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RimWorld => Releases => Mods => Outdated => Topic started by: Dingo on November 08, 2017, 01:57:19 PM

Title: [B18] DD Work Tab
Post by: Dingo on November 08, 2017, 01:57:19 PM

(https://i.imgur.com/Ah0ImBa.png)

Requires HugsLib (https://ludeon.com/forums/index.php?topic=28066.0). Incompatible with other Work Tab mods. Safe to install on existing saves. Will cause non-critical issues if removed mid-save.

Features

Replaces the Work tab with an overhauled version incorporating a drag-and-drop interface:

• Improved late-game performance (tested up to 30FPS faster with >60 colonists on the same map).

• Enable/disable work with ctrl-click.

• Prioritise work by dragging and dropping.

• Mass-prioritise by shift-clicking a work type from the top row.

• Mass-enable/disable by ctrl-clicking on a work type from the top row.

• Work Functions button: enable/disable/reset work, copy and paste priorities.

• Colour-coded interface allows you to estimate colonist skill at a glance.

• Compare Skills window lets you sort colonists by skill for more convenient comparison.

• Familiar tooltips for nearly everything in the interface including descriptions, skill level, disability warning etc.

• Mod options for extra user experience adjustments (Options > Mod Settings).

Download (v1.0.18c - November 26th, 2017)

(http://i.imgur.com/yJM8pYQ.png) (https://github.com/DingoDjango/DDWorkTab/releases)      (http://i.imgur.com/bLbR352.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1195421846)      (http://i.imgur.com/34LeywK.png) (https://drive.google.com/uc?export=download&id=1R9cG6XImHe86MGMU5LC4SML7DsykWdbV)

Screenshots

(https://i.imgur.com/QNM5JgI.png) (https://i.imgur.com/tgL5RjL.png)      (https://i.imgur.com/fM21yut.png) (https://i.imgur.com/Q2DMPsr.png)

Credits






Resources:   Marnador (https://ludeon.com/forums/index.php?action=profile;u=36313) - RimWorld Font (https://ludeon.com/forums/index.php?topic=11022.0)
Libraries:   pardeike (https://github.com/pardeike) - Harmony Patch Library (https://github.com/pardeike/Harmony), UnlimitedHugs (https://ludeon.com/forums/index.php?action=profile;u=51533) - HugsLib (https://ludeon.com/forums/index.php?topic=28066.0)
Art:   kaisentlaia (https://ludeon.com/forums/index.php?action=profile;u=83052)
Title: Re: [A18U] DD Work Tab
Post by: kaptain_kavern on November 08, 2017, 04:07:45 PM
Awesome
Title: Re: [A18U] DD Work Tab
Post by: justhaze on November 08, 2017, 04:48:48 PM
hey, really cool, thanks for this mod....

could you maybe add icons for fishing from rainbeaus fishing mod?

or, can i do it myself by simply putting "laborName.png" pictures as icons into the textures/work folder? (guess they would have to be a specific size and format?

also im missing icons for transport+ (priority hauling) and finishing off creatures.... i forgot from which mods i got em from...

but rly great work, makes it alot more visuable and intuitive!
Title: Re: [A18U] DD Work Tab
Post by: Dingo on November 08, 2017, 06:09:00 PM
If you have icons for modded work types I can add them for sure. The mod uses 3 versions: full colour, outline and greyscale to denote different stuff. It will load a greyed out texture if there is no custom texture for it unfortunately, that's how it is right now.
Title: Re: [A18U] DD Work Tab
Post by: Dingo on November 09, 2017, 10:04:03 AM
Added Workshop link. Also fixed an issue with texture loading if the user renamed the folder and/or downloaded the mod from Steam.
Title: Re: [A18U] DD Work Tab
Post by: Kiame on November 09, 2017, 11:14:24 AM
What was changed to improve late-game performance? Is it possible to break that out into a separate mod?
Title: Re: [A18U] DD Work Tab
Post by: Dingo on November 09, 2017, 11:20:04 AM
Yes, I actually made a separate helper class for stuff like that and you can use it in your own mods:

https://github.com/DingoDjango/DDWorkTab/blob/master/Source/Tools/DingoUtils.cs

Look at the bottom of that page.
Title: Re: [B18] DD Work Tab
Post by: Pichu0102 on November 21, 2017, 08:04:26 PM
This does not play nice with Outfitter.

https://gist.github.com/HugsLibRecordKeeper/6a796ddb71d8e9d6526a05dc0eee94f1
Title: Re: [B18] DD Work Tab
Post by: Dingo on November 21, 2017, 08:35:07 PM
That is definitely Outfitter doing some really weird stuff. Dunno what Killface is trying to accomplish with that piece of code but I wish him luck...
Title: Re: [B18] DD Work Tab
Post by: xDahaka2012x on November 22, 2017, 12:57:37 PM
Hello, Dingo! I'm currently trying your mod and it looks fantastic. But there is a small problem with it not having new job types that I added with some other mods. Therefore, I'd like to ask if you could come up with some compatibility patches for the following mods:
Rainbeau's Fishing (https://ludeon.com/forums/index.php?topic=36687.msg375886#msg375886) (Fishing)
AllowTool (https://ludeon.com/forums/index.php?topic=17218.0) (urgent hauling or "haul+" and finishing off, the art is already present, you only need to make the grayscale versions of them)
Hospitality (https://ludeon.com/forums/index.php?topic=11444.0) (negotiation)
I would much appreciate that, because at this point, it is very hard to manage your work order when 4 of your worktypes are simply blank spaces. And the only way to identify them is actually only by hovering over them and then pressing and listening to the sound to figure out whether they are enabled.
Anyway, thank you for this great mod. It really makes more sence than the vanilla tab.
Title: Re: [B18] DD Work Tab
Post by: frenchiveruti on November 22, 2017, 01:24:42 PM
Hello! How does this mod compares against Fluffly's WorkTab? 
https://ludeon.com/forums/index.php?topic=16120.0 
I mean, why would I want to switch over his to your mod?
Title: Re: [B18] DD Work Tab
Post by: Dingo on November 22, 2017, 03:53:03 PM
Quote from: xDahaka2012x on November 22, 2017, 12:57:37 PM
Hello, Dingo! I'm currently trying your mod and it looks fantastic. But there is a small problem with it not having new job types that I added with some other mods...

As I said in the FAQ (http://steamcommunity.com/workshop/filedetails/discussion/1195421846/3183345176716952011/):
The tab was made to work with vanilla RimWorld. If anyone can make textures for modded work types such as Fishing they can easily be added to the mod.
If you have such textures please share them with me.


Quote from: frenchiveruti on November 22, 2017, 01:24:42 PM
Hello! How does this mod compares against Fluffly's WorkTab?

Fluffy's tab is great if you like the vanilla design and want more in-depth options such as expanded priorities and timed work. I made mine for people who have a hard time dealing with vanilla's priority structure and want a more simplified workflow.

For example - if you want to disable a work type in vanilla you need to cycle through all priorities until you reach 0. In DD you just ctrl click.
In vanilla, if you want to prioritise hauling to #1 temporarily, you need to adjust a lot of other priorities. In DD you just drag Hauling to where you want it.
Title: Re: [B18] DD Work Tab
Post by: frenchiveruti on November 22, 2017, 03:57:30 PM
I see, thanks for the clarification. Not my kind of mod but all your other mods are really a godsend.
Title: Re: [B18] DD Work Tab
Post by: TryB4Buy on December 07, 2017, 03:52:23 PM
I love this mod even though I was a bit perplexed about why you made it. Something told me to try it out and I did.

I think your mod is superior to the vanilla for the following reason: pawns do not automatically intercept other pawns' jobs and therefore priorities do not matter between pawns. Each pawn seems to chose his own next action irregardless of any other pawns' actions aside from already reserved objects. Even worse (but a separate issue), job decisions aren't influenced by closeness.

This means that if you have a priority 1 hauler next the last item to haul and 1 tick before, a priority 4 hauler decides to so some hauling, the priority 1 hauler will NOT say to the priority 4 hauler "I have a higher priority than you, so I get to do this job instead of you." This is how the vanilla game trains the player to think. And it is wrong.

All that matters is the algorithmic order of which job list to try to fulfill next. That's it. And that's exactly what your mod allows full control over. Firstly, am I correct in the above. Secondly, do you think Tynan would like to hear about this?
Title: Re: [B18] DD Work Tab
Post by: notfood on December 07, 2017, 04:59:31 PM
I don't think this mod touches job scanning and execution, does it? It's merely a different interface.
Title: Re: [B18] DD Work Tab
Post by: BlackSmokeDMax on December 07, 2017, 05:25:25 PM
Quote from: TryB4Buy on December 07, 2017, 03:52:23 PM
I love this mod even though I was a bit perplexed about why you made it. Something told me to try it out and I did.

I think your mod is superior to the vanilla for the following reason: pawns do not automatically intercept other pawns' jobs and therefore priorities do not matter between pawns. Each pawn seems to chose his own next action irregardless of any other pawns' actions aside from already reserved objects. Even worse (but a separate issue), job decisions aren't influenced by closeness.

This means that if you have a priority 1 hauler next the last item to haul and 1 tick before, a priority 4 hauler decides to so some hauling, the priority 1 hauler will NOT say to the priority 4 hauler "I have a higher priority than you, so I get to do this job instead of you." This is how the vanilla game trains the player to think. And it is wrong.

All that matters is the algorithmic order of which job list to try to fulfill next. That's it. And that's exactly what your mod allows full control over. Firstly, am I correct in the above. Secondly, do you think Tynan would like to hear about this?

I don't think vanilla works the way you think it does. Vanilla also should be ignoring between jobs what each persons priority level is. It only works within the pawns decision making themselves. That is besides, as you mentioned, already reserved objects.
Title: Re: [B18] DD Work Tab
Post by: Dingo on December 08, 2017, 04:09:20 AM
It doesn't do anything to job scanning.
Title: Re: [B18] DD Work Tab
Post by: DandoonMooshi on December 17, 2017, 03:17:42 PM
Hey Dingo is there an anyway to reduce the scale on the mod? IDK if its my resolution or what but the mod adds a scroll bar to see the entire tab and defeats the speed it adds
Title: Re: [B18] DD Work Tab
Post by: Dingo on December 17, 2017, 04:23:02 PM
I thought about it, if I ever feel like updating it that'll be one thing to do. I didn't think it would look good when I made it, so I just made the size constant.
Title: Re: [B18] DD Work Tab
Post by: TryB4Buy on December 23, 2017, 06:53:54 PM
Quote from: BlackSmokeDMax on December 07, 2017, 05:25:25 PM
Quote from: TryB4Buy on December 07, 2017, 03:52:23 PMpawns do not automatically intercept other pawns' jobs and therefore priorities do not matter between pawns.
Vanilla also should be ignoring between jobs what each persons priority level is.
These two statements are equivalent.

Thus, this mod is needed to illustrate this fact to the player. Vanilla seems to teach the player that priority levels matter. They don't. Vanilla is "wrong" / poorly designed in this aspect.

It would be neat if the way vanilla trains a player to think would be implemented. But coding when to intercept jobs based off distance and priority wouldn't be trivial.

Anyways, can we get fully separated job actions? For instance Sowing vs Planting are different jobs that both function off the Growing skill. This mod separated them already if it helps: https://ludeon.com/forums/index.php?topic=25325.0
Title: Re: [B18] DD Work Tab
Post by: LasurDragon on January 16, 2018, 09:51:02 PM
Here are textures for AllowTool jobs. Greyscale ones here are the same as disabled.
You can copy this to DD WorkTab mod folder to see specific icons in Work tab instead of general "M".

Also I noticed that jobs added mid-game like with AllowTool mod will be missed from Work tab and only appear for new colonists.

[attachment deleted by admin: too old]
Title: Re: [B18] DD Work Tab
Post by: Harry_Dicks on January 17, 2018, 01:57:02 AM
Quote from: LasurDragon on January 16, 2018, 09:51:02 PM
Here are textures for AllowTool jobs. Greyscale ones here are the same as disabled.
You can copy this to DD WorkTab mod folder to see specific icons in Work tab instead of general "M".

Also I noticed that jobs added mid-game like with AllowTool mod will be missed from Work tab and only appear for new colonists.

Which is why I use Fluffy's WorkTab.
Title: Re: [B18] DD Work Tab
Post by: Hildako on February 11, 2018, 04:19:49 PM
I made textures for Finishing Off, Hauling Urgently, Negotiate and Fishing. :)

[attachment deleted due to age]
Title: Re: [B18] DD Work Tab
Post by: Harry_Dicks on February 11, 2018, 06:13:04 PM
Quote from: Hildako on February 11, 2018, 04:19:49 PM
I made textures for Finishing Off, Hauling Urgently, Negotiate and Fishing. :)

Those are really nice! I wish Moody had updated icons for the "current job" of a pawn, especially for all of the new ones I have from mods. Speaking of Moody, I just really want something like a cross over between Moody and Numbers. Essentially just a Numbers screen that I can move around and resize like Moody. But I can totally customize all of the things that will be displayed in this window, just like Numbers.

One thing that I love that the author of Numbers did, was they future proofed their mod to work with other mods. For example, with Numbers you can set it up to have any of your colonists' "needs" bars displayed in the Numbers windows. But it doesn't give you the options for only the needs in the vanilla game. If you have any needs from mods, you can put them in this window. That means you can have bladder and hygiene from Dubs' Bad Hygiene, or you can have Blood and Vitae from Rim of Madness---Vampires, or Sex from RimJobWorld, Hydration from No Water No Life, etc.

One thing that I absolutely love about Moody, and I think it doesn't get enough recognition, is that you have two different views for looking at all of the "moods/moodlets" affecting all of your colonists. You can see what negative mood thing is affecting the highest number of people, or the highest total number of mood changes brought by one type of mood modifier, all kinds of awesome stuff. This will let you easily diagnose something like, "90% of my colonist are having a negative mood from this one thing, but it barely affects them. However 40% of my colonists are affected by this one thing tremendously, totally eclipsing the 90% colony wide problem." Stuff like this will help you easily decide on prioritization of time sensitive tasks.
Title: Re: [B18] DD Work Tab
Post by: Dingo on February 12, 2018, 01:06:02 PM
Meanwhile DD is actually just a clusterfuck. :P I'll admit in hindsight I put in way too much work for a proof of concept. Happy to see people contributing textures, though! I promise one day I'll have some spare time (or RimWorld will update) and I'll force myself to update the mod a bit.
Title: Re: [B18] DD Work Tab
Post by: TryB4Buy on February 22, 2018, 04:42:04 PM
Quote from: Dingo on February 12, 2018, 01:06:02 PMMeanwhile DD is actually just a clusterfuck. :P I'll admit in hindsight I put in way too much work for a proof of concept. Happy to see people contributing textures, though! I promise one day I'll have some spare time (or RimWorld will update) and I'll force myself to update the mod a bit.
Aw man. Speaking of those fully seperated actions, there is no way to give higher priority to things certain actions even with this mod.

For instance, there is no way to tell a pawn that taking a drug (during a scheduled time, of course) is more important than hauling. There is no way to tell a pawn during sleep time, but after being awoken, that healing itself is more important than going back sleep.

There is no work around for the first one (you have to use manual orders and just not trust the built in scheduling of drugs) and the second requires waking up, drafting, flipping the colonist to working, waiting a tick (DO NOT SKIP THIS STEP), undrafting, then switching the working time to sleep time. I have to do this for a dozen colonists every night, sometimes multiple times (mechanites, flu, etc). Drowsy colonists sleep twice a day and so I have to do this two times as often. It's awful.
Title: Re: [B18] DD Work Tab
Post by: Dingo on February 23, 2018, 03:10:22 AM
Well that's a vanilla issue that Fluffy's tab kinda addresses. If someone adapts DD to a text-based version it'll be possible to do. The graphic interface would just become insane not to mention all the needed textures to do what you're asking.
Title: Re: [B18] DD Work Tab
Post by: wwWraith on February 23, 2018, 04:00:04 AM
Quote from: TryB4Buy on February 22, 2018, 04:42:04 PM
There is no way to tell a pawn during sleep time, but after being awoken, that healing itself is more important than going back sleep

Priority treatment (https://ludeon.com/forums/index.php?topic=37350) does exactly this thing.
Title: Re: [B18] DD Work Tab
Post by: TryB4Buy on March 29, 2018, 12:25:24 AM
Quote from: Dingo on February 23, 2018, 03:10:22 AMWell that's a vanilla issue that Fluffy's tab kinda addresses. If someone adapts DD to a text-based version it'll be possible to do. The graphic interface would just become insane not to mention all the needed textures to do what you're asking.
Fluffy's tab doesn't work for me. It racks up continuous errors when trying to go into the tab. So with your mod, even if the textures are blank, just having tooltip text will be useful. Counting by this mod http://steamcommunity.com/sharedfiles/filedetails/?id=1211661009 the additional job types are: surgery, nursing (others) feeding (others), rearming (mortars), refuel (launchers), butcher (which can be manipulated via production table cooking skill ranges), brew (alcohol), repair, demolition, harvest vs sow, drill vs mine, DRUGS (scheduled or unscheduled?), assemble vs refine vs stone cut vs smelt (again can be set in production tables), mortician. I don't know what negotiating is compared to wardening.

Quote from: wwWraith on February 23, 2018, 04:00:04 AMPriority treatment (https://ludeon.com/forums/index.php?topic=37350) does exactly this thing.
That saves a command. But will they wake up to self-tend their gutworms? Or do I still have to draft them to wake them up?
Title: Re: [B18] DD Work Tab
Post by: Mistrornge on August 28, 2018, 09:44:48 AM
Are you planning an update for B19?  I miss this mod
Title: Re: [B18] DD Work Tab
Post by: Dingo on August 28, 2018, 11:52:39 AM
I've abandoned the mod until further notice. Obviously it's open source and anyone can take over should they choose.