[1.4] Better Pawn Control (v2.5)

Started by VouLT, October 04, 2016, 07:20:22 PM

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VouLT

Better Pawn Control

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

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

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

Have fun!
v2.6.2

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

Author
VouLT

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

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

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

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

If you feel like supporting this mod and reward me  for my effort then why not buy me a coffee?


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

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

License
https://github.com/voult2/BetterPawnControl/blob/master/LICENSE

kaptain_kavern

I'm looking forward to try this one. I like what I see there. Thx for the mod

callmewoof

Looks good, but what does it do? Directives, as in, what? Toxic Mode? Raid Mode? What's it all about?

Razzoriel

Quote from: callmewoof on October 05, 2016, 01:27:48 PM
Looks good, but what does it do? Directives, as in, what? Toxic Mode? Raid Mode? What's it all about?
It seems like Toxic Mode instructs all animals to stay in roofed areas where they are restricted.

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

Quite useful mod there for late-game play.

Serenity

Quote from: Razzoriel on October 05, 2016, 03:37:44 PM
Raid Mode seems to assign the animals to their master for protection.
Unless you have combat animals you want to do the opposite. Remove the bond and restrict animals to their zones. So they no longer follow you when drafted.

But it seems like those "directives" are policies that you can freely change and name as you like.

VouLT

#5
Actually, 'No Masters', 'Toxic Mode' and 'Raid Mode' is just a label. You are free to setup your own 'directive' or 'profile or 'command'.
Basically, you can assign the current Animal tab setup (Animal Masters and Animal Allowed Areas) to a button. You are free to create as many buttons as you like. For each button you can have a different Animal tab Setup.

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

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

Maybe I should change the 'Directives' word to 'Policies'.

VouLT

#6
Policy is a much better word than Directive. Definitely!

VouLT

#7
New version!!

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

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


lc-soz

Some days ago, I was searching in every possible site a way or mod to change appears of multiple pawns in one click. Now, while making a list of good mods, I found it by pure lucky. Thank you A LOT for that mod!  :)

VouLT

Yeah, this mod solves a particular annoying issue but it's getting buried in the sea of mods. I probably need to change the mod title and wording. Any suggestion?

mugenzebra

This mod is a must-have for me. I can't believe myself managing 300 animals without this mod! Thank you!

Alenerel

A new name to attract people... Maybe "Outfit Manager" or "Outfit/drug policy manager".

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

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

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

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

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

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

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

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

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

And of course the "no drugs" one. Remove the ones that come with the game (one drink per day, unrestricted and social drugs).

VouLT

Quote from: mugenzebra on November 21, 2016, 02:18:15 AM
This mod is a must-have for me. I can't believe myself managing 300 animals without this mod! Thank you!

You're welcome!

VouLT

@Alenerel thank for your suggestions.

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

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

For the rest, it's way more tricky. What you are suggestion solves your particular problem but it would become a mess.. and it would always miss some particular policy for someone. A probably better solution would be for a feature to export/import all your policies to/from a file. However, I don't know how feasible this is.

Alenerel

#14
Well, I understand that my drugs policy were too general and honestly Im not interested in them but the clothes? I think that it hits everyones needs and I think that its something needed.

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

But I agree that being able to save to files and import it would be better. Fluffy does that with his mod Blueprints, maybe you can ask him how he did it.