[1.2] Better Workbench Management (QoL mod)

Started by falconne, May 30, 2017, 06:16:40 AM

Previous topic - Next topic

Madman666

Its amazing how this mod just keep getting even better, when it seems to have hit the ceiling already.

Harry_Dicks

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.

Vlad0mi3r

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.
Mods I would recommend:
Mending, Fertile Fields, Smokeleaf Industries and the Giddy Up series.

The Mod you must have:
https://ludeon.com/forums/index.php?topic=40545.msg403503#msg403503

Harry_Dicks

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?

Vlad0mi3r

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.
Mods I would recommend:
Mending, Fertile Fields, Smokeleaf Industries and the Giddy Up series.

The Mod you must have:
https://ludeon.com/forums/index.php?topic=40545.msg403503#msg403503

falconne

Using Fluffy's WorkTab you get finer control over job assignments... you could disabled the "Smelt Items" job from your top crafters?

Vlad0mi3r

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.
Mods I would recommend:
Mending, Fertile Fields, Smokeleaf Industries and the Giddy Up series.

The Mod you must have:
https://ludeon.com/forums/index.php?topic=40545.msg403503#msg403503

Harry_Dicks

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.

Canute

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 ?

dodviper

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 ), but there is nothing ingame.
What did I do wrong? or maybe there any known mod conflicts?

Harry_Dicks

#160
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 ), 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.

dodviper

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 ), 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

Harry_Dicks

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

Matt Rethyu

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!
"Our destiny is in the stars, so let's go and search for it."

falconne

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