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RimWorld => Mods => Releases => Topic started by: Kiame on June 01, 2017, 01:42:12 AM

Title: [1.3] [KV] Force Pawn to Do a Job [ModSync RW]
Post by: Kiame on June 01, 2017, 01:42:12 AM
Want a pawn, who's not assigned to hauling, to haul something without having to manually change the assignments for the pawn?
      
Force them to with this mod!

Select any pawn, right click where you want the task to be done, and no more "Not assigned to ____"

Note: If the pawn is incapable of doing a job due to their backstory this mod will still enforce that. (this can be changed in this mod's settings)


This mod can be added and removed from saved games without a problem.

Mod Settings:
-Allow Orders Outside Allowed Areas --- defaulted to True
-Allow All Pawns To Do All Jobs (when manually told) --- defaulted to False

Works with Fluffy's WorkTab


Thanks to Look at me, I'm the worker now for the original idea!


Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1180719500)

Direct Download:
1.3 (https://github.com/KiameV/rimworld-forcedojob/releases/download/1.3/ForceDoJob.zip)

A17 (https://github.com/KiameV/rimworld-forcedojob/releases/download/v2/ForceDoJob.zip)
B18 (https://github.com/KiameV/rimworld-forcedojob/releases/download/a18/ForceDoJob.zip)
B19 (https://github.com/KiameV/rimworld-forcedojob/releases/download/B19/ForceDoJob.zip)
1.0 (https://github.com/KiameV/rimworld-forcedojob/releases/download/1.0/ForceDoJob.zip)
1.2 (https://github.com/KiameV/rimworld-forcedojob/releases/download/1.2/ForceDoJob.zip)

Use ModSync RW (https://ludeon.com/forums/index.php?topic=41634.0) to know if/when there's an update


GitHub (https://github.com/KiameV/rimworld-forcedojob)


Like my mods? Consider supporting me!
(http://www.travistygames.com/private/kofi3.png) (https://ko-fi.com/kiamev)


(https://steamuserimages-a.akamaihd.net/ugc/868492789610468572/334D70ECDB9756AB80CD321CB88228106BBDE58B/)

(https://steamuserimages-a.akamaihd.net/ugc/868492789610468743/9A33354ED5930815838C240AA7EA64B7BC702AF4/)

(https://steamuserimages-a.akamaihd.net/ugc/868492789610468865/C9B6810D85610675067FCBE2CA261DDD57B90D70/)

(http://verify.modsync.ninja?31a90ce9-6744-4c1d-a53f-a5cab7674eb0) (http://www.modsync.ninja)
Title: Re: [A17] Force Pawn to Do a Job
Post by: Canute on June 01, 2017, 02:25:39 AM
Very good idea !! :-)
Title: Re: [A17] Force Pawn to Do a Job
Post by: XeoNovaDan on June 01, 2017, 03:37:16 AM
The final piece of the 'look at me, I'm the worker now' puzzle!
Title: Re: [A17] Force Pawn to Do a Job
Post by: notfood on June 01, 2017, 05:05:48 AM
Interesting way of doing it. Subscribed!
Title: Re: [A17] Force Pawn to Do a Job
Post by: faltonico on June 01, 2017, 11:30:08 AM
Quote from: XeoNovaDan on June 01, 2017, 03:37:16 AM
The final piece of the 'look at me, I'm the worker now' puzzle!
Indeed, I don't know why Tynan thought it was a good idea not to implement this part of the mod on the base game.
Title: Re: [A17] Force Pawn to Do a Job
Post by: spyfox321 on June 02, 2017, 04:00:35 AM
shouldn't the forced colonist get a mood penalty, like

forced to do work he doesn't like -8

Also, obviously, they shouldn't do the work autonomously.
Title: Re: [A17] Force Pawn to Do a Job
Post by: faltonico on June 02, 2017, 12:57:32 PM
Quote from: spyfox321 on June 02, 2017, 04:00:35 AM
shouldn't the forced colonist get a mood penalty, like

forced to do work he doesn't like -8

Also, obviously, they shouldn't do the work autonomously.
Why?
You are just saving yourself from the hassle of going to the work tab, enabling the job, make it do the job and the disable the job again. If this was like "Look at me, I'm the worker now", it can't force pawns do something they are incapable of.
Title: Re: [A17] Force Pawn to Do a Job
Post by: Kiame on June 05, 2017, 12:09:02 AM
Quote from: faltonico on June 02, 2017, 12:57:32 PM
Quote from: spyfox321 on June 02, 2017, 04:00:35 AM
shouldn't the forced colonist get a mood penalty, like

forced to do work he doesn't like -8

Also, obviously, they shouldn't do the work autonomously.
Why?
You are just saving yourself from the hassle of going to the work tab, enabling the job, make it do the job and the disable the job again. If this was like "Look at me, I'm the worker now", it can't force pawns do something they are incapable of.

This is correct. You're not telling a pawn to do something they can't/won't do. This is just a quality of life patch
Title: Re: [A17] Force Pawn to Do a Job
Post by: Kiame on July 03, 2017, 12:05:22 PM
Fixed an issue of a lot of log messages when used with Fluffy's WorkTab mod http://steamcommunity.com/sharedfiles/filedetails/?id=725219116

Direct download: https://github.com/KiameV/rimworld-forcedojob/releases/download/v2/ForceDoJob.zip
Title: Re: [A17] Force Pawn to Do a Job
Post by: faltonico on July 11, 2017, 02:31:11 PM
Quote from: Kiame on July 03, 2017, 12:05:22 PM
Fixed an issue of a lot of log messages when used with Fluffy's WorkTab mod http://steamcommunity.com/sharedfiles/filedetails/?id=725219116

Direct download: https://github.com/KiameV/rimworld-forcedojob/releases/download/v2/ForceDoJob.zip
Is this issue fully resolved? I haven't started playing A 17 yet and I didn't see an update at your steam page.

I would be torn apart if i have to choose between the worktab and this mod Dx
Title: Re: [A17] Force Pawn to Do a Job
Post by: Kiame on July 11, 2017, 11:14:36 PM
Yeah fixed on both steam and direct download
Title: Re: [A17] Force Pawn to Do a Job
Post by: faltonico on July 12, 2017, 07:03:51 AM
THANKS A LOT!

Edit: Update the OP, it still says it is not compatible.
Title: Re: [A17] Force Pawn to Do a Job
Post by: Kiame on July 12, 2017, 06:16:01 PM
Sorry for the confusion... i was thinking of another mod i had fixed a messsging problem on. Unless something has changed for fluffy's mod this is still not compatible

This mod can be added/removed without a problem to saved games
Title: Re: [A17] Force Pawn to Do a Job
Post by: faltonico on July 13, 2017, 12:09:55 AM
Quote from: Kiame on July 12, 2017, 06:16:01 PM
Sorry for the confusion... i was thinking of another mod i had fixed a messsging problem on. Unless something has changed for fluffy's mod this is still not compatible
Aww =(
Title: Re: [A17] Force Pawn to Do a Job
Post by: Fluffy (l2032) on August 08, 2017, 05:40:25 PM
Hey Kiame, I've created a Pull Request on GitHub that adds compatibility with my Work Tab.

You'll need to manually add a reference to the latest version of WorkTab to compile it, but for users, it will just workTM with or without WorkTab.
Title: Re: [A17] Force Pawn to Do a Job
Post by: Kiame on August 08, 2017, 07:26:06 PM
Quote from: Fluffy (l2032) on August 08, 2017, 05:40:25 PM
Hey Kiame, I've created a Pull Request on GitHub that adds compatibility with my Work Tab.

You'll need to manually add a reference to the latest version of WorkTab to compile it, but for users, it will just workTM with or without WorkTab.

Oh awesome thanks Fluffy!

I'll try to get to it tonight. Tomorrow at the latest.
Title: Re: [A17] Force Pawn to Do a Job
Post by: faltonico on August 11, 2017, 11:37:52 PM
Looking forward to that fix.. Playing is not the same without this mod.
Title: Re: [A17] Force Pawn to Do a Job
Post by: Kiame on August 11, 2017, 11:40:42 PM
There's a bug in the fix. The schedule does not get set just the priority. I need to dig more into fluffy's mod and see what's up

I'll try to get to it this weekend =)
Title: Re: [A17] Force Pawn to Do a Job
Post by: faltonico on August 12, 2017, 01:05:30 AM
Thank you so very much!
Title: Re: [A17] Force Pawn to Do a Job
Post by: Canute on October 09, 2017, 02:51:12 AM
I notice something curious lately.
The minions are stealing the item a crafter/cook haul to the workbench to do his job. They don't realy steal, they just haul it back. And special when the cook need 3-4 stacks he rarely got a chance when the minions arn't busy somewhere else.
I found out that the mod "Force Pawn to Do a Job"
is the main reason behind this. Looks the mod let animals haul "reserved by" item.
I am not sure if it is just minions or all animals since i just got 2 grizzly vs. 20 minions for hauling.

Title: Re: [A17] Force Pawn to Do a Job
Post by: Kiame on October 09, 2017, 04:07:16 AM
Hmm not sure how that would work as this mod only changes what happens when the user selects an object for a pawn to act on... So there's no way this mod can change how NPCs act or even how pawns act without user-interaction
Title: Re: [A17] Force Pawn to Do a Job
Post by: Canute on October 09, 2017, 04:50:44 AM
I am 100% sure, i even redownload it again for the latest release.
Maybe it is a combination with Minions, since Minions can do things normal animals wouldn't do like mining,cleaning,repairing.

And only with this mod active i am geting the right click option to haul "reserved by..." items.

Title: Re: [A17] Force Pawn to Do a Job
Post by: Kiame on October 09, 2017, 01:53:08 PM
"Reserved By..." is vanilla, this mod does not add that.

All this mod does is when a user right clicks on an item, if the pawn is not assigned to do that task (but is capable of doing it) it will override their assignment and allow them to do it. If the mod that adds 'minions' uses FloatMenuMakerMap.ChoicesAtFor (which it shouldnt unless minions can be individually controlled by the player)

I can take a look at the minions mod for what may be happening if you can give me a link to it.
Title: Re: [A17] Force Pawn to Do a Job
Post by: Canute on October 09, 2017, 01:57:46 PM
http://walkingproblem.com/sdm_downloads/rimworld-minions-ver4-3/
Title: Re: [A18] Force Pawn to Do a Job
Post by: Kiame on October 25, 2017, 05:09:50 PM
Updated for A18. See first post for links
Title: Re: [A18] Force Pawn to Do a Job
Post by: Kiame on November 18, 2017, 10:44:45 PM
A18 - Updated to work with WorkTab
Title: Re: [B18] [KV] Force Pawn to Do a Job [ModSync]
Post by: Kiame on December 03, 2017, 08:11:38 PM
Adding ModSync.ninja (http://www.modsync.ninja/) support
Title: Re: [B18] [KV] Force Pawn to Do a Job [ModSync]
Post by: notfood on December 12, 2017, 11:27:26 PM
Do you think you could make it so Modsync is given a url pointing to a (json? xml?) file, normally on github, that details modsync whatever it needs to know to keep the mod updated? It'd help adoption a lot. Right now maintaing yet another repository is just more work.
Title: Re: [B18] [KV] Force Pawn to Do a Job [ModSync]
Post by: kaptain_kavern on December 12, 2017, 11:32:42 PM
It's already built-in.
Once registered you can give the site your repo URL and it will read the sync data file from there
Title: Re: [B18] [KV] Force Pawn to Do a Job [ModSync]
Post by: Kiame on December 13, 2017, 11:32:57 AM
Yep as kaptain_kavern says it's built in.

In the near future I want to get an in-game dialog window which will have all the fields to fill in when submitting a mod.
Currently from the ModSync.ninja website when submitting a mod, after verifying the forum post is yours scroll down and you'll be asked to point to the ModSync.xml file in your github repo.

I'm not sure if there's a way currently to update the mod to point to github after the fact but we are getting ready to release new ways to update mods including in-game. Stay tuned  :)
Title: Re: [B18] [KV] Force Pawn to Do a Job [ModSync]
Post by: notfood on December 14, 2017, 12:00:30 AM
Ohh that's good then. I'll add my mods too in that case.
Title: Re: [B18] [KV] Force Pawn to Do a Job [ModSync]
Post by: Kiame on December 14, 2017, 12:14:13 AM
Keep an eye on this page for updates to ModSync.ninja - https://ludeon.com/forums/index.php?topic=34447.msg385050#msg385050
Title: Re: [B18] [KV] Force Pawn to Do a Job [ModSync]
Post by: Kiame on January 21, 2018, 02:57:36 AM
Update:
Adding 2 settings:
-Allow Orders Outside Allowed Areas --- defaulted to True
-Allow All Pawns To Do All Jobs (when manually told) --- defaulted to False
Title: Re: [B18] [KV] Force Pawn to Do a Job [ModSync]
Post by: Harry_Dicks on February 12, 2018, 06:17:52 PM
So I'm a bit confused. Is this like Pawns Are Capable!, or does this just allow you to have a pawn do a job, but only if they are capable, but not require you to go to the work tab and enable this job category temporarily? So I can use this with both Pawns Are Capable! and they should work together?
Title: Re: [B18] [KV] Force Pawn to Do a Job [ModSync]
Post by: Kiame on February 13, 2018, 01:17:16 AM
Quote from: Harry_Dicks on February 12, 2018, 06:17:52 PM
So I'm a bit confused. Is this like Pawns Are Capable!, or does this just allow you to have a pawn do a job, but only if they are capable, but not require you to go to the work tab and enable this job category temporarily? So I can use this with both Pawns Are Capable! and they should work together?

Your description of what this mod does is correct. I do remember i tried this w/ Pawns Are Capable a long while ago and it did work.

This mod can be removed from saves without a problem so if it doesn't work it won't break anything.
Title: Re: [B18] [KV] Force Pawn to Do a Job [ModSync]
Post by: Harry_Dicks on February 13, 2018, 07:22:47 AM
Quote from: Kiame on February 13, 2018, 01:17:16 AM
Your description of what this mod does is correct. I do remember i tried this w/ Pawns Are Capable a long while ago and it did work.

This mod can be removed from saves without a problem so if it doesn't work it won't break anything.

Nice! ;D This should actually be a huge QoL improvement for me.

EDIT: Well now I've got a warning that pops, from Pawns Are Capable! if both mods are loaded

You should remove "Force Do Job" from your mod list, as "Pawns are Capable!" incorporates its functionality, and if both mods are running, you may encounter odd behavior.
Verse.Log:Error(String)
PawnsAreCapable.PawnsAreCapable_Initializer:Setup()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
Title: Re: [B18] [KV] Force Pawn to Do a Job [ModSync]
Post by: Kiame on February 13, 2018, 10:19:43 AM
Reading the description it sounds like Pawns Are Capable already has this mod's functions (which i was not aware of)
Title: Re: [B18] [KV] Force Pawn to Do a Job [ModSync]
Post by: Harry_Dicks on February 13, 2018, 12:34:17 PM
Quote from: Kiame on February 13, 2018, 10:19:43 AM
Reading the description it sounds like Pawns Are Capable already has this mod's functions (which i was not aware of)

Maybe I am not remembering this correctly, but I thought with PAC! you still have to go into the work tab and enable a job to make a pawn perform a task. For example, say I have a pawn that is incapable of hauling. I want to be able to click this pawn, and right click on something that is available to be hauled, and have him haul it this way through the context menu, without me having to first go into the work tab to enable hauling (as a hated work type, thanks to PAC!).

I was thinking your mod will allow me to skip having to enable the work type, while PAC! would allow me to still have "hated" work types. Not speaking for anyone else, but this would be my ideal setup, if possible ;)
Title: Re: [B18] [KV] Force Pawn to Do a Job [ModSync]
Post by: Kiame on February 13, 2018, 12:44:24 PM
Harry, yes that's exactly how it worked when i tested it months ago (back in early A17 iirc)

Pawn1: Not assigned to cooking but is capable of cooking
Pawn2: Cannot cook

W/ Force Pawn
I select Pawn1 and right click the stove, he can be assigned to cook and will cook
I select Pawn2 and right click the stove, disabled action saying he cannot cook

W/ Force Pawn and PAC!
I select either Pawn1 or Pawn2, either can be assigned to cook and will cook (Pawn2 takes the penalty for doing so)

I'm busy IRL at this time so investigating these issues is not currently on my schedule. You may want to inquire further on the PAC! thread. You can also just load up a game and see if anything breaks, that's usually where i start  :)  (just make sure to backup the save)
Title: Re: [B18] [KV] Force Pawn to Do a Job [ModSync]
Post by: Harry_Dicks on February 13, 2018, 01:32:00 PM
I'll put it on my list of things to test today ;)

Just wasn't sure if I was having a misunderstanding. I'm a bit dense, if anyone hasn't noticed ::)

I want to say I also really appreciate you taking the time to answer these questions, even though you are taking a break right now. Thank you, Kiame.
Title: Re: [B18] [KV] Force Pawn to Do a Job [ModSync]
Post by: Canute on February 13, 2018, 04:26:40 PM
Quote from: Harry_Dicks on February 13, 2018, 12:34:17 PM
Quote from: Kiame on February 13, 2018, 10:19:43 AM
Reading the description it sounds like Pawns Are Capable already has this mod's functions (which i was not aware of)

Maybe I am not remembering this correctly, but I thought with PAC! you still have to go into the work tab and enable a job to make a pawn perform a task. For example, say I have a pawn that is incapable of hauling. I want to be able to click this pawn, and right click on something that is available to be hauled, and have him haul it this way through the context menu, without me having to first go into the work tab to enable hauling (as a hated work type, thanks to PAC!).

I was thinking your mod will allow me to skip having to enable the work type, while PAC! would allow me to still have "hated" work types. Not speaking for anyone else, but this would be my ideal setup, if possible ;)

Since i just used PAC.
- You can priority any pawn to do anything even without enable it at the worktab.
- At the worktab you can assign any pawn to do any work, but he will be unhappy about it if he unable to do that work.
Title: Re: [B18] [KV] Force Pawn to Do a Job [ModSync]
Post by: Kiame on February 13, 2018, 05:31:08 PM
Thanks Canute

So in short, if using PAC! it looks like this mod is not needed
Title: Re: [B18] [KV] Force Pawn to Do a Job [ModSync]
Post by: Kiame on June 20, 2018, 11:43:02 PM
Updated for 1.0:
https://github.com/KiameV/rimworld-forcedojob/releases/download/1.0/ForceDoJob.zip

Use ModSync RW (https://ludeon.com/forums/index.php?topic=41634.0) to know if/when there's an update
Title: Re: [B19] [KV] Force Pawn to Do a Job [ModSync]
Post by: Kiame on August 29, 2018, 10:15:28 PM
Updated for B19:

Stream: http://steamcommunity.com/sharedfiles/filedetails/?id=1180719500

Direct Download: https://github.com/KiameV/rimworld-forcedojob/releases/download/B19/ForceDoJob.zip
Title: Re: [B19] [KV] Force Pawn to Do a Job [ModSync]
Post by: Awe on August 30, 2018, 05:29:08 AM
Thanks.
Title: Re: [1.0] [KV] Force Pawn to Do a Job [ModSync]
Post by: Kiame on October 18, 2018, 02:03:42 AM
Updated for 1.0
https://github.com/KiameV/rimworld-forcedojob/releases/download/1.0/ForceDoJob.zip
Title: Re: [1.0] [KV] Force Pawn to Do a Job [ModSync RW]
Post by: Likif on October 18, 2018, 08:07:46 PM
Thanks for mod! Quality of life +5
Title: Re: [1.0] [KV] Force Pawn to Do a Job [ModSync RW]
Post by: Kiame on January 11, 2020, 05:16:49 PM
Update:
Can now force pawns to self-tend

Note:
This will cause self-tend to be toggled to on for the selected pawn. If they are not set to doctor then they will not automatically tend themselves. If they are set to doctor they will automatically self-tend in the future.
Title: Re: [1.0] [KV] Force Pawn to Do a Job [ModSync RW]
Post by: Kiame on January 16, 2020, 01:44:08 AM
Update:
Fixing issues with Save Our Ship mod

Self-Tend is now a mod setting. It's defaulted to disabled.
Title: Re: [1.1] [KV] Force Pawn to Do a Job [ModSync RW]
Post by: Kiame on February 28, 2020, 03:05:59 AM
Updated for 1.1 - https://github.com/KiameV/rimworld-forcedojob/releases/download/1.1/ForceDoJob.zip
Title: Re: [1.2] [KV] Force Pawn to Do a Job [ModSync RW]
Post by: Kiame on August 11, 2020, 02:02:22 AM
Updated for 1.2
Title: Re: [1.2] [KV] Force Pawn to Do a Job [ModSync RW]
Post by: Kiame on November 01, 2020, 10:56:58 AM
Update v1.2.0.2:
Forced self-tend pawns will revert to their original self-tend setting after they're done healing themselves.

Note: When loading a save where a pawn was forced to self-tend, they will likely stop self tending as the setting will not persist after loading a save.
Title: Re: [1.3] [KV] Force Pawn to Do a Job [ModSync RW]
Post by: Kiame on July 06, 2021, 10:52:38 PM
Updated for 1.3 - Direct Download (https://github.com/KiameV/rimworld-forcedojob/releases/download/1.3/ForceDoJob.zip)