bionics and Surgery Expansion</li>
    <li>A_Dog_Said</li>
    <li>RimHUD</li>
    <li>Vegetable Garden</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Miscellaneous_Incidents</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>SteelIsIron</li>
    <li>ConsolidatedTraits</li>
    <li>MoreTraitSlots</li>
    <li>RimFridge</li>
    <li>VGP_Canning</li>
    <li>VGP_Garden_Drinks</li>
    <li>VGP_Fabric</li>
    <li>VGP_Garden_Gourmet</li>
    <li>VGP_Medicine</li>
    <li>VGP_Tools</li>
    <li>VGP_More Veggies</li>
    <li>VGP_Soylent Production</li>
    <li>VGP_Trees_Flowers</li>
    <li>VGP CoffeeTeaDrugs</li>
    <li>Share The Load</li>
    <li>SmartMedicine</li>
    <li>SimpleSidearms</li>
    <li>RF - Advanced Bridges</li>
    <li>RF - Concrete</li>
    <li>RF - Editable Backstories</li>
    <li>RF - Fertile Fields</li>
    <li>RF - Fishing</li>
    <li>RF - Pawns are Capable!</li>
    <li>RF - Wild Cultivation</li>
    <li>SYR_SetUpCamp</li>
    <li>T-MoreFloors</li>
    <li>ForbiddableDebris</li>
    <li>MemorableAuroras</li>
    <li>ProfitableWeapons</li>
    <li>ProperShotguns</li>
    <li>RangedStaggerRebalanced</li>
    <li>StuffedFlaks</li>
    <li>TurretExtensions</li>
    <li>TETurretExpansion</li>
    <li>UseThatSniperScope</li>
    <li>WatermillTweaks</li>
    <li>Achtung</li>
    <li>AlphaAnimals</li>
    <li>AnimalTab</li>
    <li>AnimalsLogic</li>
    <li>architect-icons</li>
    <li>AreaUnlocker</li>
    <li>AvoidFriendlyFire</li>
    <li>ImprovedWorkbenches</li>
    <li>BetterMiniMap</li>
    <li>Blueprints</li>
    <li>BoomMod</li>
    <li>CameraPlus</li>
    <li>Collapser</li>
    <li>ColorCodedMoodBar</li>
    <li>ConduitDeconstructMod</li>
    <li>CraftingQualityRebalanced</li>
    <li>DefensivePositions</li>
    <li>DoorsExpanded</li>
    <li>DrawABead</li>
    <li>Dubs Mint Menus</li>
    <li>EdBPrepareCarefully</li>
    <li>ExpandedRoofing</li>
    <li>FashionRIMsta</li>
    <li>Firestarter</li>
    <li>FluffyBreakdowns</li>
    <li>FollowMe</li>
    <li>WhatTheHack</li>
    <li>battlemounts</li>
    <li>GiddyUpCaravan</li>
    <li>GiddyUpMechanoids</li>
    <li>GiddyUpRideAndRoll</li>
    <li>TechAdvancing</li>
    <li>TD Enhancement Pack</li>
    <li>HardworkingAnimals</li>
    <li>HeatMap</li>
    <li>Hospitality</li>
    <li>Bubbles</li>
    <li>JustIgnoreMePassing</li>
    <li>LabelsOnFloor</li>
    <li>Meals On Wheels</li>
    <li>MedicalTab</li>
    <li>MendAndRecycle</li>
    <li>Moody</li>
    <li>More Faction Interaction</li>
    <li>MoreHarvestDesignators</li>
    <li>More Vanilla Turrets</li>
    <li>MoreVanillaTurretsTEPatch</li>
    <li>NamesGalore</li>
    <li>PickUpAndHaul</li>
    <li>P-Music</li>
    <li>Power Logic</li>
    <li>RT_Fuse</li>
    <li>RT_PowerSwitch</li>
    <li>PowerSwitch</li>
    <li>QualityCooldown</li>
    <li>QualityBuilder</li>
    <li>RangeFinder</li>
    <li>Realistic Rooms</li>
    <li>RelationsTab</li>
    <li>RemoteTech</li>
    <li>Replace Stuff</li>
    <li>ResearchTree</li>
    <li>ReverseCommands</li>
    <li>RIMkea</li>
    <li>Rimsenal Vanilla</li>
    <li>RunAndGun</li>
    <li>SafelyHiddenAway</li>
    <li>SameSpot</li>
    <li>SeasonalWeather</li>
    <li>SupplyAndDemand</li>
    <li>BirdsAndBees</li>
    <li>The Price Is Right</li>
    <li>Therapy</li>
    <li>Toolboxifier</li>
    <li>MarvsUghYouGotMe</li>
    <li>VergeOfGalaxy-B19.0</li>
    <li>Wall Light</li>
    <li>WheresTheGravelGrayscale</li>
    <li>While You're Up</li>
    <li>WorkTab</li>
    <li>PrepareLanding</li>
    <li>Nightvision</li>
    <li>RF - Tribal Pawn Names</li>
    <li>RF - Tribal Raiders</li>
    <li>RF - Archipelagos</li>
    <li>Flamethrower</li>
    <li>Grenade Launcher</li>
    <li>Miscellaneous_BeeAndHoney</li>
    <li>Miscellaneous_MapGenerator_FactionBase</li>
    <li>Miscellaneous_MapGenerator Urban</li>
    <li>RF - Permafrost</li>
    <li>WanderingCaravans</li>
    <li>FloorLights</li>
    <li>WildAnimalSex</li>
    <li>RF - Etched Stone Walls</li>
    <li>Spidercamp Dog Pack</li>
    <li>Dog Pack Dog Said Patch</li>
    <li>Spidercamp Horses</li>
    <li>AnimalAlerts</li>
    <li>FoodRestrictions</li>
    <li>ChangeMirror</li>
    <li>ConfigurableMaps</li>
    <li>DamageIndicators</li>
    <li>10_DESurgeries4RBSE</li>
    <li>DesignatorShapes</li>
    <li>RimworldDisasterTornado</li>
    <li>SYR_DoorMats</li>
    <li>EfficientUtilities</li>
    <li>ExtendedInspectData</li>
    <li>FactionControl</li>
    <li>FoodAlert</li>
    <li>SYR_GlowingHealroot</li>
    <li>SYR_HarvestYieldPatch</li>
    <li>Miscellaneous_Robots</li>
    <li>Robots_PlusPlus_Misc_Robots_Xtension</li>
    <li>Miscellaneous_MAI</li>
    <li>RF - Packed Lunches</li>
    <li>Playable Settlers Faction</li>
    <li>SYR_ProstheticIcons</li>
    <li>SYR_ProstheticTable</li>
    <li>RainWashesAwayFilth</li>
    <li>RimQuest</li>
    <li>Room Food</li>
    <li>RoomSense</li>
    <li>SaveStorageSettings</li>
    <li>ShelfRenamer</li>
    <li>ShowModDesignators</li>
    <li>Small Shelf</li>
    <li>SnapOut</li>
    <li>SparklingWorlds Full Mod</li>
    <li>StuffedFloors</li>
    <li>TargetingModes</li>
    <li>TradingSpot</li>
    <li>VisiblePants</li>
    <li>DefensesExpanded</li>
    <li>RimSearch</li>
    <li>Cargo Pod Transport[1.0]</li>
    <li>ModSyncRW</li>
    <li>Palisade</li>
    <li>PawnRules</li>
    <li>Smart-Speed</li>
    <li>RF - Rumor Has It</li>
    <li>RF - Scenarios</li>
    <li>Five Second Rule</li>
    <li>Fuel Economy</li>
    <li>BetterPawnControl</li>
    <li>GearUpAndGo</li>
    <li>SYR_LightRadius</li>
    <li>Mining Priority</li>
    <li>UseBedrolls</li>
    <li>What Is My Purpose</li>
    <li>Spoons_Hair_Mod</li>
    <li>DontShaveYourHead</li>
    <li>Psychology</li>
  </activeMods>
</ModsConfigData>


I'm getting the same error, and sadly do not understand you, mospidatru.
Title: Re: [1.0] Better Pawn Control (v1.9.5)
Post by: Ruisuki on November 12, 2018, 05:43:20 PM
can animal policies be used to instantly switch all animals to one owner?
Title: Re: [1.0] Better Pawn Control (v1.9.5)
Post by: mospidatru on November 12, 2018, 05:55:39 PM
Quote from: Klump on November 11, 2018, 09:38:22 AM
I'm getting the same error, and sadly do not understand you, mospidatru.

idk, about dropbox link. but mod on github not recompiled by author. Need download sources and recompile.

or you can download recompiled)
https://www.upload.ee/files/9184089/BetterPawnControl.zip.html
Title: Re: [1.0] Better Pawn Control (v1.9.5)
Post by: VouLT on November 14, 2018, 05:06:47 PM
Oh! I didn't realised the version from the dropbox was broken!! Going to fix it now! Thank you!
Title: Re: [1.0] Better Pawn Control (v1.9.5)
Post by: VouLT on November 14, 2018, 05:12:41 PM
I think it is fixed now. Can anyone confirm please?
Title: Re: [1.0] Better Pawn Control (v1.9.5)
Post by: Degenerate Paladin on November 19, 2018, 04:14:57 PM
Is there any chance of integrating this amazing mod with Animal Food Restrictions?  Its a small mod that allows you to set food policies for your animals as well as your colonists.
https://steamcommunity.com/sharedfiles/filedetails/?id=1547017052
Title: Re: [1.0] Better Pawn Control (v1.9.5)
Post by: VouLT on November 23, 2018, 05:26:09 PM
Hi @Degenerate Paladin    I'll investigate!
Title: Re: [1.0] Better Pawn Control (v1.9.7)
Post by: C0pper on November 27, 2018, 10:08:29 PM
Well, some bugs might have been fixed, but the mod news doo-hickey thingy that pops up (i presume it's a Hugslib thing) shows typos:
"Now,(hopefully) withoug bugs."

I'm only pointing it out because i nearly fainted from laughter.
For the sake of context: Been watching 4 vids about bugs in games, where Bethesda has the most amount of bugs.
And just as the 4th vid ends, the loading of my game finishes, and shows the "New Mod Features" dialogue. And the first thing that it stated is that it is "Now,(hopefully) withoug bugs."
The timing is perfect.

Granted, it's just a typo. But it got me laughing never the less... and i decided to come and share what was on my mind.

Lovely mod, btw.
Title: Re: [1.0] Better Pawn Control (v1.9.8)
Post by: VouLT on December 01, 2018, 06:02:19 PM
heheh   ;D
Title: Re: [1.0] Better Pawn Control (v1.9.8) -> Extend functionality
Post by: EntityFramework on December 03, 2018, 07:12:04 PM
Greetings Voult.

I'm currently trying to create a mod to assign weapons to the outfits dialog menu ( \\RimWorld\Dialog_ManageOutfits.cs ), and It is intended to be compatible with BCP but after days of fiddling with the codes  I'm quite at a loss since the mod is one of the hardest type (at least for me ) because it involves altering an existing vanilla method (Dialog_ManageOutfits.cs) which has no defs associated to it and I will probably need to use harmony or hugslib (Old Code injection seems unadvisable) and I pretty much suck at it.

Would you consider giving some snippets, tips, or anything to achieve what is wanted?

Some highlights:

QuoteWhat Should I change from Dialog_ManageOutfits.cs [\\Assembly-CSharp\RimWorld\Dialog_ManageOutfits.cs] so as to make it include Weapons in the filter list?

1- Change the filter list? isn't there a method to specify a filter list that includes weapons and appearal? [Should override DoWindowsContent for this]
2- Will the existing behaviour on outfits be compatible with the addition of weapons?
...
What else?
3 - Change Dialog_ManageOutfits.apparelGlobalFilter.SetAllow(ThingCategoryDefOf.Apparel, true, null, null); so as to include weapons and apparel [ should override the constructor classDialog_ManageOutfits]

Dialog_ManageOutfits
using System;
using System.Collections.Generic;
using UnityEngine;
using Verse;

namespace RimWorld
{
// Token: 0x0200082F RID: 2095
public class Dialog_ManageOutfits : Window
{
// Token: 0x06002EE4 RID: 12004 RVA: 0x0015E7D0 File Offset: 0x0015CBD0
public Dialog_ManageOutfits(Outfit selectedOutfit)
{
this.forcePause = true;
this.doCloseX = true;
this.doCloseButton = true;
this.closeOnClickedOutside = true;
this.absorbInputAroundWindow = true;
if (Dialog_ManageOutfits.apparelGlobalFilter == null)
{
Dialog_ManageOutfits.apparelGlobalFilter = new ThingFilter();
Dialog_ManageOutfits.apparelGlobalFilter.SetAllow(ThingCategoryDefOf.Apparel, true, null, null);
}
this.SelectedOutfit = selectedOutfit;
}

// Token: 0x1700077A RID: 1914
// (get) Token: 0x06002EE5 RID: 12005 RVA: 0x0015E833 File Offset: 0x0015CC33
// (set) Token: 0x06002EE6 RID: 12006 RVA: 0x0015E83B File Offset: 0x0015CC3B
private Outfit SelectedOutfit
{
get
{
return this.selOutfitInt;
}
set
{
this.CheckSelectedOutfitHasName();
this.selOutfitInt = value;
}
}

// Token: 0x1700077B RID: 1915
// (get) Token: 0x06002EE7 RID: 12007 RVA: 0x0015E84A File Offset: 0x0015CC4A
public override Vector2 InitialSize
{
get
{
return new Vector2(700f, 700f);
}
}

// Token: 0x06002EE8 RID: 12008 RVA: 0x0015E85B File Offset: 0x0015CC5B
private void CheckSelectedOutfitHasName()
{
if (this.SelectedOutfit != null && this.SelectedOutfit.label.NullOrEmpty())
{
this.SelectedOutfit.label = "Unnamed";
}
}

// Token: 0x06002EE9 RID: 12009 RVA: 0x0015E890 File Offset: 0x0015CC90
public override void DoWindowContents(Rect inRect)
{
float num = 0f;
Rect rect = new Rect(0f, 0f, 150f, 35f);
num += 150f;
if (Widgets.ButtonText(rect, "SelectOutfit".Translate(), true, false, true))
{
List<FloatMenuOption> list = new List<FloatMenuOption>();
foreach (Outfit localOut3 in Current.Game.outfitDatabase.AllOutfits)
{
Outfit localOut = localOut3;
list.Add(new FloatMenuOption(localOut.label, delegate()
{
this.SelectedOutfit = localOut;
}, MenuOptionPriority.Default, null, null, 0f, null, null));
}
Find.WindowStack.Add(new FloatMenu(list));
}
num += 10f;
Rect rect2 = new Rect(num, 0f, 150f, 35f);
num += 150f;
if (Widgets.ButtonText(rect2, "NewOutfit".Translate(), true, false, true))
{
this.SelectedOutfit = Current.Game.outfitDatabase.MakeNewOutfit();
}
num += 10f;
Rect rect3 = new Rect(num, 0f, 150f, 35f);
num += 150f;
if (Widgets.ButtonText(rect3, "DeleteOutfit".Translate(), true, false, true))
{
List<FloatMenuOption> list2 = new List<FloatMenuOption>();
foreach (Outfit localOut2 in Current.Game.outfitDatabase.AllOutfits)
{
Outfit localOut = localOut2;
list2.Add(new FloatMenuOption(localOut.label, delegate()
{
AcceptanceReport acceptanceReport = Current.Game.outfitDatabase.TryDelete(localOut);
if (!acceptanceReport.Accepted)
{
Messages.Message(acceptanceReport.Reason, MessageTypeDefOf.RejectInput, false);
}
else if (localOut == this.SelectedOutfit)
{
this.SelectedOutfit = null;
}
}, MenuOptionPriority.Default, null, null, 0f, null, null));
}
Find.WindowStack.Add(new FloatMenu(list2));
}
Rect rect4 = new Rect(0f, 40f, inRect.width, inRect.height - 40f - this.CloseButSize.y).ContractedBy(10f);
if (this.SelectedOutfit == null)
{
GUI.color = Color.grey;
Text.Anchor = TextAnchor.MiddleCenter;
Widgets.Label(rect4, "NoOutfitSelected".Translate());
Text.Anchor = TextAnchor.UpperLeft;
GUI.color = Color.white;
return;
}
GUI.BeginGroup(rect4);
Rect rect5 = new Rect(0f, 0f, 200f, 30f);
Dialog_ManageOutfits.DoNameInputRect(rect5, ref this.SelectedOutfit.label);
Rect rect6 = new Rect(0f, 40f, 300f, rect4.height - 45f - 10f);
Rect rect7 = rect6;
ref Vector2 ptr = ref this.scrollPosition;
ThingFilter filter = this.SelectedOutfit.filter;
ThingFilter parentFilter = Dialog_ManageOutfits.apparelGlobalFilter;
int openMask = 16;
IEnumerable<SpecialThingFilterDef> forceHiddenFilters = this.HiddenSpecialThingFilters();
ThingFilterUI.DoThingFilterConfigWindow(rect7, ref ptr, filter, parentFilter, openMask, null, forceHiddenFilters, false, null, null);
GUI.EndGroup();
}

// Token: 0x06002EEA RID: 12010 RVA: 0x0015EBF0 File Offset: 0x0015CFF0
private IEnumerable<SpecialThingFilterDef> HiddenSpecialThingFilters()
{
yield return SpecialThingFilterDefOf.AllowNonDeadmansApparel;
yield break;
}

// Token: 0x06002EEB RID: 12011 RVA: 0x0015EC0C File Offset: 0x0015D00C
public override void PreClose()
{
base.PreClose();
this.CheckSelectedOutfitHasName();
}

// Token: 0x06002EEC RID: 12012 RVA: 0x0015EC1A File Offset: 0x0015D01A
public static void DoNameInputRect(Rect rect, ref string name)
{
name = Widgets.TextField(rect, name, 30, Outfit.ValidNameRegex);
}

// Token: 0x04001942 RID: 6466
private Vector2 scrollPosition;

// Token: 0x04001943 RID: 6467
private Outfit selOutfitInt;

// Token: 0x04001944 RID: 6468
public const float TopAreaHeight = 40f;

// Token: 0x04001945 RID: 6469
public const float TopButtonHeight = 35f;

// Token: 0x04001946 RID: 6470
public const float TopButtonWidth = 150f;

// Token: 0x04001947 RID: 6471
private static ThingFilter apparelGlobalFilter;
}
}


Regards
Title: Re: [1.0] Better Pawn Control (v1.9.8)
Post by: blues on December 04, 2018, 01:18:33 PM
Hello VouLT. Thanks for the good mod.

I want to report a possible bug after your latest update. Whenever i change the priority of any job and then close the work tab (not fluffy's, the original one) the priorities reset itself. It doesn't generate any errors in the console, just resets the work priorities.

This bug doesn't appear in other windows like animals and restrictions etc. I removed the mod (1.9,8) and the bug was gone. I re-installed the mod's older version (1.9.7), no bugs.

My most possibly but not likely related mod list: allow tool, cleaning priority, pick up and haul, pawns are capable.

If requested, the pandora's box:

<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <version>1.0.2096 rev473</version>
  <activeMods>
    <li>Core</li>
    <li>_hugs lib</li>
    <li>fluffy mod manager</li>
    <li>_jecs tools</li>
    <li>cassandra hardcore</li>
    <li>rf configurable maps</li>
    <li>tornado</li>
    <li>rf faction control</li>
    <li>map reroll</li>
    <li>more faction interactions</li>
    <li>_my little planet</li>
    <li>rf realistic planets</li>
    <li>_edb prepare carefully</li>
    <li>kidnapped camp</li>
    <li>large outposts</li>
    <li>snowy trees</li>
    <li>sparkling events</li>
    <li>rf tribal raiders</li>
    <li>rf wild cultivation</li>
    <li>allow tool</li>
    <li>animals tab</li>
    <li>camera plus</li>
    <li>ed enhanced options</li>
    <li>heat map</li>
    <li>hotkeys</li>
    <li>fluffy medical tab</li>
    <li>moody</li>
    <li>rf more trait slots</li>
    <li>prisoner ransom</li>
    <li>_researchpal</li>
    <li>stack xxl</li>
    <li>save our ship</li>
    <li>animals logic</li>
    <li>avoid ff</li>
    <li>BetterPawnControl</li>
    <li>better workbenches</li>
    <li>CleaningPriority</li>
    <li>common sense</li>
    <li>dead mans clothing</li>
    <li>death rattle</li>
    <li>dismiss trader</li>
    <li>billy pods</li>
    <li>_ignore me passing</li>
    <li>_more practical traits</li>
    <li>rf pawns capable</li>
    <li>_pick up and haul</li>
    <li>quality builder</li>
    <li>quality surgeon</li>
    <li>_RBSE 2.0</li>
    <li>room food</li>
    <li>run&amp;gun</li>
    <li>run&amp;hide</li>
    <li>shoo</li>
    <li>_simple sidearms</li>
    <li>_smart medicine</li>
    <li>snap out</li>
    <li>raids go wrong</li>
    <li>speed tweaks</li>
    <li>_static quality plus</li>
    <li>table diner</li>
    <li>TargetingModes</li>
    <li>cargo pod transport</li>
    <li>chemicals neutroamine</li>
    <li>doors expanded</li>
    <li>lt door mat</li>
    <li>dubs bad hygiene</li>
    <li>dubs paint shop</li>
    <li>equipment deterioration</li>
    <li>rf etched walls</li>
    <li>expanded roofing</li>
    <li>fluffy breakdowns</li>
    <li>hold open</li>
    <li>IdlePowerConsumption</li>
    <li>locks</li>
    <li>sd luciferum</li>
    <li>mend and recycle</li>
    <li>misc core</li>
    <li>misc training</li>
    <li>ProperShotguns</li>
    <li>restraints</li>
    <li>show hair</li>
    <li>WatermillTweaks</li>
    <li>rimmsqol</li>
    <li>the ghosts</li>
    <li>hyena</li>
    <li>horse</li>
    <li>giddyup core</li>
    <li>giddyup battle</li>
    <li>giddyup caravan</li>
    <li>giddyup roll</li>
    <li>more mech</li>
    <li>raiderpedes</li>
    <li>rimsenal feral</li>
    <li>sd advanced power</li>
    <li>arrow please</li>
    <li>bones</li>
    <li>ed embrasures</li>
    <li>ed laser drill</li>
    <li>enhanced battery</li>
    <li>FashionRIMsta</li>
    <li>fish industry</li>
    <li>new furniture</li>
    <li>sd goodnight</li>
    <li>industrial age</li>
    <li>industrial rollers</li>
    <li>md2 walls</li>
    <li>sd medic addons</li>
    <li>MiningCo. AlertSpeaker</li>
    <li>MiningCo. MiningHelmet</li>
    <li>MiningCo. MMS</li>
    <li>MiningCo. Projector</li>
    <li>more linkables</li>
    <li>parallel powergrid</li>
    <li>power logic</li>
    <li>redist heat</li>
    <li>rimatomics</li>
    <li>rimefeller</li>
    <li>rimfridge</li>
    <li>sd round tables</li>
    <li>rt fuse battery</li>
    <li>rt switch</li>
    <li>rt solar shield</li>
    <li>lightning rod</li>
    <li>temp gauge</li>
    <li>time switch</li>
    <li>wall light</li>
    <li>weapon tech tools floors</li>
    <li>Vegetable Garden</li>
    <li>VGP_Garden_Drinks</li>
    <li>VGP_Fabric</li>
    <li>VGP_Garden_Gourmet</li>
    <li>VGP_Medicine</li>
    <li>VGP_Tools</li>
    <li>VGP_More Veggies</li>
    <li>sd bridges</li>
    <li>zen garden</li>
    <li>seeds please</li>
  </activeMods>
</ModsConfigData>

I'm gonna paste this report to your steam page also, in case... something.
Thanks!
Title: Re: [1.0] Better Pawn Control (v1.9.8)
Post by: EntityFramework on December 04, 2018, 06:04:57 PM
Quote from: xenophon on December 04, 2018, 01:18:33 PM
Hello VouLT. Thanks for the good mod.

I want to report a possible bug after your latest update. Whenever i change the priority of any job and then close the work tab (not fluffy's, the original one) the priorities reset itself. It doesn't generate any errors in the console, just resets the work priorities.

This bug doesn't appear in other windows like animals and restrictions etc. I removed the mod (1.9,8) and the bug was gone. I re-installed the mod's older version (1.9.7), no bugs.

My most possibly but not likely related mod list: allow tool, cleaning priority, pick up and haul, pawns are capable.

If requested, the pandora's box:

<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <version>1.0.2096 rev473</version>
  <activeMods>
    <li>Core</li>
    <li>_hugs lib</li>
    <li>fluffy mod manager</li>
    <li>_jecs tools</li>
    <li>cassandra hardcore</li>
    <li>rf configurable maps</li>
    <li>tornado</li>
    <li>rf faction control</li>
    <li>map reroll</li>
    <li>more faction interactions</li>
    <li>_my little planet</li>
    <li>rf realistic planets</li>
    <li>_edb prepare carefully</li>
    <li>kidnapped camp</li>
    <li>large outposts</li>
    <li>snowy trees</li>
    <li>sparkling events</li>
    <li>rf tribal raiders</li>
    <li>rf wild cultivation</li>
    <li>allow tool</li>
    <li>animals tab</li>
    <li>camera plus</li>
    <li>ed enhanced options</li>
    <li>heat map</li>
    <li>hotkeys</li>
    <li>fluffy medical tab</li>
    <li>moody</li>
    <li>rf more trait slots</li>
    <li>prisoner ransom</li>
    <li>_researchpal</li>
    <li>stack xxl</li>
    <li>save our ship</li>
    <li>animals logic</li>
    <li>avoid ff</li>
    <li>BetterPawnControl</li>
    <li>better workbenches</li>
    <li>CleaningPriority</li>
    <li>common sense</li>
    <li>dead mans clothing</li>
    <li>death rattle</li>
    <li>dismiss trader</li>
    <li>billy pods</li>
    <li>_ignore me passing</li>
    <li>_more practical traits</li>
    <li>rf pawns capable</li>
    <li>_pick up and haul</li>
    <li>quality builder</li>
    <li>quality surgeon</li>
    <li>_RBSE 2.0</li>
    <li>room food</li>
    <li>run&amp;gun</li>
    <li>run&amp;hide</li>
    <li>shoo</li>
    <li>_simple sidearms</li>
    <li>_smart medicine</li>
    <li>snap out</li>
    <li>raids go wrong</li>
    <li>speed tweaks</li>
    <li>_static quality plus</li>
    <li>table diner</li>
    <li>TargetingModes</li>
    <li>cargo pod transport</li>
    <li>chemicals neutroamine</li>
    <li>doors expanded</li>
    <li>lt door mat</li>
    <li>dubs bad hygiene</li>
    <li>dubs paint shop</li>
    <li>equipment deterioration</li>
    <li>rf etched walls</li>
    <li>expanded roofing</li>
    <li>fluffy breakdowns</li>
    <li>hold open</li>
    <li>IdlePowerConsumption</li>
    <li>locks</li>
    <li>sd luciferum</li>
    <li>mend and recycle</li>
    <li>misc core</li>
    <li>misc training</li>
    <li>ProperShotguns</li>
    <li>restraints</li>
    <li>show hair</li>
    <li>WatermillTweaks</li>
    <li>rimmsqol</li>
    <li>the ghosts</li>
    <li>hyena</li>
    <li>horse</li>
    <li>giddyup core</li>
    <li>giddyup battle</li>
    <li>giddyup caravan</li>
    <li>giddyup roll</li>
    <li>more mech</li>
    <li>raiderpedes</li>
    <li>rimsenal feral</li>
    <li>sd advanced power</li>
    <li>arrow please</li>
    <li>bones</li>
    <li>ed embrasures</li>
    <li>ed laser drill</li>
    <li>enhanced battery</li>
    <li>FashionRIMsta</li>
    <li>fish industry</li>
    <li>new furniture</li>
    <li>sd goodnight</li>
    <li>industrial age</li>
    <li>industrial rollers</li>
    <li>md2 walls</li>
    <li>sd medic addons</li>
    <li>MiningCo. AlertSpeaker</li>
    <li>MiningCo. MiningHelmet</li>
    <li>MiningCo. MMS</li>
    <li>MiningCo. Projector</li>
    <li>more linkables</li>
    <li>parallel powergrid</li>
    <li>power logic</li>
    <li>redist heat</li>
    <li>rimatomics</li>
    <li>rimefeller</li>
    <li>rimfridge</li>
    <li>sd round tables</li>
    <li>rt fuse battery</li>
    <li>rt switch</li>
    <li>rt solar shield</li>
    <li>lightning rod</li>
    <li>temp gauge</li>
    <li>time switch</li>
    <li>wall light</li>
    <li>weapon tech tools floors</li>
    <li>Vegetable Garden</li>
    <li>VGP_Garden_Drinks</li>
    <li>VGP_Fabric</li>
    <li>VGP_Garden_Gourmet</li>
    <li>VGP_Medicine</li>
    <li>VGP_Tools</li>
    <li>VGP_More Veggies</li>
    <li>sd bridges</li>
    <li>zen garden</li>
    <li>seeds please</li>
  </activeMods>
</ModsConfigData>

I'm gonna paste this report to your steam page also, in case... something.
Thanks!

Just in case, I don't seem to be having that problem.. using the latest BCP patch ( v1.9.8 )

My ModList

  <activeMods>
    <li>Core</li>
    <li>HugsLib</li>
    <li>BetterPawnControl</li>
    <li>PathAvoid</li>
    <li>While You are Up</li>
    <li>PickUpAndHaul</li>
    <li>P-Music</li>
    <li>HeatMap</li>
    <li>MedicalTab</li>
    <li>AvoidFriendlyFire</li>
    <li>Pharmacist</li>
    <li>RimworldSearchAgency</li>
    <li>AreaUnlocker</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>PriorityClean</li>
    <li>MoreHarvestDesignators</li>
    <li>kNumbers</li>
    <li>Blueprints</li>
    <li>GearUpAndGo</li>
    <li>SnapOut</li>
  </activeMods>

Title: Re: [1.0] Better Pawn Control (v1.9.8)
Post by: blues on December 05, 2018, 07:05:47 AM
As VouLT suggested, I just re-installed the 1.9,8 version and the bug didn't re-emerge. Problem solved. Thanks:)
Title: Re: [1.0] Better Pawn Control (v1.9.8)
Post by: VouLT on December 20, 2018, 05:57:33 AM
Hi @EntityFramework    What you are trying to do is a very cool feature that I personally would like it very much. At one point the world got the feature when BPC integrated with Combat Extended. So, we got Loadouts. You can check the code for Combat Extended here https://github.com/NoImageAvailable/CombatExtended.   This should help!
Title: Re: [1.0] Better Pawn Control (v1.9.8)
Post by: EntityFramework on December 23, 2018, 10:16:03 AM
Quote from: VouLT on December 20, 2018, 05:57:33 AM
Hi @EntityFramework    What you are trying to do is a very cool feature that I personally would like it very much. At one point the world got the feature when BPC integrated with Combat Extended. So, we got Loadouts. You can check the code for Combat Extended here https://github.com/NoImageAvailable/CombatExtended.   This should help!

Well, I just post the WIP version  of the mod I am trying to do. It works fine, but you have to overwrite the assembly.dll for that.. still no incompatibility issues.. Check the github repo:

https://github.com/ErnestUTN/Rimworld_WeaponsAndOutfits

Title: Re: [1.0] Better Pawn Control (v1.9.8)
Post by: VouLT on January 14, 2019, 08:38:57 AM
Hi @EntityFramework 

This is trully great!! Thank you very much for this! ;D
Title: Re: [1.0] Better Pawn Control (v1.9.8)
Post by: gaberad on January 15, 2019, 02:12:58 AM
I'm getting this odd behavior where if I save the game and then switch the restrict policy, when I reload the save the restrict policy doesn't change back to what it was when it was saved, and the allowed areas for the restrict policy it was switched to have been overwritten by the allowed areas for the restrict policy from before the save.

It's a bit hard to explain, but these are the steps, can anyone reproduce?

1. Create 2 areas: Main and Safe
2. Create 2 Restrict policies, Main and Safe, and set their allowed areas to Main and Safe areas respectively
3. Set the restrict policy to Main
4. Save
5. Set the restrict policy to Safe
6. Load the save (either from in-game, or quitting back to the main menu)

If I check the Restrict tab after loading the save, the Restrict policy is set to Safe, but the allowed areas are set to the Main area. If I switch to the Main policy, then switch back to the Safe policy, the Safe policy still has the Main allowed area (i.e. the Safe policy allowed area has been overwritten).

So it's like its loading the allowed area from the save (correctly), but remembering the last used restrict policy, and overwriting its allowed area or something.

This only happens for the Restrict tab, the Animals tab works fine in this regard. Doesn't happen if I quit to the desktop, restart RimWorld, and load from the main menu.

using v.1.9.8, tested it as the only mod activated.
Title: Re: [1.0] Better Pawn Control (v1.9.8)
Post by: VouLT on January 17, 2019, 06:15:07 PM
Hi Gaberad

Thank you for the report! I'll check!
Title: Re: [1.0] Better Pawn Control (v1.9.8)
Post by: xtitanx on January 23, 2019, 01:49:25 PM
Hi,
I was wondering how to use the police for the work tab. I set up a policy, but there is no way to use it on the work tab. The cog is missing. I have Fluffy's work tab installed, could that be an issue?
Title: Re: [1.0] Better Pawn Control (v1.9.8)
Post by: xtitanx on January 24, 2019, 05:30:34 PM
Hello,
I really love this mod, and would like to make a suggestion. I think it would be a great idea to link policies across the different groups, if possible.

For example, I am using the mod right now in the simplest way of having War/Peace policies. In each group I have set things for when there's no combat happening and for when I'm being raided. Right now, I have to go to each tab and set each one to War/Peace, so they match up.

It would be great if I could simply link a row of policy, so then when I switch it in one tab, it switches all the other tabs to the same policy group.

Cheers! Great mod!
Title: Re: [1.0] Better Pawn Control (v1.9.8)
Post by: VouLT on January 29, 2019, 09:14:05 AM
Hi xtitanx

Your last suggestion is a old time one already proposed by different people and one that I am also very fond of. The challange is the where and how one could manage those master buttons. Opening a tab, pressing the cog and then a button to select a policy that is applied to all tabs? What if you wish to only apply to 2 tabs but not three?

Currently, If you change on all tabs, it's 6 clicks.
If there is a master button on the cog screen, it's 3 clicks.
I think a master button on the cog screen is a bad idea. I don't think it is a easy problem to solve :-)
Title: Re: [1.0] Better Pawn Control (v1.9.8)
Post by: moonra on January 30, 2019, 09:46:03 PM
If possible you could add a toggleable button that links the setups with the same name.
Title: Re: [1.0] Better Pawn Control (v1.9.8)
Post by: xtitanx on February 08, 2019, 10:31:21 PM
Quote from: VouLT on January 29, 2019, 09:14:05 AM
Hi xtitanx

Your last suggestion is a old time one already proposed by different people and one that I am also very fond of. The challange is the where and how one could manage those master buttons. Opening a tab, pressing the cog and then a button to select a policy that is applied to all tabs? What if you wish to only apply to 2 tabs but not three?

Currently, If you change on all tabs, it's 6 clicks.
If there is a master button on the cog screen, it's 3 clicks.
I think a master button on the cog screen is a bad idea. I don't think it is a easy problem to solve :-)

But you don't have to select the cog to change a policy. You change it on the tab you're on. If I'm on the animals tab, I can set the animal policy directly on that tab.

What you would do is assign policy in a group inside the policy tab. It would be very easy to create a UI that allowed you to click create linkage between the tabs. Then when you change any policy on any tab, the others would auto set.

Once set up it would be a single click.
Title: Re: [1.0] Better Pawn Control (v1.9.8)
Post by: EntityFramework on February 10, 2019, 05:01:25 PM
Hi Voult, Just passing by to tell you that a revamped version of WeaponsAndOutfits is almost finished and I look forward to integrate your mod functionality within mine. :)

[attachment deleted due to age]
Title: Re: [1.0] Better Pawn Control (v1.9.8)
Post by: VouLT on February 15, 2019, 05:50:24 PM
@EntityFramework 
This is great!! NICE!
Title: Re: [1.0] Better Pawn Control (v1.9.8)
Post by: EntityFramework on February 17, 2019, 06:33:13 PM
Quote from: VouLT on February 15, 2019, 05:50:24 PM
@EntityFramework 
This is great!! NICE!

Thanks Voult!, btw I just released the public beta:

Ludeon forum: https://ludeon.com/forums/index.php?topic=48068.msg453787#msg453787
Github: https://github.com/ErnestUTN/WeaponsOfChoice/releases

I am trying to fiddle with your code to see If I can integrate it within my mod. Do you know if it is hard to make a patch in your mod to save and load the policies for the weapons column?
Title: Re: [1.0] Better Pawn Control (v1.9.9)
Post by: VouLT on February 20, 2019, 07:23:05 PM
Hello all!
I just released v1.9.9 which fixes a bug related to BPC data being re-used between saves during the same game session.
Title: Re: [1.0] Better Pawn Control (v1.9.9)
Post by: Amnesiac on February 24, 2019, 02:10:15 AM
Is the dropbox link supposed to link to github? and only available in source code?
Title: Re: [1.0] Better Pawn Control (v1.9.9)
Post by: Canute on February 24, 2019, 03:20:43 AM
Just ignore the "Dropbox" behind Download, the author didn't adjust the text yet :-)
And yes Source code is the one you need to download.

Title: Re: [1.0] Better Pawn Control (v1.9.9)
Post by: EntityFramework on February 24, 2019, 11:34:46 AM
I recompiled your Mod to make it work with WeaponOfChoice  and it works just fine. I still need to fix a critical error in WeaponOfChoice though
Title: Re: [1.0] Better Pawn Control (v1.9.9)
Post by: VouLT on February 25, 2019, 08:10:48 AM
Hi EntityFramework,

As far as I can tell you shouldn't require to recompile your mod everytime a new version comes out from BPC, specially if the functions you integrating with haven't changed the signature. I've also stopped updating the Assembly version and started using the version.xml file instead. What do you think of this?
Title: Re: [1.0] Better Pawn Control (v1.9.9)
Post by: EntityFramework on February 25, 2019, 11:56:25 AM
Quote from: VouLT on February 25, 2019, 08:10:48 AM
Hi EntityFramework,

As far as I can tell you shouldn't require to recompile your mod everytime a new version comes out from BPC, specially if the functions you integrating with haven't changed the signature. I've also stopped updating the Assembly version and started using the version.xml file instead. What do you think of this?

Nono, I'm not recompiling my mod, I'm recompiling yours, because the changes to integrate your mod within mine are done in your assembly. If you want I can give the assembly or the code of your mod that I modified to make it compatible
Title: Re: [1.0] Better Pawn Control (v2.0.0)
Post by: Think3r on July 21, 2019, 07:44:58 AM
Hi,

excuse me if this has already been covered here but I couldn't find a search function to search only this topic: could you make this mod compatible with Pawn Rules (http://"https://ludeon.com/forums/index.php?topic=43086.0"), please? I used Better Pawn Control long before I wanted to restrict animal food in order to avoid animals getting fed meals by my colonists. But when I added Pawn Rules, all my policies got <overridden> - that's exactly the phrase. So instead of food policy, e.g. "Lavish", it read "<overridden>" which could not be changed by choosing other food policies.

Fortunately, I could savely deactivate/remove Pawn Rules after having played and saved the game for a couple of minutes, before I noticed the bug. I didn't use any of Pawn Rules' functions until this point.

Greetz
Title: Re: [1.0] Better Pawn Control (v2.0.2)
Post by: Pangaea on October 04, 2019, 08:32:22 PM
Is this mod compatible with Animal Tab or not? I'm unsure because in the first post there is a warning about it not being compatible, but then Fluffy is also thanked for working on Animal Tab integration.

My main wish is to make it less painful to switch animals back and forth between zones when raids happen.
Title: Re: [1.0] Better Pawn Control (v2.0.2)
Post by: JaJe on October 17, 2019, 05:19:59 PM
To me, it does not appear the policy tab on Work tab. I am using the Fluffy work tab mod. Any idea? or it is incompatible with his mod?
Title: Re: [1.0] Better Pawn Control (v2.0.2)
Post by: VouLT on November 19, 2019, 12:45:08 PM
This mod is not fully compatible or with Fluffly's Animal Tab mod nor with Work Tab mod.
This mod was once compatible with Fluffy's Animal Tab and Fluffy's help was required to allow the integration. However it became incompatible after a change in Animal Tab. Unfortunately, there is no expectation for future compatibility at this present time. :(
Title: Re: [1.0] Better Pawn Control (v2.0.2)
Post by: Pangaea on November 20, 2019, 07:26:18 AM
Quote from: VouLT on November 19, 2019, 12:45:08 PM
This mod is not fully compatible or with Fluffly's Animal Tab mod nor with Work Tab mod.

  • If used with Animal Tab mod, the Animal Filter button disappears
  • If used with Work Tab mod, the BPC buttons, on the Work Tab, disappears
This mod was once compatible with Fluffy's Animal Tab and Fluffy's help was required to allow the integration. However it became incompatible after a change in Animal Tab. Unfortunately, there is no expectation for future compatibility at this present time. :(

Thank you for this overview, that also answers my question above. I have used the mod anyway, however, and haven't had any problems with it. When comparing with/without it now, I see the differences you mention. They're not big misses though, at least for me. But then I only use Better Pawn Control to easily switch zones for the horde of animals between raids/peace.

Would be great if these mods were made fully compatible again, though, as I imagine quite a few people use them.
Title: Re: [1.1] Better Pawn Control (v2.0.3)
Post by: VouLT on February 23, 2020, 08:53:20 AM
Updated for 1.1! Available at https://github.com/voult2/BetterPawnControl/releases/tag/v2.0.3
Ready to push this to live! If anyone has the opportunity to test this new version in 1.1, with an 1.0 save, during the next hours, I would feel much safer!
Title: Re: [1.1] Better Pawn Control (v2.0.3)
Post by: steviebuk on February 23, 2020, 03:32:41 PM
I get this when loading a version 1 save

https://gist.github.com/01dcc41c8b1d781bb804803133c821e6
Title: Re: [1.1] Better Pawn Control (v2.0.3)
Post by: VouLT on February 23, 2020, 04:00:25 PM
Quote from: steviebuk on February 23, 2020, 03:32:41 PM
I get this when loading a version 1 save

https://gist.github.com/01dcc41c8b1d781bb804803133c821e6
That's weird. It seems you are using an old version. Can you make sure you're using the version 2.0.3 from github?
I say this because version 2.0.3 no longer uses "targetVersion", and from the logs it seems you are using an old version that uses this old code (or configuration).  Can you please double check you are using the correct version?
Title: Re: [1.1] Better Pawn Control (v2.0.3)
Post by: steviebuk on February 23, 2020, 04:19:49 PM
I think those errors are talking about 2 other mods I can't seem to delete.

But I def have the 2.0.3 version.

2.0.2 is appearing in my list as well, which is odd as I have no folder for that version of the mod in the C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods folder.
Title: Re: [1.1] Better Pawn Control (v2.0.3)
Post by: steviebuk on February 23, 2020, 04:25:33 PM
I've worked out the mod folders and steam issue. So only have your mod now. But still get this

https://gist.github.com/5a761c10934235e06d1904135e122dea

Title: Re: [1.1] Better Pawn Control (v2.0.3)
Post by: VouLT on February 23, 2020, 04:37:26 PM
@steviebuk   I think I found the problem. A typo. I've updated the 2.0.3 release on github. Still 2.0.3 version. (I deleted the previous release). Can you check test on your side?
Title: Re: [1.1] Better Pawn Control (v2.0.3)
Post by: steviebuk on February 23, 2020, 07:15:09 PM
Quote from: VouLT on February 23, 2020, 04:37:26 PM
@steviebuk   I think I found the problem. A typo. I've updated the 2.0.3 release on github. Still 2.0.3 version. (I deleted the previous release). Can you check test on your side?

:(

https://gist.github.com/HugsLibRecordKeeper/761f39e70d2b6a985f5815525b2030cb
Title: Re: [1.1] Better Pawn Control (v2.0.3)
Post by: steviebuk on February 24, 2020, 04:18:03 AM
Now 1.1 has officially gone live and out of unstable, I'm no longer getting errors with your mod at start up. And although I don't fully know how to fully use the mod, for what I want (being able to change everyones clothes all at once) it appears to be working fine now

:)
Title: Re: [1.1] Better Pawn Control (v2.0.3)
Post by: Alitta88 on March 05, 2020, 11:44:21 PM
Thank you for updating this awesome mod. I have one question, I already have Pawn Rules by Jaxe installed. Would it be incompatible with Better Pawn Control ?
Title: Re: [1.1] Better Pawn Control (v2.0.3)
Post by: wreckcelsior on March 14, 2020, 12:18:14 PM
v1.0 - I just wanted to include a conflict for your "compatibility" list... Menhi's "[1.0] Numbers_(2019_04_27)" mod makes the animal drop down disappear, I guess much similar to the conflict listed with Animal Tab on your Steam page. 
I've also posted a message for Menhi; just so that players are aware of the conflict.
Thanks for all of your great work.
cheers.
Title: Re: [1.1] Better Pawn Control (v2.0.3)
Post by: peke on March 14, 2020, 03:53:52 PM
Could you update the mod on GitHub? The "releases" section only has the source code for download.
Title: Re: [1.1] Better Pawn Control (v2.0.3)
Post by: wreckcelsior on March 17, 2020, 08:45:12 AM
@peke... it's usable. 
I've been using 2.0.2 for ages and the files in it are the same as 2.0.3, just older.
(Maybe I've been doing it wrong, but I have had zero problems.)

cheers.
Title: Re: [1.1] Better Pawn Control (v2.0.6)
Post by: VouLT on September 02, 2020, 03:00:31 PM
v2.1.0
- New Feature: Added Emergency toggle to set the 4 policy presets for each tab all at once
- New Feature: Emergency ON automatically interrupts whatever the pawns are doing
- Fix: Copy/Paste now works as intended and doesn't break current policies
Title: Re: [1.1] Better Pawn Control (v2.1.1)
Post by: yuganxia on September 14, 2020, 12:59:43 AM
Chinese simple translation needs update.
I have done this part.
plz consider to add it into your mod update.
thx
Title: Re: [1.1] Better Pawn Control (v2.1.1)
Post by: yuganxia on September 14, 2020, 07:01:53 AM
Quote from: yuganxia on September 14, 2020, 12:59:43 AM
Chinese simple translation needs update.
I have done this part.
plz consider to add it into your mod update.

Seems bugged ,I will check it later.
thx
Title: Re: [1.3] Better Pawn Control (v2.2)
Post by: VouLT on July 11, 2021, 09:51:19 AM
V2.2 released! Mod Major compatibility overall and 1.3 support ^^

Change log:
- Added support for RimWorld 1.3
- Removed dependency from HugLibs
- MainTabs events are now Patched (via Harmony) instead of inherited. This should dramatically reduce mod conflicts.
Title: Re: [1.3] Better Pawn Control (v2.2.4)
Post by: VouLT on August 08, 2021, 06:52:18 PM
v2.3
- Added default care to colonist and prisoners
- Added default outfit, food, drugs and med care to slaves
- Improved BPC UI
- Added setting to disable WorkTab's BPC buttons when Fluffy's Work tab mod is active
- Fixed prisoner not being removed if exit map
Title: Re: [1.4] Better Pawn Control (v2.4)
Post by: VouLT on October 30, 2022, 09:52:17 AM
v2.4.0.1
- Added suport for Rimworld 1.4
- Tentative fix for Combat Extended integration (thanks Deno226)
Title: Re: [1.4] Better Pawn Control (v2.4.2)
Post by: sai05 on November 30, 2022, 10:09:22 AM
Hai ilike to inform you this mod conflic with Hardworking animals 1.4 https://steamcommunity.com/sharedfiles/filedetails/?id=933324235