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RimWorld => Mods => Releases => Topic started by: falconne on May 30, 2017, 06:16:40 AM

Title: [1.2] Better Workbench Management (QoL mod)
Post by: falconne on May 30, 2017, 06:16:40 AM
Most of what this mod did is now in vanilla. The current version just adds in the features that have not been included in vanilla, which are described below.





This mod adds some some QoL features to the workbench and bills overview screens:

  • When the "Count Equipped" option is selected in bill details, adds an option to also count equipped items even when colonists are away from their home map (e.g. caravaning or raiding).
  • Fixes inconsistency in vanilla where items without quality or hitpoints, like meals and medicine, are not counted if they are not in a stockpile.
  • A "Copy All" button has been added to the bills overview to copy all the bills in a workbench. The paste button will then paste all copied bills.
  • When pasting bills you can "Paste Link", which links the bills back to their originals. Any changes made to a linked bill will be mirrored to all bills in the chain. Links can be made across workbenches and can be broken manually later.
  • When a workbench is selected, its Bills tab will automatically open. This can be disabled in the Mod Settings menu.
  • Bills using "Do until X" now have a button to add arbitrary extra products to be counted. For example, you can create a bill to produce X Simple Meals and set that bill to also count Fine and Lavish Meals in the final count.
  • Bills set to resume production when stock falls to a certain level now show that level in brackets on the workbench overview. The "Do until you have X" button label has been shortened to "Do until X" to make this fit.
  • Button added next to each bill allowing the toggling of bill store mode between "Drop on Floor" and "Take to Best Stockpile" from the bills overview page.
  • You can drag to reorder bills in a workbench's overview instead of having to use the up/down buttons. Dragging works from anywhere in a bill's background or use the drag box that has replaced the buttons.
  • Navigation arrows added to bill details window to navigate between bills in that workbench.
  • Ability to rename bills.
  • When a single bill is copied, a "Paste Into" button appears on every other bill, in the bill details and workbench overview screen. This button will paste all compatible settings from the source bill into the target bill, except for the output product itself. For e.g., you can create a number of tailoring jobs for different items of clothing, adjust the production counts and material filters for one and paste these into all the others. Any job's settings can be pasted into another, but not all settings are compatible between all recipes; incompatible settings will not be copied.
  • The Mod Options section for this mod lets you change the default store mode of new bill's to "Drop on floor" instead of "Take to best stockpile".

Notes

  • When a bill is copied only a reference to the copied bill is made at the time. No data copy is done until you paste, so if you change the original bill before pasting, the pasted bill will have the modified data. If you delete a copied bill, it will be removed from the "clipboard" too.

  • Can be added to existing save.

(http://i.imgur.com/yszVovYh.png) (https://imgur.com/yszVovY)



Download from Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=935982361)
Direct Download: Github Release (https://github.com/Falconne/ImprovedWorkbenches/releases)

Source Code: Github (https://github.com/Falconne/ImprovedWorkbenches)




(http://i.imgur.com/n6cd16Qh.png) (https://imgur.com/n6cd16Q)


Planned Updates
You can view planned features and known bugs here (https://github.com/Falconne/ImprovedWorkbenches/issues).

Notes

Released with GPLv3 license. You can use it in your own GPL mods, just give me credit.

Translation credits (GitHub usernames):
  Russian by @skyarkhangel, @lex1975
  Simplified Chinese by @mm615657
  Japanese by @Proxyer
  Spanish by @53N4
  Korean by @LazyRichard

Feature contributions:
  @alextd
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: SuedKAT on May 30, 2017, 07:03:40 AM
Nice mod!

Previously I've used for example the Mending mod which come with a recycle table and had everything with less than desired quality being recycled or just simply sold everything "bad" when ever a trader came around. However since I want to prioritize the tailoring jobs before the recycling jobs this meant that it wasn't working flawlessly and when I sold a a lot of apparel at the same time my tailors at times couldn't keep up. With this my tailors can work away until I get the apparel I want in the quality I want and then I can just recycle the rest when ever they have nothing better to do.
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: Mehni on May 30, 2017, 07:17:44 AM
Awesome. Thank you!
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: Mkok on May 30, 2017, 07:41:09 AM
Looks nice. I have a question. Can this be loaded into existing colony?
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: mazacik on May 30, 2017, 07:43:17 AM
Could you add a dropbox/mediafire link please?
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: kosh401 on May 30, 2017, 10:24:27 AM
I only let my ppl wear Normal+ and 50%+ clothing and scrap the rest, but after a raid for example having extra damaged/poor clothing now in storage, my tailors would stop their creation work since those poor items counted against the "do until x" cap. So this is a pretty nice addition, thanks :D
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: BlackSmokeDMax on May 30, 2017, 10:42:12 AM
Excellent mod!

Any chance you could also include a couple items that the AC-Enchanced Crafting mod (not updated to A17 as of yet) had as well? The couple things that are really helpful from there are:

1. Buttons for changing the resume bill level. Much better for fine grain control rather than trying to drag the slider in vanilla.
2. Renaming the bills.
3. Assigning worker!

Think with those twothree, plus your excellent new changes would make a perfect blend with vanilla function.

edit: added in third feature
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: faltonico on May 30, 2017, 11:12:46 AM
Quote from: BlackSmokeDMax on May 30, 2017, 10:42:12 AM
Excellent mod!

Any chance you could also include a couple items that the AC-Enchanced Crafting mod (not updated to A17 as of yet) had as well?
...

Kiame Vivacity (https://steamcommunity.com/sharedfiles/filedetails/?id=935898363) went ahead and updated that.
I would love for those mods to be compatible.
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: Addhatic on May 30, 2017, 11:31:10 AM
plz provide external link. if you have it then also for the updated ac-enhanced crafting mod too
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: khearn on May 30, 2017, 11:54:32 AM
Wonderful mod! I've been wanting this functionality.

One word of warning: I added it to an existing save, and didn't see the new sliders on my existing bills. Setting my existing bills to "Do X times" and then back to "Do until you have X" also didn't help. But when I created new bills and selected "Do until you have X", they appeared. So don't dispair if you add this to an existing save and it doesn't seem to be working, just create new bills and you'll see it. It's a small price to pay. :)

Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: BlackSmokeDMax on May 30, 2017, 12:27:10 PM
Quote from: Addhatic on May 30, 2017, 11:31:10 AM
plz provide external link. if you have it then also for the updated ac-enhanced crafting mod too

I went looking for the ac-enhanced crafting, didn't find it on gitgub, but did on Steam. Here is a link to the Steam page at least:

http://steamcommunity.com/sharedfiles/filedetails/?id=935898363

github link (for AC-enhanced crafting A17) from discussion page on Steam:

https://github.com/KiameV/Rim.AcEnhancedCrafting/releases/tag/20170530
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: MisterVertigo on May 30, 2017, 12:35:53 PM
This looks awesome! I just ran into this problem last night. Here's hoping for a non-Steam version. Thank you!
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: falconne on May 30, 2017, 05:21:08 PM
Quote from: mazacik on May 30, 2017, 07:43:17 AM
Could you add a dropbox/mediafire link please?

I will put up an archive soon.

Quote from: BlackSmokeDMax on May 30, 2017, 10:42:12 AM
Any chance you could also include a couple items that the AC-Enchanced Crafting mod

I will be looking into compatibility with Enhanced Crafting. If it's not possible to have them side by side I will at least try to emulate some of the core functionality from that mod.

Quote from: khearn on May 30, 2017, 11:54:32 AM
One word of warning: I added it to an existing save, and didn't see the new sliders on my existing bills. Setting my existing bills to "Do X times" and then back to "Do until you have X" also didn't help. But when I created new bills and selected "Do until you have X", they appeared. So don't dispair if you add this to an existing save and it doesn't seem to be working, just create new bills and you'll see it. It's a small price to pay. :)

Ah yes, thanks. I forgot to mention that, I've edited the post now. Yes, it works with an existing save but the mod will only affect new bills, not existing ones.
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: Famous Shoes on May 31, 2017, 02:23:31 PM
Looks great, thank you. If you're looking for ideas, a filter I'd find helpful is one that matches ingredients to counted items. For example, a bill to create parkas from muffalo leather and alpaca wool would not count one already made from pigskin.
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: falconne on June 11, 2017, 02:46:04 AM
I've created a new version of the mod with added features. This should be safe to add to an existing save but I would like some extra testing and feedback from you guys before I update the mod on Steam.

Thanks for those who tested. I've updated to the latest version on Steam.
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: aleido58 on June 11, 2017, 02:18:18 PM

I'm giving this a try, an awesome proyect overall btw.
Maybe I'm doing something wrong but the -1/+1 buttons to "fine bill resume level", only appears on bills that uses the "counted items filters"?
For example if I set up a bill for some meals I don't have those buttons, but if I set up a bill for a T-Shit I have them.
The "Restrict to" button appear always. And the configs seem to work ok.
So far is the only thing I've noticed.
Btw it would be great if the bills could be copied/exported to other benches.
With JTExport you can export/import the bills but not your mods configs... I don't know which mod should handle that, I imagine JTExport since that mod is which saves the bills.

Sorry for my crappy english...
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: falconne on June 11, 2017, 04:37:34 PM
Quote from: aleido58 on June 11, 2017, 02:18:18 PM
the -1/+1 buttons to "fine bill resume level", only appears on bills that uses the "counted items filters"?
Oh yeah, thanks, I'll fix that.

I'll look into JTExport and see what can be done about exporting.
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: Fluffy (l2032) on June 11, 2017, 05:30:49 PM
While I like the idea ( I was, in fact, going to do something very similar, to replace the functionality I removed from Colony Manager ), I have to say I really don't care for your implementation.

Subclassing Bill_Production and replacing vanilla instances with your subclass is destructive. It's basically a big f-you to other mods, as there's only one mod that can do that trick at the same time, case-in-point being your incompatibility with Enhanced Crafting. In my opinion, a much better approach would be to implement an 'external' tracking component that keeps a dictionary of bills together with the additional data you need for each bill. That would leave the bills themselves intact, and as an added bonus - allow the save game to be used after removing your mod, as the extra stored data is not intertwined with the bills themselves, but stored as a map/gamecomponent.
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: falconne on June 11, 2017, 06:44:44 PM
I made this mod by basing it on Enhanced Crafting as this is my first mod and I needed a framework to start with. This is how that mod does it. In fact, that mod overrides everything so it won't be compatible with any other mod that wants to work with bills. Mine at least uses the new Harmony library so it goes someway towards coexistence (most functionality is added through prefix and postfix patches rather than subclassing... but this knowledge didn't exist when Enhanced Crafting was created). The only mods this is incompatible with are others that also subclass Bill_Production and that's not a "big f-you" to anything as they are all in the same bucket.

The save games are not dependent on either of the mods though, as the load functionality is just going to ignore data in the save file that it isn't told to load, so you can safely load them without the mods.

I have thought about future compatibility and I also decided a separate dictionary to track extra bill data is the best way. I also think this and the Enhanced Crafting mod should be combined into one (because no matter what I do I can't make this compatible with that mod, as it overrides all the vanilla classes that I need to hook into). A dictionary has to be done carefully though, as it could easily go out of sync if there is any bug in the mod, so it's along term goal.
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: Fluffy (l2032) on June 12, 2017, 08:08:26 AM
I may have come across harsher than intended. I didn't mean to single out your mod, I'm equally annoyed with Enhanced Crafting - but since that has been without its original author for a while, I didn't really have a place to complain. I do still think this is an 'f-you' to other mods, the fact that Enhanced Crafting creates the same problem doesn't make it any less of a problem.

As for the save games, have you tested that? I'm not convinced it would work quite so simply, also because they would be saved with an additional class="MySubClass" attribute?

I'm glad you're moving towards an external tracker, it'll be much better for everyone in the end.
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: aleido58 on June 12, 2017, 01:21:04 PM
First of all, I'm not programmer/modder or anything to take my word into account.
My testing is only "playing" with the options save-loading, etc...
Is not very save friendly if you left a bill in any workbench, meaning that the save will load but bills will be messed up.
If you get rid of ALL the bills, save the game, remove the mod, and load that save everything seems to work just fine.
Sorry for intruding in your posts...
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: DariusWolfe on June 12, 2017, 01:34:33 PM
As requested, I tried to play around with this a bit yesterday, regarding the newer features; I didn't have any installed art on my newest colony, but otherwise the new features seemed to be working fine; I wasn't able to play very long due to family commitments, but I'll probably get a chance tonight to do some more in-depth;

For the most part I haven't really needed to mess with assigning specific colonists to craft; I've always used skill-filters, and that works for me, as I don't really care who does it so long as they have the requisite skill level. (Not saying I think this feature is useless, just haven't had a lot of reason to use it myself).

The material-filter feature is excellent, and while I don't have a use for it yet, I definitely will once I'm past the point of just getting any sort of non-crappy clothing on my damned pawns. It will be nice to ensure that there's always a stock of sufficient quality clothing with the right materials for best results, when my colony gets a bit more mature.
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: SpaceDorf on June 12, 2017, 03:18:16 PM
Quote from: DariusWolfe on June 12, 2017, 01:34:33 PM
For the most part I haven't really needed to mess with assigning specific colonists to craft; I've always used skill-filters, and that works for me, as I don't really care who does it so long as they have the requisite skill level. (Not saying I think this feature is useless, just haven't had a lot of reason to use it myself).

The material-filter feature is excellent, and while I don't have a use for it yet, I definitely will once I'm past the point of just getting any sort of non-crappy clothing on my damned pawns. It will be nice to ensure that there's always a stock of sufficient quality clothing with the right materials for best results, when my colony gets a bit more mature.

Just from reading I agree with you.

Though I don't use the specific Pawn assignment very often it is damn useful to convince Pawn McLazyCrafter to finish the damn coat he started in '02 while the 10 other coats where done by someone else.
Since do_until enables several workbenches

The Material Filter is great to finally seperate Trade Goods from Colony Goods .. if this feature only was available for stockpiles and outfits ..


And I never noticed this silent incompabily .. this actually explains some things :-D
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: falconne on June 13, 2017, 03:20:29 AM
Quote from: aleido58 on June 12, 2017, 01:21:04 PM
First of all, I'm not programmer/modder or anything to take my word into account.
My testing is only "playing" with the options save-loading, etc...
Is not very save friendly if you left a bill in any workbench, meaning that the save will load but bills will be messed up.
If you get rid of ALL the bills, save the game, remove the mod, and load that save everything seems to work just fine.
Sorry for intruding in your posts...

Hmm... when you say "messed up" what behaviour were you seeing? If you're loading a save with this mod enabled for the first time, then what you should see is existing bills, just as they are, without any of the filters this mod adds. The mod's filters will only take effect on new bills you add after loading it (at least until I do some refactoring of how it stores data), but existing bills shouldn't be broken. If you are loading a save containing the original version of my mod and trying it with the newest version, everything should just work.

Let me know if you noticed any specific behaviour that doesn't match the above.

Quote from: Fluffy (l2032) on June 12, 2017, 08:08:26 AM
As for the save games, have you tested that? I'm not convinced it would work quite so simply, also because they would be saved with an additional class="MySubClass" attribute?

Good point, I hadn't thought of that. Presumably that would also throw an error if I made a separate dictionary with my own persistent objects (though the error will be inconsequential then). I expect the solution to that is to use HugsLib's "World Data Storage" functionality.

Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: aleido58 on June 13, 2017, 05:54:46 AM

I think I have explain myself badly.

You can add your mod to any save without issues. The issue is if you want to remove your mod from an existing save and you left bills in the worbenches.

At least for me, if I have a bill set-up (butchers table for example) remove your mod and load that save when I try to add new bills the options to butcher creature, etc didn't show up (or sometimes showed up in a wrong place of the window)... and the help if you have it enabled (right top corner) greys out.
I made those test, in one save with only core and hugslib, and with another save with +30 mods.

If you remove all those bills from all worbenches you can remove your mod (not that i want to works as intented for me, I did those test because you asked us to try the mod before you put it on steam) without issues.

Maybe if that is a thing and if it's not only me, you should put that in the "notes" section of your mod to "show" people how to safely remove the mod.

Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: falconne on June 13, 2017, 07:10:04 AM
Ah yeah, that's expected, as Fluffy pointed out above. I need to refactor the mod to be able to safely remove it and still load the save without extra work. I'll make a note of that in the description, for people who want to remove the mod from a save. Thanks for the extensive testing.

For now I am only concerned about not breaking save compatibility for people using the first version of my mod. That's why I didn't want to update the version on the Steam Workshop right away; I wanted to get confirmation from a few people that they could upgrade without problems, which appears to be the case. I'll update Steam shortly.
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: DariusWolfe on June 13, 2017, 11:04:28 AM
Quote from: falconne on June 13, 2017, 07:10:04 AM
For now I am only concerned about not breaking save compatibility for people using the first version of my mod. That's why I didn't want to update the version on the Steam Workshop right away; I wanted to get confirmation from a few people that they could upgrade without problems, which appears to be the case. I'll update Steam shortly.

Oh yeah, zero problems there.
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: wwWraith on June 18, 2017, 02:43:00 PM
Voting up for the ability to rename the bills. It would be very useful when trying to manage some situations in queues, for example, preferring vegetarian/meat food sources, and smelting weapons or reclaiming fabrics in several various groups.
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: falconne on June 19, 2017, 06:30:48 AM


I have a new update with some new features that I'd appreciate some play testing and feedback on before I update on the Steam Workshop, if you guys have time.

As before, it's save compatible both on fresh saves and ones with a previous version of the mod. The new version uses a new data storage format to be more independent from the base game's code; the mod will automatically port the old format data from your saves.

It would be good if you could have dev mode turned on so if you do get an error in the log it will tell you. Please keep a copy of your save from before applying the update.

Thanks for everyone who tested

Updates:



  • Bills can now be copied and pasted within and between compatible workbenches. This can be done one at a time or you can copy all the bills in a workbench and paste them all at once. New buttons will appear in the Bills tab UI for this.


  • When pasting bills you can "Paste Link", which links the bills back to their originals. Any changes made to a linked bill will be mirrored to all bills in the chain. Links can be made across workbenches and can be broken manually later.


  • When a workbench is selected, its Bills tab will automatically open. This can be disabled in the Mod Settings menu.


  • Bills can now be renamed from the Details pane, like in Enhanced Crafting.


Note about copy/paste: when a bill is copied only a reference to the copied bill is made at the time. No data copy is done until you paste, so if you change the original bill before pasting, the pasted bill will have the modified data. If you delete a copied bill, it will be removed from the "clipboard" too.

(http://i.imgur.com/aHPzDHY.png)
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: XeoNovaDan on June 19, 2017, 07:34:49 AM
This mod definitely looks like a must-have, thank you!
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: falconne on June 19, 2017, 05:08:12 PM
Let me know here if anyone's had a chance to try the new version above and how it went.
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: aleido58 on June 19, 2017, 07:32:22 PM

Work wonders for me!
No problems at all with the version change, and the changes you made works as intended, even with modded worbenches or modded bills, etc...
Thank you very much!

The one thing I've noticed is that when the bills are linked if you "suspend" or "delete" that bill only affects the workbench you are at. I imagine this work as intended.
Maybe if they are linked they should suspend and delete all linked, and if you "break" the link only affect that workbench? (I don't know if it's even possible...)

I think I'm going overboard with the recuests, and you deliver big time until now.  ;D
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: SpaceDorf on June 20, 2017, 03:20:25 AM
 :'( :'( :'(

those are manly tears of joy ..
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: falconne on June 20, 2017, 04:20:35 PM
Quote from: aleido58 on June 19, 2017, 07:32:22 PM

Work wonders for me!
No problems at all with the version change, and the changes you made works as intended, even with modded worbenches or modded bills, etc...
Thank you very much!

The one thing I've noticed is that when the bills are linked if you "suspend" or "delete" that bill only affects the workbench you are at. I imagine this work as intended.
Maybe if they are linked they should suspend and delete all linked, and if you "break" the link only affect that workbench? (I don't know if it's even possible...)

I think I'm going overboard with the recuests, and you deliver big time until now.  ;D

Thanks for the testing. Yeah I did briefly think about linking the Suspend action but thought there might be use cases where you want to suspend them individually. Now that I think about it properly that's probably the exception rather than the rule. I'll change that in the next update.

More feature requests are good, I need ideas for future changes :)

Also I've been thinking of changing the name as the mod does more than filters now. Anyone have any ideas?
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: wwWraith on June 20, 2017, 06:34:29 PM
 
Quote from: falconne on June 20, 2017, 04:20:35 PM
I did briefly think about linking the Suspend action but thought there might be use cases where you want to suspend them individually. Now that I think about it properly that's probably the exception rather than the rule. I'll change that in the next update.
Can't agree. Individual Suspend still allows to suspend all linked bills manually, but with synchronized suspending you will completely deny the choice. May be it would be worth to implement both actions, like individual suspending with simple click on Suspend button and synchronized - with Shift+click. And I think there are need for some way to find out which bills are linked, may be in a hint when holding mouse cursor on that link button.

Quote from: falconne on June 20, 2017, 04:20:35 PM
More feature requests are good, I need ideas for future changes :)
I don't know is it realizable, but I really missing the option to not only "Drop on floor" or "Take to best stockpile", but "Take to the nearest stockpile". I dream about chain logistics, ideally not only with workbenches, but also in farming and all other jobs.

One more, how about copying/pasting for only materials filter sets? It could be very useful when you want to craft various items from similar materials, for example, selecting only leathers with good insulation stats to make a set of apparel.

And a little suggestion: make default name to appear in the edit field when first time renaming the bill, because probably player wants to only add some label and not to retype it.

Quote from: falconne on June 20, 2017, 04:20:35 PM
Also I've been thinking of changing the name as the mod does more than filters now. Anyone have any ideas?
"The Workbench Bills As They Should Be, The Mightest, Smartest, And Thoroughly Greatest!" ;D
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: AngleWyrm on June 20, 2017, 09:25:10 PM

(http://i178.photobucket.com/albums/w257/blessedpancake/nethack/2-1.gif) (http://www.nethack.org/common/index.html)
Quote from: falconne on June 20, 2017, 04:20:35 PM
Also I've been thinking of changing the name as the mod does more than filters now. Anyone have any ideas?
Yet Another Workbench Improvement
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: DariusWolfe on June 20, 2017, 10:31:36 PM
Zero notable errors on a new colony (former colony went to shit just before you updated) though I keep forgetting about the naming feature. Digging the auto-open. Seemed a weirdly unnecessary extra click before.
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: aleido58 on June 21, 2017, 12:29:09 AM
Quote from: falconne on June 20, 2017, 04:20:35 PM
Also I've been thinking of changing the name as the mod does more than filters now. Anyone have any ideas?

Maybe something like "Bills Revamped!"  8)
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: SpaceDorf on June 21, 2017, 05:29:53 AM
Feature Request : select drop/stockpile in the overview for the bill in addition to the details setting.

Name Suggestions : Improved Workbench Bills ; Improved Workbench Configuration ; Improved Bill Configuration
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: falconne on June 21, 2017, 07:43:30 AM
Thanks for the testing guys. I've updated the first post and Steam Workshop. I've changed the name as well.

I've noted all the suggestions, some good points there for future updates. I'll leave the independent suspending of linked jobs in but see if I can make Shift-Click suspend all.
Title: Re: [A17] Improved workbench filters (QoL mod)
Post by: MisterVertigo on June 21, 2017, 10:16:58 AM
Quote from: wwWraith on June 20, 2017, 06:34:29 PM
And a little suggestion: make default name to appear in the edit field when first time renaming the bill, because probably player wants to only add some label and not to retype it.

I'd like to second this. I've had limited testing with your new version as my current colony is still pretty new (I don't have multiple benches to copy bills to yet!), but this is something I noticed right away at my cooking stove.

Keep up the great work! I love this mod!
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: BlackSmokeDMax on June 21, 2017, 03:07:06 PM
Damn impressive piece of work.

The only thing I'm noticing Enhanced Crafting has that this doesn't is the extra buttons for setting the resume level on a "Do Until you have..." bill. I'm not sure I miss them as long as you have the +/- 1 button. Vanilla is definitely missing that!

Guess it also doesn't have these:
- Worker and transportation settings can be set in the bill overview window by icon
- Minimum stock threshold settings

Don't think that I've ever used those, so I'm not missing them yet!

Am I missing anything else that Enchanced Crafting does that this does not?

I would like to second the couple other calls for keeping the original name of a bill rather than clearing it. Like most others, I tend to just tack on another little bit of info to the original bill title.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: falconne on June 22, 2017, 03:39:19 AM
Thanks for all the great feedback. I'll make the mod display the generated title by default in the rename box in the next update. I don't know why that slipped my mind before.

I don't really want to duplicate too much functionality from Enhanced Crafting as maybe the mods can be combined in the future. I've just emulated the parts of it that I felt were essential.

Keep the suggestions coming if you have them, I'll do another update when there're enough changes to make it worth it.

Regarding adding the "drop on floor" / "take to stockpile" button on the overview menu, is that option really changed so often that it would be worth taking up the space there? I would have thought you'd set that once when the bill is created and rarely change it. Is it that some people prefer to have "drop on floor" for most bills and want to be able to change it easily when they add a bill? If so I could just add a mod setting to change the default for new bills.

As for adding an option to "take to nearest stockpile" in addition to "take to best stockpile", what are the use cases where the nearest stockpile isn't the best stockpile?
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: SpaceDorf on June 22, 2017, 04:27:16 AM
Quote from: falconne on June 22, 2017, 03:39:19 AM
Regarding adding the "drop on floor" / "take to stockpile" button on the overview menu, is that option really changed so often that it would be worth taking up the space there?

Not changed that often, but if I create a "do forever" bill, I have to enter the menu just to set drop to floor instead of completely creating it on the overview.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: wwWraith on June 22, 2017, 10:51:00 AM
Quote from: falconne on June 22, 2017, 03:39:19 AM
As for adding an option to "take to nearest stockpile" in addition to "take to best stockpile", what are the use cases where the nearest stockpile isn't the best stockpile?

For example, you may have the main freezer with the most of your raw food and prepared meals near the kitchen and some liitle fridge inside the dinner room. The goal is to have your chef to interact only with that main freezer. Then some haulers should take the meals to the dinner room when it's needed. But it requires to make that little fridge with higher priority and then the chef will consider that fridge as "best stockpile" and bring the meals he prepared there, too, wasting his time instead of just cooking. The "drop on floor" option isn't very good in this situation because meals may rot if the haulers are too busy and just cluttering the kitchen.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: DariusWolfe on June 22, 2017, 03:37:36 PM
Quote from: falconne on June 22, 2017, 03:39:19 AMIf so I could just add a mod setting to change the default for new bills.

While I'm not the person who requested the original feature, the ability to change default settings for new bills would make me very, very happy; I rarely to never create "Do X Times" bills, so having that as a default is a minor annoyance. If I could set it to default to "Do Until You Have X", even if I then have to set the number, that'd save me dozens of clicks. Add to that the ability to set drop on floor as a default (which I do with a variety of bills, but not all) and I'd be a very happy crafter.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: AngleWyrm on June 22, 2017, 04:05:54 PM
Quote from: falconne on June 22, 2017, 03:39:19 AM
As for adding an option to "take to nearest stockpile" in addition to "take to best stockpile", what are the use cases where the nearest stockpile isn't the best stockpile?
Place a stock pile near a salt mine, quarry, crop zone or any other place where a pawn will spend time generating/producing something.

The near stockpile separates tasks so the producer specializes in production and a hauler specializes in delivery of items to their best storage.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Antaios on June 22, 2017, 10:43:49 PM
If the use case for "take to nearest" stockpile is enough to push for it, might I suggest a "take to named stockpile" instead?
Give the bill a stockpile name, and if it exists that's the destination. It's a feature that would include the same use cases, plus a bunch more obscure ones.
If you were going to check through a list of stockpiles to find the closest anyway, it shouldn't be any more difficult to check the name (I think, haven't looked at stockpile code).
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: BlackSmokeDMax on June 22, 2017, 11:20:36 PM
Quote from: Antaios on June 22, 2017, 10:43:49 PM
If the use case for "take to nearest" stockpile is enough to push for it, might I suggest a "take to named stockpile" instead?
Give the bill a stockpile name, and if it exists that's the destination. It's a feature that would include the same use cases, plus a bunch more obscure ones.
If you were going to check through a list of stockpiles to find the closest anyway, it shouldn't be any more difficult to check the name (I think, haven't looked at stockpile code).

Heading closer and closer to DF settings/setups, and in this particular case it would be a great thing!
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: BlackSmokeDMax on July 05, 2017, 01:37:05 PM
Very minor request. When packaging any new versions could you rename the folder in the zip from "ImprovedWorkbenches" to the new name? Just a thing for making it quicker for comparing what is in my mods folder to what is on my spreadsheet of mods to install. LOL, who knows, it might even be some minor OCD thing.

Like I said, not really a big deal, and I usually remember to rename it myself.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: falconne on July 07, 2017, 08:15:41 AM





I have a new version which, as usual, I'd like to get some play testing from some folk before I update it on Steam. It is compatible with any existing saves. If you are able to, please try the new version from here and let me know how it goes: https://github.com/Falconne/ImprovedWorkbenches/releases/tag/v17.6

You don't need to use the new features if you don't need them. I just want to make sure there are no regressions after some play testing.

The changelog is:

  • When renaming a bill the default name is now pre-populated in the rename dialog.


  • Added ability to copy and paste ingredient filter configurations between compatible bills. The filter types must match exactly for the paste button to appear, so there are limited recipes between which you can use this, e.g. between certain apparel or cooking bills.


  • Ingredients filter in bill details windows now shows current stock level of that ingredient. This can be disabled in the mod settings.

  • Bills that are set to resume production when stock falls to a certain level now show that level in brackets on the workbench overview (see second image). This was requested by Kiame Vivacity who is maintaining the A17 Enhanced Crafting mod so this mod can reach feature parity with that one.

  • Navigation arrows added to bill details window to navigate between bills in that workbench.

  • Improved performance of product counting routine.

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

(http://i.imgur.com/yaTh4Kx.png)
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: falconne on July 07, 2017, 08:19:57 AM
Quote from: BlackSmokeDMax on July 05, 2017, 01:37:05 PM
Very minor request. When packaging any new versions could you rename the folder in the zip from "ImprovedWorkbenches" to the new name?

I would like to do this, but I don't know what effect it would have on the Steam Workshop release of the mod. I'm worried it might not delete the old directory automatically, causing load errors. I'd like to find out first if anyone's already tried that and if it's safe.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: faltonico on July 07, 2017, 08:31:19 AM
Quote from: falconne on July 07, 2017, 08:19:57 AM
Quote from: BlackSmokeDMax on July 05, 2017, 01:37:05 PM
Very minor request. When packaging any new versions could you rename the folder in the zip from "ImprovedWorkbenches" to the new name?

I would like to do this, but I don't know what effect it would have on the Steam Workshop release of the mod. I'm worried it might not delete the old directory automatically, causing load errors. I'd like to find out first if anyone's already tried that and if it's safe.
Don't rename the folder, it will count as a new mod.
Rename the compressed file and let the folder unmodified (if you ever decide to do that).
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: BlackSmokeDMax on July 07, 2017, 08:59:52 AM
Quote from: falconne on July 07, 2017, 08:19:57 AM
Quote from: BlackSmokeDMax on July 05, 2017, 01:37:05 PM
Very minor request. When packaging any new versions could you rename the folder in the zip from "ImprovedWorkbenches" to the new name?

I would like to do this, but I don't know what effect it would have on the Steam Workshop release of the mod. I'm worried it might not delete the old directory automatically, causing load errors. I'd like to find out first if anyone's already tried that and if it's safe.

Ah, stupid Steam! ;)

As I said, it was minor, so I'll just keep manually renaming it.

Newest update looks great, hope to give it a try late tonight or tomorrow.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: wwWraith on July 07, 2017, 11:32:52 AM
Thanks for the update :)

The minor issue may be possible when the numbers in "pausing"/current/desired quantities are big enough so they don't fit in the available space (screenshot attached).

[attachment deleted by admin due to age]
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: falconne on July 07, 2017, 06:23:18 PM
Quote from: wwWraith on July 07, 2017, 11:32:52 AM
The minor issue may be possible when the numbers in "pausing"/current/desired quantities are big enough so they don't fit in the available space (screenshot attached).

Oh that's no good. Hmm, an easy way to fix it would be to make the text in "Do Until You Have X" shorter. Would it be confusing if it said "Do Until X"?

I'll make the resume level display an option you have to turn on in the mod. That way when those who want it go to turn it on I can say in a tooltip that it's going to shorten the button label.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: stigma on July 07, 2017, 07:37:18 PM
Quote from: falconne on July 07, 2017, 06:23:18 PM
Quote from: wwWraith on July 07, 2017, 11:32:52 AM
The minor issue may be possible when the numbers in "pausing"/current/desired quantities are big enough so they don't fit in the available space (screenshot attached).

Oh that's no good. Hmm, an easy way to fix it would be to make the text in "Do Until You Have X" shorter. Would it be confusing if it said "Do Until X"?

I'll make the resume level display an option you have to turn on in the mod. That way when those who want it go to turn it on I can say in a tooltip that it's going to shorten the button label.

I find "do until X" very reasonable. I don't think there is much room for misunderstanding there - especially not for any player who is advanced enough to use/want this sort of deep functionality mod. Those players have played before and recognize this from vanilla instantly even if it is shorter.

Hey - quick question:
Is it fine to upgrade from your old version to this new one in an existing save?
I'd assume it's probably fine since this just adds more display info mostly, but it would be really nice if you gave your expert opinion so I don't need to have this nagging feeling about hidden future errors lurking in my precious savefile :D

I think all the changes look very good. I can't currently really think of anything that is missing and could be better - not unless you could somehow include the "i" (information about item) in the drop-down list (at the end of the name maybe) somehow so you don't have to actually set up the bill to see what the items stats are. It's a very minor gripe - but it's a persistent source of unnecessary clicks for me since I like to doublecheck stats and compare before committing.

-Stigma
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: falconne on July 07, 2017, 08:36:55 PM
Yep, it's compatible with existing saves.

I will look at adding an info button to the bill drop down, but that might have to wait for the next update due to being a bit tricky.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: faltonico on July 07, 2017, 08:42:56 PM
I really like the way all of the new features look.. But now i'm worried about performance.
How hard is this mod on the CPU now?
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: falconne on July 07, 2017, 09:09:51 PM
Quote from: faltonico on July 07, 2017, 08:42:56 PM
I really like the way all of the new features look.. But now i'm worried about performance.
How hard is this mod on the CPU now?

Actually this update improves performance overall as I did some work on that.

The item counts on the ingredients filter is only shown when the bill details are open, which pauses the game so you won't see an impact.

As for the output product counting filters, they will do as little as possible as needed. If you create a bill but don't change any of my filters (i.e leave hitpoints at 0-100%, quality to all, etc), my counting routine doesn't even run, it just defers back to the vanilla counting routine. If you do change one or more of my filters, it does as little extra work as possible: say you put a limit on the hitpoints filter but don't change the quality sliders or enable "match input ingredients", then the counting routine only tests each item for hitpoints, it won't bother with quality or materials.

Basically, if you don't change anything, the performance will be the same as vanilla. Every real change you do to the filters will add a bit of extra CPU work but it's pretty trivial compared to everything else that goes on.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: faltonico on July 07, 2017, 09:27:51 PM
Thank you for the quick reply and for such a good looking mod!
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: stigma on July 08, 2017, 04:45:00 PM
How does the quality-slider on crafting work exactly?

I did a quick test and told my crafter to make a shiv, but only between masterwork and legendary.
I wanted to see what he did with the failures (if the items just got deleted for convenience or you got partial materials back ect.)

But it seems like the slider really didn't do anything. He still made a variety of quality shivs - as many as I had on the bill regardless of what quality the outcome was.

How is this supposed to work - am I using it wrong?

EDIT: it just occured to me ... is the quality slider for the INPUT, in those cases where that is relevant? (such as smelting down weapons or whatever) ?

-Stigma
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: SpaceDorf on July 08, 2017, 04:58:36 PM
The copy filter option is awesome :)
But I don't know why I expected it to copy all the bill settings, which disapointed me a little after it did not ..
so I would like to suggest it.

That being said and maybe repeating myself allready  .. this is one of the best QoL Mods EVER !!!
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: falconne on July 08, 2017, 06:34:35 PM
Quote from: stigma on July 08, 2017, 04:45:00 PM
How does the quality-slider on crafting work exactly?

I did a quick test and told my crafter to make a shiv, but only between masterwork and legendary.

No the mod doesn't change the mechanics of the game. The sliders appear when you set a bill to "Do until you have X". They set limits on what is counted from the already existing items in your stockpiles. You can use it to make your crafter keep producing shivs till the required number of masterwork or legendary shivs have been made, instead of stopping after that many shivs of any quality are made. For the unwanted items you should either set up stockpile rules so you can trade them (there is a nice auto-seller mod out there) or create a persistent melting job in your smelter.

Quote from: SpaceDorf on July 08, 2017, 04:58:36 PM
The copy filter option is awesome :)
But I don't know why I expected it to copy all the bill settings, which disapointed me a little after it did not ..
so I would like to suggest it.

I hadn't thought of that, it's a good idea. Maybe I'll add a Paste icon near the Info icon in the bill details, to paste all compatible settings from a single copied bill (copied using the Copy Bill icon), except for produced item and title.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: stigma on July 08, 2017, 06:43:30 PM
Ah, that makes sense. That's pretty useful. I just have to set up my own recycling/selling systems (which is actually how I think I prefer the implmentation to be).

The copy/paste doesn't cover everything? That's weird, I didn't notice, but maybe I overlooked it. I would think that a full copy would be the most useful since often you want to set up stuff like
1-make pemmican using fast-spoling veggies and any meat
then
2-make pemmican using any remaining vegetables and any meat
and in those cases it's real handy if you can just copypasta the bill and make that one ingredient change.

I also think it would make more sense intuitively - I mean I've been under the illusion that that's what it did for the few days ive tried it out now lol. Maybe that explains why I made so many mistakes in my bills =P

-Stigma
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: SpaceDorf on July 08, 2017, 06:50:48 PM
Quote from: stigma on July 08, 2017, 06:43:30 PM


The copy/paste doesn't cover everything? That's weird, I didn't notice, but maybe I overlooked it. I would think that a full


You misread the copy and paste part :)
Copy and paste bill does exactly what you describe.
falconne implemented a new copy and paste option inside the bills : copy and paste FILTER
which lets you c&p the filter of the bill and copy it into other types of bills ..
copy the filter from the pemmican bill to simple meal bill.

Copying the complete bill setting would be awesome to setup my apparel bills.
Make  Devilstrand Shirts, Devilstrand Duster, Devilstrand Shoes, Devilstrand Underpants and so on :)
Combined with the navigation buttons this is micro-managers heaven.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: falconne on July 08, 2017, 07:19:22 PM
Yes, as SpaceDorf said that was in regards to the new Ingredients Filter copy/paste functionality in the new update, which just applies to copying the ingredients settings. The regular bill copy/paste copies everything. It's a bit confusing with all the filters. Hopefully the tooltips on the buttons make it clearer.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: falconne on July 08, 2017, 11:08:47 PM
I've published the latest version. I'll include additional copy functionality in the next version.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: JudPaps on July 18, 2017, 10:41:31 AM
Can you make 'do until you have x' not stack with other workbenches?
Example:
I have 2 cooking station, both of them has a bill to cook until i have 2 of x, but it will cook 2 food on a cooking station but 0 on the other one, because they stack. I want both of the cooking stations cook 2 to a total of 4.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Oblitus on July 18, 2017, 11:24:00 AM
Stockpile/ground toggle and result item info without opening details?

Also, can be good to see in details how profitable recipe is (delta between value of ingredients and result).
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Canute on July 18, 2017, 11:42:27 AM
Quote from: JudPaps on July 18, 2017, 10:41:31 AM
Can you make 'do until you have x' not stack with other workbenches?
Example:
I have 2 cooking station, both of them has a bill to cook until i have 2 of x, but it will cook 2 food on a cooking station but 0 on the other one, because they stack. I want both of the cooking stations cook 2 to a total of 4.
That don't work because it isn't based on workbenches, it is based on how many you got in your stockpiles.
And so long your pawn crafting them, or carry them to the stockpile they don't count in.
In worst case you can have 4 more then you want.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: falconne on July 18, 2017, 04:30:51 PM
Quote from: JudPaps on July 18, 2017, 10:41:31 AM
Can you make 'do until you have x' not stack with other workbenches?
Example:
I have 2 cooking station, both of them has a bill to cook until i have 2 of x, but it will cook 2 food on a cooking station but 0 on the other one, because they stack. I want both of the cooking stations cook 2 to a total of 4.

That can't work per workbench but I will look at adding a "Count only in specific stockpile" option so you can define a stockpile per workbench.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Madman666 on July 18, 2017, 05:25:15 PM
Wow. Enhanced Crafting got even better and more convenient. Thanks!))
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Oblitus on July 18, 2017, 06:10:52 PM
When crafting clothes, a material is very important. Maybe "info" button for it, so it would be possible to compare without too many clicks?
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: falconne on July 18, 2017, 07:46:09 PM
Quote from: Oblitus on July 18, 2017, 11:24:00 AM
Stockpile/ground toggle and result item info without opening details?

I will look into that. Folks have also asked for a "Take to specific stockpile" option to be added to that list, which would make displaying this button on the overview a bit more complicated but I'll see how it goes.

Quote from: Oblitus on July 18, 2017, 06:10:52 PM
When crafting clothes, a material is very important. Maybe "info" button for it, so it would be possible to compare without too many clicks?

I will have a stab at that.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: stigma on July 18, 2017, 09:06:48 PM
Consider making "drop on floor" default, or letting there be some option somewhere.
As a veteran player who likes to optimize I almost never use anything else. Hauling is for haulers - crafting is for crafters.

-Stigma
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: faltonico on July 19, 2017, 01:19:30 AM
Quote from: stigma on July 18, 2017, 09:06:48 PM
Consider making "drop on floor" default, or letting there be some option somewhere.
As a veteran player who likes to optimize I almost never use anything else. Hauling is for haulers - crafting is for crafters.

-Stigma
Or implement the AcEnhancedCrafting feature of adding a button outside the bill to change that without getting inside the bill =D
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: wreckcelsior on July 20, 2017, 06:32:48 PM
So.... this may be the dumbest question of all time, but here goes...

The file I downloaded has a "-master" at the end of the folder and the game doesn't recognize it.  Inside there are all the folders with 'CopyPasteLink' folders etc., and a 'dist' folder with all the info I am used to seeing in mods.
How do I install this fantastic QoL mod?

thanks for any help and patience with my stupidity.

cheers.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: falconne on July 20, 2017, 06:45:10 PM
Quote from: wreckcelsior on July 20, 2017, 06:32:48 PM
The file I downloaded has a "-master" at the end of the folder and the game doesn't recognize it.  Inside there are all the folders with 'CopyPasteLink' folders etc., and a 'dist' folder with all the info I am used to seeing in mods.
How do I install this fantastic QoL mod?

Sounds like you downloaded the source code instead of the mod. Go to this link (https://github.com/Falconne/ImprovedWorkbenches/releases/tag/v17.6), download ImprovedWorkbenches-17.6.0.zip and inside that you will find a folder which you need to put into your mods area. There's a stickied thread with more details about how to install mods manually if you're unsure.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: stigma on July 20, 2017, 07:58:25 PM
Quote from: faltonico on July 19, 2017, 01:19:30 AM

Or implement the AcEnhancedCrafting feature of adding a button outside the bill to change that without getting inside the bill =D
[/quote]

That would sure be useful. Just a small toggle-icon maybe to save space?
I'm thinking a down arrow for floor, side arrow for stockpile?

As long as it's visible at a glance that would almost be as good. My problem is that I sometimes just forget the setting and then production suffers inefficiency for a log time until I randomly notice that something is wrong and "debug" it.

-Stigma
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Canute on July 21, 2017, 03:05:59 AM
Quote from: wreckcelsior on July 20, 2017, 06:32:48 PM
So.... this may be the dumbest question of all time, but here goes...

The file I downloaded has a "-master" at the end of the folder and the game doesn't recognize it.  Inside there are all the folders with 'CopyPasteLink' folders etc., and a 'dist' folder with all the info I am used to seeing in mods.
How do I install this fantastic QoL mod?

thanks for any help and patience with my stupidity.
Not completly your fault wreckcelsior, falconne made an unique github structure. Any other github rimworld project i saw, your could download the master and got a working mod download.

And falconne, maybe you should switch to the normal structure and then it nearly be compactible with the ModSync Ninja which can update from github now too.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: wreckcelsior on July 21, 2017, 12:53:49 PM
Quote from: Canute on July 21, 2017, 03:05:59 AM

Not completly your fault wreckcelsior, falconne made an unique github structure. Any other github rimworld project i saw, your could download the master and got a working mod download.

And falconne, maybe you should switch to the normal structure and then it nearly be compactible with the ModSync Ninja which can update from github now too.
Thanks Canute... and thanks falconne... I missed your post above with the new link.

cheers
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Modo44 on August 18, 2017, 01:53:35 AM
This mod doesn't seem to do anything when other crafting-related mods are around. None of the options show up, even if I put it at the end of the mod order.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: maculator on September 02, 2017, 10:19:36 AM
Any chance on a german translation? I'd do it if you tell me whats to do!
Thanks for the mod.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: falconne on October 10, 2017, 07:00:20 AM
I have a new update and as usual I'd appreciate any playtesting and feedback before I release it on Steam Workshop. You can download the the latest version from Github, v17.8 (https://github.com/Falconne/ImprovedWorkbenches/releases/tag/v17.8).

This update has the following new features:

(http://i.imgur.com/qIMWqlL.png) (https://imgur.com/qIMWqlL)

Please let me know if you try the update and have any problems, suggestions.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: SpaceDorf on October 10, 2017, 07:11:58 AM
If I find any bugs, you will be the first to know.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: sirgzu on October 10, 2017, 07:28:08 AM
Custom stockpile selection looks sweet. Can't wait to test :)
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: BlackSmokeDMax on October 10, 2017, 08:16:53 AM
Looking forward to this test! Thanks and great work!
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: SpaceDorf on October 11, 2017, 03:09:12 PM
Holy Carp ..

I did not really register the Option to send Produced Items to a Named Stockpile .. just now ingame ..

This could be better than cheese .

(http://dwarffortresswiki.org/images/9/9d/DF_Cheese.jpg).
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Kori on October 11, 2017, 06:16:13 PM
This looks awesome! New must have mod for me!
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Kori on October 11, 2017, 10:01:21 PM
For some recipes the "minimum skills" and "store in stockpile" are overlapping, could you please rearrange that a bit?
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: falconne on October 11, 2017, 10:06:38 PM
Quote from: Kori on October 11, 2017, 10:01:21 PM
For some recipes the "minimum skills" and "store in stockpile" are overlapping, could you please rearrange that a bit?

Oh yeah that's going to be a bit annoying. Which recipe were you looking at? I'll see what I can do.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Kori on October 11, 2017, 11:33:23 PM
Quote from: falconne on October 11, 2017, 10:06:38 PM
Quote from: Kori on October 11, 2017, 10:01:21 PM
For some recipes the "minimum skills" and "store in stockpile" are overlapping, could you please rearrange that a bit?

Oh yeah that's going to be a bit annoying. Which recipe were you looking at? I'll see what I can do.

Not a specific one but most of those recipes that require a min skill. Cook fine meal for example.
Thank you! :)

Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Boxmanbr on October 13, 2017, 04:36:48 AM
HelpTab (https://ludeon.com/forums/index.php?topic=33593.msg342712#msg342712) can be used as a workaround when you can't see the information of a recipe.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Kori on October 13, 2017, 09:57:28 AM
I just noticed that the overlapping also happens when there are several different ingredients (for example meat and vegetarian) so it is not limited to recipes that require a skill.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: falconne on October 13, 2017, 05:09:17 PM
Yes I'm going to move some of the inputs around a bit and reduce sizes to allow more room in the info area. There'll probably still be some recipes with long info sections that would overlap, but hopefully that will be minimal.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Kori on October 14, 2017, 10:18:40 AM
Cool thanks, I really enjoy this mod, it makes the game so much better!
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Kori on October 15, 2017, 05:42:21 PM
Quote from: falconne on October 13, 2017, 05:09:17 PM
Yes I'm going to move some of the inputs around a bit and reduce sizes to allow more room in the info area. There'll probably still be some recipes with long info sections that would overlap, but hopefully that will be minimal.

I installed the new version of Prison Labor which adds a new button to the bills menu beneath the Take to best stockpile button and noticed, that when the required space of all elements exceeds the limits of the bill's info screen, that part of the info area becomes scrollable with the mousewheel!  :o

Maybe you don't need any workarounds or size reductions. Just exceed the limit so it becomes scrollable?
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: falconne on October 15, 2017, 09:57:56 PM
It works there because they are changing the dialog code directly, which I want to avoid doing until absolutely necessary.

It's ok, I should be able to move things around and get rid of some unnecessary labels too add enough space above to be enough for most recipes.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Nightinggale on October 16, 2017, 10:42:21 PM
I have run into two problems with v17.7.

The first one is cooking. I have the following bills at the stove:
Fine meal: (45) 36/60 /49
Simple meal: (20) 13/30 /49
Fine meal is active. However simple meals refuse to get active to maintain 30. If I increase the goal to 300, it becomes active, but I don't want to cook 300. I want to maintain a sane level for the prisoners.

It looks to me that the /49 tells that I have 49 food in total and somehow simple meals use the total number rather than the number of simple meals. That in itself is a really cool feature, but it would be nice to be able to switch it to look at just simple meals. I can find valid setups for both options.

Also the numbers in the list of bills are on top of each other and are hard to read, but I think that's already a known issue.

The other problem is with the stone cutting table. For some reason "make any stone blocks" is missing a lot (see screenshot). It works fine if I pick a recipe for a specific type. I will not completely rule out a mod conflict, but I would like to have confirmed that it works for other people before I start investigating that path as it could be time consuming.


I also have a few feature requests:

Pause when storage of ingredients are below X. An example would be to produce something when wood > 1000. This way you can be sure you will keep enough wood for fuel.

Another useful feature would be do something X times each day. This means it should store the number and it goes down when used, just like vanilla X times. However on new day event (midnight), it copies the stored number into the current number for X times, meaning if you set it to 3. It will be reset to 3 each midnight. This can be particularly useful with some mods, like you want to train once a day for many days.


I will say I absolutely love this mod. It gives the perfect mix of avoiding micro management while at the same time you still have full control of what is going on. You did a great job  :D

[attachment deleted by admin: too old]
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: falconne on October 16, 2017, 10:59:15 PM
I think the meal quantities are to do with the Meal Equivalency mod (https://ludeon.com/forums/index.php?topic=32807.0). You'll want to tweak the settings in that.

I do know about the issue with generic stone cutting. For some reason the game's recipe for generic stone blocks is very different to other recipes, including specific stone blocks. I didn't want to mess with it till I'd followed through the code to see why that was. I will get around to checking that in the next update.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Nightinggale on October 17, 2017, 11:38:46 AM
In other words I discovered two issues, one being in another mod and one is a known vanilla issue. Considering that I didn't find any other issues, I say it looks fairly decent for this mod  ;)

Quote from: falconne on October 16, 2017, 10:59:15 PM
I think the meal quantities are to do with the Meal Equivalency mod (https://ludeon.com/forums/index.php?topic=32807.0). You'll want to tweak the settings in that.
You are right. Disabling the food merging in the mod settings fixed the problem and it also fixed the problem with the numbers being printed on top of each other. This means the print is a mod compatibility issue, though it's a tiny GUI glitch, which doesn't break the game in any way. Not only do the mods use different font color, which makes it a little readable, the numbers are in plain sight if you click on the details button.

It made me wonder. It can be a really useful feature, but it would be best to have it in bills rather than a global setting. What if the output of the bill is something from the Meals category, then it will add a checkbox for what to count and it displays everything in the Meals category? Default would be just itself. However it would allow requesting a certain amount of simple and fine meals combined etc. The really useful setup would be to have simple meals as the lowest priority, count all types of meals, which enables all ingredients. This will then kick in if you say run out of meat. In that case, you will get a bunch of simple meals rather than colonists starting to eat raw rice. Meal Equivalency mod will not allow the player to do that and still maintain a small amount of simple meals for the prisoners or ascetics.

I guess that makes it my third feature request.

Quote from: falconne on October 16, 2017, 10:59:15 PMI do know about the issue with generic stone cutting. For some reason the game's recipe for generic stone blocks is very different to other recipes, including specific stone blocks.
Maybe you should make a bug report. The best long term solution for all mods would be to get vanilla to use a standard for recipes, which means if a mod works for one recipe, the same code works for all. Only allowing one setup would also help improving compatibility between mods in the future.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: falconne on October 31, 2017, 05:06:55 AM
I've made a new build which re-arranges the new controls a bit to leave more space in the info column. The "Assign to Worker" button has been moved to the top of the second column and the "Take to specific stockpile" button has been "combined" with the existing action choice button, so it now lets you choose to "Drop on floor", "Take to best stockpile" and then lists all the individual stockpiles as well.

There's been a few more small adjustments and all in all this should be fine for leaving space for all but the most descriptive recipes.

If you are able to, please test the new build v17.8 and let me know what you think. I have updated the last update post (https://ludeon.com/forums/index.php?topic=33083.msg370308#msg370308) with the new download link and screenshot.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Kori on October 31, 2017, 06:59:51 PM
Quote from: falconne on October 31, 2017, 05:06:55 AM
I've made a new build which re-arranges the new controls a bit to leave more space in the info column. The "Assign to Worker" button has been moved to the top of the second column and the "Take to specific stockpile" button has been "combined" with the existing action choice button, so it now lets you choose to "Drop on floor", "Take to best stockpile" and then lists all the individual stockpiles as well.

There's been a few more small adjustments and all in all this should be fine for leaving space for all but the most descriptive recipes.

If you are able to, please test the new build v17.8 and let me know what you think. I have updated the last update post (https://ludeon.com/forums/index.php?topic=33083.msg370308#msg370308) with the new download link and screenshot.

Very good update, I finally can see all recipes now, thanks! :)

Something I've noticed but which might be happening because of the Prison Labor mod which adds another button to the second column:
The "Not Suspended/ Suspended" button is located where the very first button of this column usually is, with "Assign To Worker" being right above it. That means "Assign To Worker" is in the header (although it is perfectly aligned with the other buttons), slightly covering long recipe names (only a few pixles).
Also when you scroll the second column, "Assign To Worker" is the only one that doesn't scroll.

Is that because of Prison Labor? It's not a big deal though.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: falconne on October 31, 2017, 09:25:54 PM
Quote from: Kori on October 31, 2017, 06:59:51 PM
Something I've noticed but which might be happening because of the Prison Labor mod which adds another button to the second column:
The "Not Suspended/ Suspended" button is located where the very first button of this column usually is, with "Assign To Worker" being right above it. That means "Assign To Worker" is in the header (although it is perfectly aligned with the other buttons), slightly covering long recipe names (only a few pixles).
Also when you scroll the second column, "Assign To Worker" is the only one that doesn't scroll.

Is that because of Prison Labor? It's not a big deal though.

Yes, it's because I'm putting buttons on top of the existing window without changing it, rather than injecting code into the dialog as the Prison Labour mod is doing. I wanted to avoid injecting code into the dialog because often any two mods that inject code into the same function can't live together (so if I'd done that then you might have to choose between using my mod or the Prison Labour one). This way my mod can still live alongside other mods, even if it means it's not always pretty.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Kori on November 01, 2017, 08:45:46 PM
Good to know, thanks!
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: docssy on November 02, 2017, 09:35:46 AM
I never knew I needed this until I updated and the workbench bills tab auto opened! Well done.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: falconne on November 03, 2017, 08:55:14 PM
FYI for those who tested, I have just updated the Steam Workshop version to the latest. Thanks for your feedback.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Kori on November 04, 2017, 12:38:36 AM
Quote from: docssy on November 02, 2017, 09:35:46 AM
I never knew I needed this until I updated and the workbench bills tab auto opened! Well done.

I agree, this is one of those mods that make you wonder how you could ever play without it!
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: falconne on November 06, 2017, 04:13:41 AM
I've just done a bug fix update (v17.10), fixing a bug where mod functionality was not available on "Butchering" and "Cut any stone" Bills.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Heni on November 06, 2017, 09:28:46 AM
I am using your mod, is amazing! I dont have seen any bugs, if i see i will post here, thanks for the great work
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: MisterVertigo on November 18, 2017, 08:22:14 PM
I'd love to see this for B18! Thank you!
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: falconne on November 18, 2017, 10:59:33 PM
Yes I will update in the next few days
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: XeoNovaDan on November 19, 2017, 07:28:43 AM
Snapped this one up on first sight for A17, and it'll be the same case for B18. Thank you!
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Rock5 on November 19, 2017, 02:25:51 PM
This is one of the few must have mods left I'm waiting for before I play my next B18 game. The others being Cleaning Area and Zhentar's Tweaks.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: falconne on November 21, 2017, 05:47:53 AM
B18 update is now up. Let me know if you have any problems. A download link for the A17 version is provided for those who want it.

Also, user skyarkhangel on Github has added Russian translation for the mod. Other translations would be much appreciated. If you're able to, please go to the Github link to fork the repo and make a pull request. You can follow the existing Russian translation file as a guide. If you're able to work on a translation let me know first so I can make sure there is no double effort
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Rock5 on November 21, 2017, 07:14:40 AM
Thank you so much.

I have a gripe with butchery that it just occurred to me this mod could address seeing as it's a workbench related issue. I wish butchering animals allowed you to "Do until". You seem to know what you are doing. Could you add support for this please?
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: SpaceDorf on November 21, 2017, 07:17:10 AM
Quote from: falconne on November 21, 2017, 05:47:53 AM
B18 update is now up. Let me know if you have any problems.

I can promise you that ;)
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Nightinggale on November 21, 2017, 07:30:23 AM
Quote from: Rock5 on November 21, 2017, 07:14:40 AMI wish butchering animals allowed you to "Do until". You seem to know what you are doing. Could you add support for this please?
Do until what? Stockpiled meat? leather? bones? Something else from a mod yet to be written? Because butchering can provide lots of different stuff, this becomes somewhat complex. Disassembling mechanoids is also using the butchering code. Sure I would love to get good support for this, but I have to point out that there are more to it than just say "Do until".

I have plans for taking the code I made for BoneMod and release it as a generic library mod to allow xml only mods to add butcher products, which scales for body size, missing body parts etc. If BWM is going to expand in this area it would be a good idea to do some coordination to make the mods interact nicely with each other, hopefully in a generic way where the individual creatures/items can be added in new xml mods and it will just work.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Rock5 on November 21, 2017, 08:16:22 AM
The way I see it butchering is for meat. Leather and other products are just byproducts. And I suspect that only meat can take up way, way more space than the carcass, which is the reason I'd like that option. So meat doesn't overflow the freezer.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Canute on November 21, 2017, 08:19:53 AM
With the colony manager mod, you can do a butcher until you got x meat.

And another mod convert all animal meat into chicken meat, then you just got one animal meat.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Nightinggale on November 21, 2017, 08:34:19 AM
Quote from: Rock5 on November 21, 2017, 08:16:22 AM
The way I see it butchering is for meat. Leather and other products are just byproducts.
Obviously you haven't used BoneMod in a biome with lack of trees. Particularly early on it's valid to butcher for bone because it's much faster than stone cutting, but also much weaker.

Quote from: Rock5 on November 21, 2017, 08:16:22 AMAnd I suspect that only meat can take up way, way more space than the carcass, which is the reason I'd like that option. So meat doesn't overflow the freezer.
That really depends on the animal. If that is what you are thinking and ain't using any mod to change the max stockpile size, you should always butcher animals with less than 75 meat and use colony manager for the rest.

Quote from: Canute on November 21, 2017, 08:19:53 AMAnd another mod convert all animal meat into chicken meat, then you just got one animal meat.
Hmm.... this lion tastes like chicken  :P
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: ZE on November 21, 2017, 09:10:04 AM
oh god..... so i went to b18 yesterday and was groaning in pain..... couldn't figure out why but i had no way to copy n paste my bills like i used to ..... DERP!

yeah this has become an essential.... hope it gets 'canonized' by Ty, he should just wholesale rip it for the sake of rimanity
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Rock5 on November 21, 2017, 09:54:00 AM
I never liked Colony Manager because I don't want to add what looks like a massive mod just to fix 1 or 2 niggling issues with the game.

Converting all animal meat to chicken meat seems like a good solution. After all, besides human and insect meat, meat is meat. Is there such a mod?
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Crow_T on November 21, 2017, 09:11:27 PM
Thanks for the update!  ;D
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: BlackSmokeDMax on November 22, 2017, 01:50:59 AM
Quote from: Rock5 on November 21, 2017, 09:54:00 AM
I never liked Colony Manager because I don't want to add what looks like a massive mod just to fix 1 or 2 niggling issues with the game.

Converting all animal meat to chicken meat seems like a good solution. After all, besides human and insect meat, meat is meat. Is there such a mod?

I haven't used it, but looks like this mod has this option (off by default though.)

https://ludeon.com/forums/index.php?topic=34628.0  (Animals Logic is the mod on that page I am referencing)
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Rock5 on November 22, 2017, 04:23:54 AM
Quote from: BlackSmokeDMax on November 22, 2017, 01:50:59 AM
Quote from: Rock5 on November 21, 2017, 09:54:00 AM
I never liked Colony Manager because I don't want to add what looks like a massive mod just to fix 1 or 2 niggling issues with the game.

Converting all animal meat to chicken meat seems like a good solution. After all, besides human and insect meat, meat is meat. Is there such a mod?

I haven't used it, but looks like this mod has this option (off by default though.)

https://ludeon.com/forums/index.php?topic=34628.0 (https://ludeon.com/forums/index.php?topic=34628.0)  (Animals Logic is the mod on that page I am referencing)

Yes it does. Thanks. But unfortunately, even though all butchering produces 1 type of meat, it still wont let me "Do until". At least now I can rule out that as a solution. I need a mod has to do it specifically.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Rock5 on November 25, 2017, 10:23:58 AM
I surprised myself by managing to make the mod myself. Check it out!
https://ludeon.com/forums/index.php?topic=37177.0 (https://ludeon.com/forums/index.php?topic=37177.0)

It allows butcher bills to use the Do Until option. It even has mod options so you can select which types of meat to count.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Canute on November 25, 2017, 12:02:36 PM
If you want it should be done, do it yourself ! :-)
Very nice and fast work, Rock5 !
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Rock5 on November 26, 2017, 12:39:24 AM
@falconne

With my mod I have mod settings to select what should be counted. A user pointed out that he would like to be able to have a bill for animal meat and another for human/insect meat for their animals. Ideally we should have an input filter like your input apparel/weapon filters, for butchery. Even if we just had the "Match input ingredients" option that would solve it. Then you could have a human/insect bill that only counts human/insect and an animal bill that only counts animal meat.

Could you add that option to butcher bills to support my mod?

Or an even better option is to merge my mod with yours. I always thought my idea was ideally suited for your mod. It's a fairly simple mod. It just hooks into 2 methods. The other code I have for the mod options wouldn't even be necessary if you include the input filter. Let me know if you're interested.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: falconne on November 26, 2017, 02:09:15 AM
I can look at adding your mod's functionality into mine if you like, but it would be a while before I get around to that due to time constraints and other commitments. I can let you know when I have time available for that. If you haven't already implemented the functionality in your mod by then I can look into it.

If you were to implement it, it should be fairly easy to copy the UI code from my mod. The match filter may need to be implemented a little differently as I don't know if the type of meat is defined the same way as the material of apparel, for example. The most important thing though is you would want to implement something similar to my ExternalDataStorage class so that when you store the bill specific data in the save file, it is in such a way that it doesn't break the game if people disable or remove the mod.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Rock5 on November 26, 2017, 02:42:59 AM
I haven't done anything with UI and your mod looks too complex for me to follow.

If I were to do anything, while waiting for you to implement my changes in your mod, it would be to add separate human, insect and animal bills that could count the meat according to which bill it is. I would also need a animal/human bill and a insect/human bill. I don't think there is any need for a animal/insect bill.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Canute on November 26, 2017, 03:54:45 AM
QuoteThen you could have a human/insect bill that only counts human/insect and an animal bill that only counts animal meat.
You forget that are much more different bad mood meats. Each  custom race give an own meat, same to arachanoid and currently i don't know what kind of meat the bugs from starship trooper give.

Basicly it would be a better solution if we got 2 meat subcategories, humanoid & insect.


Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Rock5 on November 26, 2017, 05:13:30 AM
What I meant is I could make the following bills
- Animal meat
- Human meat
- Insect meat
- Animal/Human meat
- Human/Insect meat

That way normal players would use the animal meat bill that makes sure you have enough animal meat for your meals and maybe a human/insect meat bill to make sure you have enough meat for your kibble. Whereas cannibals might use the animal/human meat bill for their meals and a insect meat bill for their kibble.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Canute on November 26, 2017, 09:27:59 AM
Yeah, but how the bill know what is human/insect meat, beside the 2 vanila ones.
Ahh i see <fleshType>
But then we need - Butcher Other meat too.
Tiberium mod add another fleshtype.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Rock5 on November 26, 2017, 09:59:12 AM
My mod already distinguishes between insect, human and animal meat. I just used the defName. ie. Human_Meat is human meat, Magaspider_Meat is insect meat and all others are animal meat.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: RemingtonRyder on November 28, 2017, 08:35:33 AM
Shelves aren't counted as stockpiles that you can count items in. That being said, you could only hold two stacks in a particular shelf, so making them available to count items might be a bit useless, unless it's shelves within a radius of X.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: tarator on December 07, 2017, 08:38:07 AM
How impossible is it to have the option "Do until stockpile X is full"? It can alleviate some micromanaging.

That's useful to keep a fridge full of meals. As it also contains meat and harvest overflow I can't put an accurate top limit. Now if the limit isn't reached, but the available stockpile is full, the cook just keeps on cooking, because the meals can't be counted.

Same with the stockpile that contains both stone chunks and blocks. It will automatically convert all the stockpiled chunks (I use ingredients radius a lot) to blocks.
Title: Re: [A17] Better Workbench Management (QoL mod)
Post by: Canute on December 07, 2017, 11:00:19 AM
I can see the useness of "Do until stockpile X is full", but with a little math it isn't needed.
When you just create a 4 tile stockpile they can hold 40 meals.
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: falconne on December 23, 2017, 02:07:11 AM
New update:

You can now drag to reorder bills in a workbench's overview instead of having to use the up/down buttons. Dragging works from anywhere in a bill's background or use the drag box that has replaced the buttons (the screenshots do no reflect this yet).

Also added some translations:
  Simplified Chinese by @mm615657
  Japanese by @Proxyer
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: M00nStalker on December 23, 2017, 05:26:27 AM
Quote from: falconne on December 23, 2017, 02:07:11 AM
New update:

You can now drag to reorder bills in a workbench's overview instead of having to use the up/down buttons. Dragging works from anywhere in a bill's background or use the drag box that has replaced the buttons (the screenshots do no reflect this yet).

Also added some translations:
  Simplified Chinese by @mm615657
  Japanese by @Proxyer
This is a nice addition, however the change causes the mod to become incompatible with Outfitter. Outfitter adds a system for sorting different items in the tailor workbench by grouping them by location on the body (head, arms, torso and so on). This seem to make it incompatible with this mod since you're unable to reorder bills in the tailoring workbench and it throws this error:

Reorderable used invalid group.
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.ReorderableWidget:CurrentInsertAt()
Verse.ReorderableWidget:ReorderableWidgetOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: falconne on December 23, 2017, 07:13:29 AM
Thanks for the note. I have just uploaded a new version that automatically disables the functionality if Outfitter is detected and also lets you manually disable the functionality from the mod options if needed.

I will check the Outfitter code later and see if this can be made to work, or if not at least only disable it on tailoring benches.
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: falconne on December 23, 2017, 11:02:34 PM
Just done another update that adds compatibility with the Outfitter mod. Dragging should now be working with that mod.
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: crusader2010 on December 26, 2017, 04:26:33 PM
Hi! Found some bugs with my list of mod. Not sure the error message is from your mod, but judging by the behavior it might. When I clicked the "Bills" button on a butcher table, nothing happened. Clicking on the "Anybody" button doesn't do anything either. After building the butcher table, I could see the bills and wanted to select "Butcher creature - do forever", but it remains as in the attached picture.

PS: does the export function conflict with the one from JTExport?
PPS: I'm using Outfitter, but have disabled the drag-drop feature of your mod.

[attachment deleted by admin: too old]
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: falconne on December 26, 2017, 04:54:39 PM
Quote from: crusader2010 on December 26, 2017, 04:26:33 PM
Hi! Found some bugs with my list of mod. Not sure the error message is from your mod, but judging by the behavior it might. When I clicked the "Bills" button on a butcher table, nothing happened. Clicking on the "Anybody" button doesn't do anything either. After building the butcher table, I could see the bills and wanted to select "Butcher creature - do forever", but it remains as in the attached picture.

From the stack trace the problem is coming from an AlcoholIV mod that wasn't updated to B18. Looking at your screenshot, it looks like you are using the outdated Enhanced Crafting mod (https://steamcommunity.com/sharedfiles/filedetails/?id=935898363), though I don't see it in your mod list. You must somehow have a remnant of that mod in your system; getting rid of it should fix your issue.

Dragging with Outfitter should be ok now if you're using the latest version of my mod. I don't know of any compatibility issues with JTExport, though of course it won't export settings from this mod.

Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: crusader2010 on December 26, 2017, 05:20:57 PM
Found the issue! It was due to JTExport (that's where the AcEnhancedCrafting error was coming from). After removing the mod, everything showed up properly. Going to contact the author and let him know.
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: falconne on December 26, 2017, 05:27:21 PM
Ah right yeah, good catch. Let the mod developer know Enhanced Crafting has been deprecated so they can remove the support for it.
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: falconne on January 09, 2018, 02:02:51 PM
New update published:
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: LAWolves on January 09, 2018, 06:56:27 PM
Quote from: falconne on January 09, 2018, 02:02:51 PM

  • When a single bill is copied, a "Paste Into" button now appears on every other bill, in the bill details and workbench overview screen. This button will paste all compatible settings from the source bill into the target bill, except for the output product itself. For e.g., you can create a number of tailoring jobs for different items of clothing, adjust the production counts and material filters for one and paste these into all the others. Any job's settings can be pasted into another, but not all settings are compatible between all recipes; incompatible settings will not be copied.

I was waiting for something just like that to copy my single bills but you went above and beyond! Love your work!
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: Crow_T on January 09, 2018, 08:58:03 PM
Quote from: falconne on January 09, 2018, 02:02:51 PM
New update published:

  • When a single bill is copied, a "Paste Into" button now appears on every other bill, in the bill details and workbench overview screen. This button will paste all compatible settings from the source bill into the target bill, except for the output product itself.
Awesome, this is pretty awesome indeed. So much set up grind averted[/list]
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: Madman666 on January 10, 2018, 03:36:32 AM
Its amazing how this mod just keep getting even better, when it seems to have hit the ceiling already.
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: Harry_Dicks on January 10, 2018, 10:55:13 AM
Quote from: falconne on January 09, 2018, 02:02:51 PM
New update published:

  • When a single bill is copied, a "Paste Into" button now appears on every other bill, in the bill details and workbench overview screen. This button will paste all compatible settings from the source bill into the target bill, except for the output product itself. For e.g., you can create a number of tailoring jobs for different items of clothing, adjust the production counts and material filters for one and paste these into all the others. Any job's settings can be pasted into another, but not all settings are compatible between all recipes; incompatible settings will not be copied.

  • When a linked bill is suspended or unsuspended, now all linked bills will take on the same status (can be configured in Settings).

I'm really looking forward to that paste button. I remember it being quite tedious when I had to go around to all of my different tailoring benches, and open up all of their own bills, and change around what ingredients I wanted them to use. It's not too bad if everything to be made from the same ingredient, like if you want only alpaca wool for all tailor items, it should usually show where you last were in your list of ingredients going from one bill to another, so it isn't too bad. But if you start making/collecting other ingredients you want your clothes to be made out of, like say alpaca wool, devilstrand, deer and rhino leather, that ends up being a shit ton of scrolling around ingredient menus when you have 40-50 tailoring bills.
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: Vlad0mi3r on January 15, 2018, 07:44:27 PM
Is there any chance of getting a forbid option when assigning work benches? So instead of assigning a bench to someone you can forbid them from using it.

I don't mind my level 2 crafters stuffing around smelting slag but when my level 19-20 crafter keeps focusing on smelting metal instead of making that suit of powered armour he started yesterday is frustrating.

I hope this can be added at some point.

Thankyou for this mod it is very handy indeed.
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: Harry_Dicks on January 15, 2018, 07:56:59 PM
Quote from: Vlad0mi3r on January 15, 2018, 07:44:27 PM
Is there any chance of getting a forbid option when assigning work benches? So instead of assigning a bench to someone you can forbid them from using it.

I don't mind my level 2 crafters stuffing around smelting slag but when my level 19-20 crafter keeps focusing on smelting metal instead of making that suit of powered armour he started yesterday is frustrating.

I hope this can be added at some point.

Thankyou for this mod it is very handy indeed.

Why not just use the regular sliders to set the max level at the bench for skill level <18 or something?
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: Vlad0mi3r on January 15, 2018, 08:05:43 PM
Yes but the electric smelter does not come with one of those sliders. So yes that could be a solution as well add a skill level slider to the smelter and crafting spot and any other benches/spots that don't come with a slider.
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: falconne on January 15, 2018, 08:11:01 PM
Using Fluffy's WorkTab you get finer control over job assignments... you could disabled the "Smelt Items" job from your top crafters?
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: Vlad0mi3r on January 15, 2018, 08:42:36 PM
Quote from: falconne on January 15, 2018, 08:11:01 PM
Using Fluffy's WorkTab you get finer control over job assignments... you could disabled the "Smelt Items" job from your top crafters?

Yeah I feel a bit overwhelmed with Fluffy's Work tab there seams to be a lot to setup with it. I might just have to bite the bullet and give it a try.
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: Harry_Dicks on January 15, 2018, 08:47:23 PM
Quote from: Vlad0mi3r on January 15, 2018, 08:42:36 PM
Quote from: falconne on January 15, 2018, 08:11:01 PM
Using Fluffy's WorkTab you get finer control over job assignments... you could disabled the "Smelt Items" job from your top crafters?

Yeah I feel a bit overwhelmed with Fluffy's Work tab there seams to be a lot to setup with it. I might just have to bite the bullet and give it a try.

It's really not bad at all, no special setup. It just let's you define specifics within job categories. Like you want your doctor or researcher to make craft medicine (because it usually requires medicine+crafting but works their intellect for whatever reason..) But just putting them on crafting won't work, cause with mods I have like 40 different types of crafting jobs. Nope, just need them only only the craft medicine one, not smelt or anything else. And then I can remove all of my other crafters from medicine production.
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: Canute on January 16, 2018, 04:16:19 AM
In this case.
Install WorkTab
Ingame open the Work Tab
CTRL-Leftclick on "craft" to expand the crafting jobs.
Look for "smelt item" unclick them for these pawns.
CTRL-Leftclick on "craft" to collapse it.

But "smelt items" are allready far right and this mean's at the end of the craft prioritiies. Do you want that your crafter do hauling jobs then to smelt items ?
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: dodviper on January 17, 2018, 12:28:18 PM
Hi!

I need some help with installing the mod  :-[

Quote[HugsLib] v4.0.1 initialized AllowTool, CentralizedClimateControl, StackXXL

I downloaded the source, and copyed the mod from the dist folder, and it does show up correctly in the mods menu ( https://i.imgur.com/U9AtDEG.png (https://i.imgur.com/U9AtDEG.png) ), but there is nothing ingame.
What did I do wrong? or maybe there any known mod conflicts?
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: Harry_Dicks on January 17, 2018, 12:33:08 PM
Quote from: dodviper on January 17, 2018, 12:28:18 PM
Hi!

I need some help with installing the mod  :-[

Quote[HugsLib] v4.0.1 initialized AllowTool, CentralizedClimateControl, StackXXL

I downloaded the source, and copyed the mod from the dist folder, and it does show up correctly in the mods menu ( https://i.imgur.com/U9AtDEG.png (https://i.imgur.com/U9AtDEG.png) ), but there is nothing ingame.
What did I do wrong? or maybe there any known mod conflicts?

Delete that folder from your mods list. Then click this link https://github.com/Falconne/ImprovedWorkbenches/releases/download/v18.6/ImprovedWorkbenches-18.6.0-a.zip to download the latest version, open the zip, and then tell your extraction program to unload into your Rimworld\Mods directory.

For future reference, go to the release page on github first to check for latest release, it will always just be the regular projects url plus /releases at the end. So https://github.com/Falconne/ImprovedWorkbenches from the OP becomes https://github.com/Falconne/ImprovedWorkbenches/releases and under the Assets you click the top link. Sometimes modders won't have a specific version in the file name, and you just have to hit "Source code "link instead. However, some modders do not use the releases page, and you will just have to get it from the master repository. So like on https://github.com/Falconne/ImprovedWorkbenches you would just press the green button on the right that says "Clone or download" and then download zip. You should usually still be able to use the mod with that way as well. However! Some modders also don't have a complete mod in there, only in the releases page. Kiame did this with Change Dresser (sorry Kiame not to call you out or anything!) and it messed me up.

Modders can actually update their Releases page with an updated release, but the date will not change. If you look at Change Dresser's last date on it's Releases page, it says Oct 25th. But we know he has made updates since then. But that is the actual updated version, and if you try to use the one from his master page, it won't work because it didn't have the assemblies folder last time I tried.

I know it can get a little confusing, or at least I was at first with the dates on the Releases page not always refreshing, but I think that it helps to know how different modders will use github to release their mods differently.
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: dodviper on January 17, 2018, 12:43:05 PM
Quote from: Harry_Dicks on January 17, 2018, 12:33:08 PM
Quote from: dodviper on January 17, 2018, 12:28:18 PM
Hi!

I need some help with installing the mod  :-[

Quote[HugsLib] v4.0.1 initialized AllowTool, CentralizedClimateControl, StackXXL

I downloaded the source, and copyed the mod from the dist folder, and it does show up correctly in the mods menu ( https://i.imgur.com/U9AtDEG.png (https://i.imgur.com/U9AtDEG.png) ), but there is nothing ingame.
What did I do wrong? or maybe there any known mod conflicts?

Delete that folder from your mods list. Then click this link https://github.com/Falconne/ImprovedWorkbenches/releases/download/v18.6/ImprovedWorkbenches-18.6.0-a.zip to download the latest version, open the zip, and then tell your extraction program to unload into your Rimworld\Mods directory.
Thank you very much!
:o I feel like an idiot for went straight to releases on git
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: Harry_Dicks on January 17, 2018, 02:23:17 PM
Quote from: dodviper on January 17, 2018, 12:43:05 PM
Thank you very much!
:o I feel like an idiot for went straight to releases on git

Hah, don't feel dumb man. There's a reason why I typed up all of that stuff for you or anyone else. Because I'm a dumbass, and had to figure all of that shit out myself! :P
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: Matt Rethyu on January 20, 2018, 09:20:03 AM
I'd love to have some way to count items not only in stockpiles, but also in specific storage structures like racks and fridges. That could be hard, but I have a few ideas how it could be achieved:
A "Count in radius" option, while not exactly fixing that, could help somewhat;
You could have renamed structures appear on the list - although the only renameable structure like that I know is the fridge from Rimfridge mod, if such functionality was available more would surely follow;
Or you could create a new kind of zone, "Designation zone" or something similar, that would be displayed on the list and count all the items in all the structures inside it - basically different from Stockpiles in that it wouldn't have storage capability of its own and could be placed over furniture.

Even if no such functionality is implemented, this is still an amazing mod. Cheers!
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: falconne on January 20, 2018, 04:19:01 PM
A number of people have asked for RimFridge support. I'll look into it.

I'm keeping track of features I intend to add here: https://github.com/Falconne/ImprovedWorkbenches/issues
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: Ranisimo on January 23, 2018, 03:03:37 PM
THANK YOU THANK YOU THANK YOU.  #1 MOD ON THE RIM
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: falconne on February 26, 2018, 02:13:27 AM
Just made an update with new feature added by @alextd on Github: "Do Until X" bills can now also count any equipped weapons and shield belts, extending the existing "Count equipped clothing" functionality.
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: Harry_Dicks on February 26, 2018, 07:07:39 AM
Quote from: falconne on February 26, 2018, 02:13:27 AM
Just made an update with new feature added by @alextd on Github: "Do Until X" bills can now also count any equipped weapons and shield belts, extending the existing "Count equipped clothing" functionality.

Awesome! Thanks guys ;D
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: BlackSmokeDMax on February 26, 2018, 10:26:55 AM
LOVE this mod!!

Thanks for the update!
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: Kori on February 26, 2018, 10:41:53 AM
Thanks for improving this great mod even further. :)
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: Harry_Dicks on February 27, 2018, 12:13:28 PM
Should we now be using the newest version that was just pushed to GitHub?
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: falconne on February 27, 2018, 01:57:53 PM
Just the newest release, v18.8 linked in the first post. Next version is still in progress.
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: Lethe on February 28, 2018, 02:22:30 PM
Thank you! The mod's great! I can now filter out cloth from being used in tailoring :D <3

I can also now can set my butcher human bill to only allow my psychopath cook butcher them. Excellent! It always annoyed me if I was not paying attention one of my 'normal' colonists would butcher a human and then complain about it afterwards. Like, wtf. Don't do it then! I didn't force you to do the bill! You could've just made pemmican!
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: falconne on March 09, 2018, 10:15:50 PM
Hey all, here's another update from @alextd on Github with some bug fixes and new features. As usual with large updates I'd like a little playtesting on the update before I update the Steam Workshop version, though I don't expect any problems.

If you can, try the new version from Github: https://github.com/Falconne/ImprovedWorkbenches/releases/download/v18.10/ImprovedWorkbenches-18.10.0.zip and let me know if you have any issues. You don't need to exercise the new features if you don't need to, just check that the counts look right on some existing bills and they stay right after a couple of hours play.

The new features are:
* Fixed bug where "count in" and "take to" stockpile settings got cleared when game is saved on another map.

* It is now possible to count any item worn, equipped or carried by any colonist or colony animal.

* Added option to also count items on colonists and animals originating at the bill's map, but are away on caravans, raids, etc.

* Added option to count installed statues, if desired.
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: Harry_Dicks on March 10, 2018, 12:06:55 PM
Hell yeah, awesome! I had been watching the commit updates on GitHub recently and was curious when the next update was coming out. Thank you! ;D
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: falconne on March 10, 2018, 04:26:32 PM
Added a new feature to the test release (have updated the link above):

Added Mod Option to set "Drop on floor" as default for new bills instead of "Take to best stockpile"
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: Kori on March 10, 2018, 11:18:41 PM
Quote from: falconne on March 10, 2018, 04:26:32 PM
Added a new feature to the test release (have updated the link above):

Added Mod Option to set "Drop on floor" as default for new bills instead of "Take to best stockpile"

Thank you!
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: Harry_Dicks on March 11, 2018, 10:30:21 AM
Hey on the latest release I was able to find the actual mod folder within the "dist" folder. However, I don't think most users will recognize they need to extract only this folder from the downloaded file.
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: Harry_Dicks on March 11, 2018, 11:17:43 AM
Hey, so the newest version that I am trying to use is getting me a shit ton of yellow errors. Here's the log. Looks like it's messing up the help entries or something. Thanks!

https://git.io/vxe4D
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: falconne on March 11, 2018, 04:10:09 PM
Quote from: Harry_Dicks on March 11, 2018, 10:30:21 AM
Hey on the latest release I was able to find the actual mod folder within the "dist" folder. However, I don't think most users will recognize they need to extract only this folder from the downloaded file.

Sorry, I forgot to attach the actual release properly. What you downloaded was probably the source code archive which is why you are getting errors.

I have fixed the link above. Can you try again?
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: Harry_Dicks on March 11, 2018, 04:46:19 PM
So far I think you've fixed it. Thanks so much! ;D
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: falconne on March 13, 2018, 05:34:35 PM
FYI for anyone using the manual download, the new release is now good to go and I've updated the first post.
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: falconne on March 17, 2018, 05:26:18 AM
Just did a minor update with mostly compatibility fixes:

* Fix handling of "Make any stone block" bill's copy/paste operation.
* Fix some UI issues when RimFactory and Prison Labor mods are being used.
* Add option to disable extra UI buttons if they interfere with other mods.
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: Harry_Dicks on March 17, 2018, 08:43:14 PM
Thank you! :D
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: Ruisuki on March 27, 2018, 06:57:24 AM
any chance of you applying set ownership functionality to joy sources Falconne? It would help save time by not having pawns go halfway across my base to reach the joy house for my Hospitality guests. Also keep my shooting range tidy by keeping my heavy shooters far away from it.
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: falconne on March 27, 2018, 03:16:52 PM
I will add it to the list to look at in the future
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: Canute on March 28, 2018, 12:06:55 PM
Quote from: falconne on January 20, 2018, 04:19:01 PM
A number of people have asked for RimFridge support. I'll look into it.

I'm keeping track of features I intend to add here: https://github.com/Falconne/ImprovedWorkbenches/issues
Hi falconne,
Any progress about the Rimfridge support ?
And btw. keep up the good work ! :-)
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: falconne on March 28, 2018, 03:35:16 PM
I have started looking at it, but will be a couple of weeks before I can spend a lot of time on it
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: CrossLegacy on April 25, 2018, 06:51:06 AM
I may have missed it going through all the features, but is there any way this mod can help me prioritize a workbench being used over another? Like if I want my pawns to butcher all available animals BEFORE they start on the cooking bills. Thank you in advance!
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: Canute on April 25, 2018, 09:02:46 AM
CrossLegacy,
i don't think.
But you can use the WorkTab mod, then you can expand the cooking row, and give butchering a higher priority.
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: CrossLegacy on April 25, 2018, 09:28:14 AM
Quote from: Canute on April 25, 2018, 09:02:46 AM
CrossLegacy,
i don't think.
But you can use the WorkTab mod, then you can expand the cooking row, and give butchering a higher priority.

Cheers mate, and thanks for pointing it my way.
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: BlackSmokeDMax on April 25, 2018, 02:13:01 PM
Quote from: Canute on April 25, 2018, 09:02:46 AM
CrossLegacy,
i don't think.
But you can use the WorkTab mod, then you can expand the cooking row, and give butchering a higher priority.

Great advice, I love to set my cook to have both butchering and refueling of cook stations one step higher than the cooks actual cooking duties. Works very well!
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: falconne on April 25, 2018, 04:24:18 PM
Quote from: CrossLegacy on April 25, 2018, 06:51:06 AM
I may have missed it going through all the features, but is there any way this mod can help me prioritize a workbench being used over another? Like if I want my pawns to butcher all available animals BEFORE they start on the cooking bills. Thank you in advance!

Using the Work Tab mod as suggested is the way to do this. I can't add priorities for individual workbenches because that would conflict with job priorities, it's just the base game doesn't give you fine control our work priorities, but Work Tab does.
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: CSGMat on May 14, 2018, 05:41:55 AM
Halo.
me use Infinite Storage mods,
me make sculptures and place in Infinite Storage,
but sculptures inside Infinite Storage not counted on sculptor table management (?).
thank you.
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: falconne on May 14, 2018, 05:58:55 AM
I have created an issue for it, I will see if it's easy to add support for it.
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: zizard on May 17, 2018, 02:13:00 AM
Would it be possible to make a "do until" that counts input materials? So that excess of some item can be processed, while leaving a reserve. This can currently be done using bill radius and 2 stockpiles, but it's finicky.
Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: aimxoo0o on May 17, 2018, 10:59:09 AM
Is it maybe possible to turn off the "Do until X" automatically if the X is reached and goes automatically on if the new Y-Value is reached?

Oh I am dumb. It is possible.

Title: Re: [B18] Better Workbench Management (QoL mod)
Post by: falconne on May 21, 2018, 04:45:37 PM
Quote from: zizard on May 17, 2018, 02:13:00 AM
Would it be possible to make a "do until" that counts input materials? So that excess of some item can be processed, while leaving a reserve. This can currently be done using bill radius and 2 stockpiles, but it's finicky.

I have the on the roadmap for the future.
Title: Re: [B19] Better Workbench Management (QoL mod)
Post by: falconne on September 12, 2018, 05:58:53 AM
This has now been updated to B19. The mod has been cut down to include just what's missing in vanilla. I will update the description in the first post soon.
Title: Re: [B19] Better Workbench Management (QoL mod)
Post by: Madman666 on September 12, 2018, 06:19:29 AM
Amazing! Thanks for your hard work @falconne! This mod is absolutely essential for me and many others.
Title: Re: [B19] Better Workbench Management (QoL mod)
Post by: BlackSmokeDMax on September 13, 2018, 12:49:37 AM
Quote from: Madman666 on September 12, 2018, 06:19:29 AM
Amazing! Thanks for your hard work @falconne! This mod is absolutely essential for me and many others.

Agreed. ^^

Falconne, thanks so much for keeping on with this mod! Love the extra bits this mod includes!!
Title: Re: [B19] Better Workbench Management (QoL mod)
Post by: bigheadzach on September 14, 2018, 12:38:27 AM
When I attempt to clickdrag the grip squares for bills, it is instead attempting to drag the Nth Colonist Bar icon across the top (drag the first bill, the first colonist bar item pulls down instead).

No errors are generated when I do this, either.
<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>2009</buildNumber>
  <activeMods>
    <li>MOD-E-master</li>
    <li>Core</li>
    <li>HugsLib</li>
    <li>JecsTools-1.1.0.1</li>
    <li>Miscellaneous_Core</li>
    <li>ModSwitch</li>
    <li>ModSyncRW</li>
    <li>Vegetable Garden</li>
    <li>AlienRaces-master</li>
    <li>AllowTool</li>
    <li>ArchitectIcons</li>
    <li>BetterMiniMap-master</li>
    <li>CameraPlus-master</li>
    <li>ColorCodedMoodBar</li>
    <li>ConduitDeconstruct</li>
    <li>CraftingQualityRebalanced</li>
    <li>Dubs Mint Menus</li>
    <li>EdBPrepareCarefully</li>
    <li>ExpandedRoofing-master</li>
    <li>FashionRIMsta_B19</li>
    <li>FluffyBreakdowns</li>
    <li>FollowMe</li>
    <li>GiddyUpCore-1.0.5</li>
    <li>HMTBLite</li>
    <li>LabelsOnFloor</li>
    <li>MarvsUghYouGotMe</li>
    <li>Meals On Wheels - Release</li>
    <li>MedicalTab</li>
    <li>MemorableAuroras</li>
    <li>MendAndRecycle</li>
    <li>Miscellaneous_Incidents</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Miscellaneous_MapGenerator Urban</li>
    <li>Miscellaneous_MapGenerator_FactionBase</li>
    <li>Miscellaneous_BeeAndHoney</li>
    <li>Miscellaneous_BeeAndHoneyX Urban</li>
    <li>Miscellaneous_Robots</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>Miscellaneous_TurretBase</li>
    <li>Miscellaneous_WeaponRepair</li>
    <li>Moody</li>
    <li>MoreFactionInteraction-master</li>
    <li>MoreHarvestDesignators</li>
    <li>MorePlanning</li>
    <li>PathAvoid</li>
    <li>Pharmacist</li>
    <li>PickUpAndHaul</li>
    <li>PrepareLanding</li>
    <li>ProfitableWeapons</li>
    <li>ProperShotguns</li>
    <li>QualityBuilder</li>
    <li>RangedStaggerRebalanced</li>
    <li>RangeFinder-master</li>
    <li>RealisticRooms</li>
    <li>RelationsTab</li>
    <li>ResearchPal</li>
    <li>Replace Stuff - Release</li>
    <li>RimFridge</li>
    <li>RIMkea_B19</li>
    <li>RimQuest-master</li>
    <li>Robots_PlusPlus_Misc_Robots_Xtension</li>
    <li>RoomSense</li>
    <li>RT_Fuse-B19-1.2.0</li>
    <li>RT_PowerSwitch-B19-1.0.9</li>
    <li>PowerSwitch</li>
    <li>StuffedFlaks</li>
    <li>SYR_HarvestYieldPatch</li>
    <li>VGP CoffeeTeaDrugs</li>
    <li>VGP_Canning</li>
    <li>VGP_Fabric</li>
    <li>VGP_Garden_Drinks</li>
    <li>VGP_Garden_Gourmet</li>
    <li>VGP_Medicine</li>
    <li>VGP_More Veggies</li>
    <li>VGP_Soylent Production</li>
    <li>VGP_Tools</li>
    <li>VGP_Trees_Flowers</li>
    <li>WorkTab</li>
    <li>P-Music</li>
    <li>AnimalsLogic</li>
    <li>AreaUnlocker</li>
    <li>AvoidFriendlyFire</li>
    <li>A_Dog_Said_B19</li>
    <li>battlemounts-1.0.5</li>
    <li>BetterRoads</li>
    <li>BirdsAndBees</li>
    <li>BlueprintReport</li>
    <li>Blueprints</li>
    <li>Caravan Gear v1.5 [B19]</li>
    <li>CleaningArea</li>
    <li>Collapser</li>
    <li>ConcreteWalls-master</li>
    <li>DefensivePositions</li>
    <li>Doors-Expanded</li>
    <li>DrawABead</li>
    <li>ED-Embrasures</li>
    <li>EfficientUtilities</li>
    <li>ForbiddableDebris</li>
    <li>Galaxy Life_B19</li>
    <li>Galaxy Life ADS Patch_B19</li>
    <li>GiddyUpCaravan-1.0.2</li>
    <li>GiddyUpRideAndRoll-1.0.3</li>
    <li>Hardworking animals B19</li>
    <li>HeatMap</li>
    <li>Hospitality-B19</li>
    <li>LovelyHairStyle</li>
    <li>Nightvision</li>
    <li>Playable Settlers Faction</li>
    <li>Quarry</li>
    <li>ReverseCommands-master</li>
    <li>Rimsenal_Hair</li>
    <li>Rimsenal_Vanilla</li>
    <li>RunAndGun-1.0.3</li>
    <li>SafelyHiddenAway - Release</li>
    <li>SameSpot-master</li>
    <li>SaveStorageSettings</li>
    <li>SeasonalWeather-master</li>
    <li>Share The Load - Release</li>
    <li>ShowHair</li>
    <li>SimpleSidearms</li>
    <li>SimplyMoreBridges</li>
    <li>SmartMedicine - Release</li>
    <li>SparklingWorlds Full Mod</li>
    <li>Spoons_Hair_Mod_B19</li>
    <li>SYR_ProstheticTable</li>
    <li>T-MoreFloors</li>
    <li>TD Enhancement Pack - Release</li>
    <li>TechAdvancing</li>
    <li>ThanksForAllTheFish</li>
    <li>The Price Is Right - Release</li>
    <li>Toolboxifier</li>
    <li>SetUpCamp-master</li>
    <li>TradingSpot</li>
    <li>WatermillTweaks</li>
    <li>WheresTheGravel-grayscale</li>
    <li>Xeva's Hair</li>
    <li>Psychology</li>
    <li>AnimalTab</li>
    <li>NamesGalore-master</li>
    <li>Detailed Body Textures II (B19)</li>
    <li>ExtendedInspectData-1.1.19.0</li>
    <li>SteelIsIron</li>
    <li>HelpTab</li>
    <li>SYR_ProstheticIcons</li>
    <li>TurretExtensions</li>
    <li>TETurretExpansion</li>
    <li>Fences And Floors</li>
    <li>DoorMat</li>
    <li>Achtung</li>
    <li>ColonyManager</li>
    <li>ImprovedWorkbenches</li>
    <li>MensHair</li>
    <li>Miscellaneous_MAI</li>
    <li>PawnRules</li>
    <li>RainWashesAwayFilth</li>
    <li>RemoteTech</li>
    <li>Room Food - Release</li>
  </activeMods>
</ModsConfigData>
Title: Re: [B19] Better Workbench Management (QoL mod)
Post by: falconne on September 14, 2018, 12:52:08 AM
Quote from: bigheadzach on September 14, 2018, 12:38:27 AM
When I attempt to clickdrag the grip squares for bills, it is instead attempting to drag the Nth Colonist Bar icon across the top (drag the first bill, the first colonist bar item pulls down instead).

I believe it is a conflict with Mint Menus. I will take a look at that in a few days, but I couldn't find the source code for the mod so probably have to talk to the mod's developer.
Title: Re: [B19] Better Workbench Management (QoL mod)
Post by: Madman666 on September 14, 2018, 05:35:39 AM
Will report it to Dubs, maybe he'll fix it :)

UPD: He said he'll deal with it. Yay!
Title: Re: [B19] Better Workbench Management (QoL mod)
Post by: falconne on September 22, 2018, 07:12:51 PM
Just done a small update fixing a bug where linked bills with a "Take to Stockpile" setting weren't working.
Title: Re: [1.0] Better Workbench Management (QoL mod)
Post by: falconne on October 20, 2018, 06:30:31 AM
Updated to v1.0
Title: Re: [1.0] Better Workbench Management (QoL mod)
Post by: bigheadzach on October 20, 2018, 09:29:17 AM
As much as it might be disappointing that your mod does a fraction of what it used to, the fact that these ideas are now in vanilla speaks to your UI ingenuity.

Thanks, Falconne!
Title: Re: [1.0] Better Workbench Management (QoL mod)
Post by: tarator on October 26, 2018, 05:48:54 PM
Yesssssssss! I needed this!
Title: Re: [1.0] Better Workbench Management (QoL mod)
Post by: zmadz on October 27, 2018, 03:52:19 AM
would it be possible to add a mod option that bills start without ingredients and you have to select which materials u want them from
Title: Re: [1.0] Better Workbench Management (QoL mod)
Post by: JT on November 13, 2018, 05:54:07 AM
This is fantastic!  I had no idea what I was missing without this, and the widescreen interface is a godsend.

[edit]Second paragraph redacted! Wrong mod! But the QOL features this adds to the bill list are awesome too. =)
Title: Re: [1.0] Better Workbench Management (QoL mod)
Post by: Rock5 on November 14, 2018, 12:38:08 PM
I have a feature request I think might be suitable for this mod. Basically I would like a "Suspend when satisfied" option.

I made a mod request for this but it was pointed out your mod might be a good place to ask for it.  I'll repeat what I posted here.



Here's the scenario. I get a trade request for 20 Ikwa of normal quality or better which I decide to do. I set the bill on the smithy to make 20 Ikwa but realise that if I just make 20 they might not all meet the requirements of normal quality or better. So I set it to "do until" I have 20 and set the count filter to normal quality.

Some time later, after I return with my pawn having completed the trade request, I notice that I have another 20 Ikwa in my stockpile and realise I forgot to cancel the work bill after it was completed.

This happens to me all the time. I sort of wish I could use the "pause when satisfied" option to pause it permanently but it can't do that. I think what we need is a "Suspend when satisfied" option as well.

An alternative is to include the quality filter with the "do x times" option although I don't know if this is something you could do.



What do you think?
Title: Re: [1.0] Better Workbench Management (QoL mod)
Post by: Madman666 on November 14, 2018, 01:00:45 PM
In fact i would like to expand on that topic - it would be also nice to have an option for a bill to automatically delete itself upon reaching either required number of specified quality items, or doing it x amount of times. Considering that i heard even currently inactive bills are being checked by pawns and lower overall performance, this would be a useful feature if its not too messy to implement.
Title: Re: [1.0] Better Workbench Management (QoL mod)
Post by: falconne on November 14, 2018, 01:47:42 PM
I will add these suggestions to the backlog: https://github.com/Falconne/ImprovedWorkbenches/issues
Title: Re: [1.0] Better Workbench Management (QoL mod)
Post by: Madman666 on November 14, 2018, 08:51:23 PM
Thank you for your time!
Title: Re: [1.0] Better Workbench Management (QoL mod)
Post by: wolfsilver00 on July 08, 2019, 02:44:40 PM
Would be cool if we could see the item in the bill detail.. For example, right now if you want to see the stats of different apparel items, u have to make new bill, choose what you want, go into details then go into the info.. If we could have the info of the item in the bill details to make it, it would save a lot of time, even more if we can choose different variations of the materials, which we currently cannot even in the info panel, we are stuck for example with the stats of a cloth t-shit, and are unable to choose another cloth or leather to see the result. Even filtering the materials to one material only it still shows the default which is usually cloth or plain leather
Title: Re: [1.0] Better Workbench Management (QoL mod)
Post by: Canute on July 08, 2019, 03:56:57 PM
wolf,
use dub's mint menu
https://ludeon.com/forums/index.php?topic=29043.0
Title: Re: [1.0] Better Workbench Management (QoL mod)
Post by: Resurak on February 22, 2020, 07:17:43 AM
hi falconne! do you plan to update to 1.1? really love this mod btw, it's essential!!
Title: Re: [1.0] Better Workbench Management (QoL mod)
Post by: falconne on February 22, 2020, 03:19:08 PM
Yes I will update all my mods soon
Title: Re: [1.1] Better Workbench Management (QoL mod)
Post by: falconne on February 27, 2020, 05:11:02 AM
Update to v1.1
Title: Re: [1.1] Better Workbench Management (QoL mod)
Post by: BlackSmokeDMax on February 27, 2020, 02:39:55 PM
Thank you!
Title: Re: [1.1] Better Workbench Management (QoL mod)
Post by: phuhque on March 07, 2020, 04:10:58 PM
I have noticed that if you select more than one workbench of the same type, and click on append or load bills, it only applies to the first work bench.  Is it supposed to work like when several shelves are selected and you click on the option to paste settings?
Title: Re: [1.1] Better Workbench Management (QoL mod)
Post by: Canute on March 08, 2020, 01:19:28 AM
I don't think that is supose to work.
You should just create the bill at one workbench, then copy them all and create links to these bills at the other workbenches.
At this way you just need to edit the bill at the primary table.
Title: Re: [1.1] Better Workbench Management (QoL mod)
Post by: SAG on March 08, 2020, 10:07:39 AM
I have a great idea for a mod which is sort of simmilar!

Its called:

Glitterworld planning software!

Its an upgrade for a comms computer and unlocks at the same time.

What it is does is turn the comms console into a proper planning computer which lists:

1: All workbenches and available bills

And best of all it:

2: It orders ALL colony tasks into a unbreakable numbered task list..

So that in this central console you can control build order, and colonist will always stick to this build order no matter what.

You can control haul order and colonist will always stick to this no matter what.

You can control Crafting order across benches and colonist will always stick to it. Meaning if you have multiple bills at benches, lets say they are all crafting, and 1 crafting colonist, then YOU can deside what order things will be crafted and at what bench..

Because its Glittertech I think there should be a cool user friendly big letter interface with multiple tabs. Maybe simmilar to a fallout pip boy but more readable.

3: Ofcourse you can assign what colonist should build or craft what item etc..

4: Who wants to help me make this mod?



Title: Re: [1.1] Better Workbench Management (QoL mod)
Post by: Canute on March 08, 2020, 01:54:48 PM
Sounds like an old version of Colony manager ! :-)
But since the crafting feauture of the colony manager rarely was used by people, the author didn't include it at the current version.
Title: Re: [1.2] Better Workbench Management (QoL mod)
Post by: falconne on August 22, 2020, 07:23:59 PM
Updated for 1.2
Title: Re: [1.2] Better Workbench Management (QoL mod)
Post by: TechFa on May 05, 2021, 09:55:08 AM
Very good mod, thank you for your contribution. But it can't work with Project-RimFactory-Revived.
PRF has a special production building called assembler.It needs to add bill to produce like Machining table.
When I open the bills, I can't find the icon of Copy all the bills
I have also noticed other MODs, Rimatomics Machining table is compatible with your MOD. Only PRF's assembler cannot
Maybe something is wrong, I don't understand.
Can you add support for PRF? Thanks