RimWorld

RimWorld

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Colony Manager
 
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1.314 MB
Jul 2, 2016 @ 3:10am
Feb 14 @ 2:31pm
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Colony Manager

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Description
Colony Manager allows you to make colonists do the more tedious parts of managing a colony. Set up production chains from raw resources to finished products, and your managers will make sure you’re never out of vital resources again*.

Important
Requires a new save game.
Adds a worktype, which is stored in the world, which means you need to start a new game after adding/removing this mod.

BETA VERSION
This is the first release on A16, and alpha 16 is a biggy for anything that is even slightly related to mods. In theory, each map you’re on should get it’s own instance of the manager - circumventing any complications with multiple maps. This also means Manager jobs are NOT shared across multiple maps. In practice, there’s so many changes that I’m pretty sure there’s going to be a few odd bugs. Please, if you find any, report them here[github.com].

Features
Production Jobs
- Assign ‘global’ bills, that will be assigned to workstations by your manager(s).
- Set start/stop conditions with the aid of a trigger.
- Select which workstations bills should be assigned to by area and/or count, or select specific workstations.
- Quickly add jobs for ingredients in complex production chains


Hunting jobs
- Set a target for meat, and never worry about designating hunting manually again!
- Set an area to clear of all predators - keep your home area safe!


Forestry jobs
- Set a target for wood, and never worry about designating lumber manually again!
- Automatically clear wind turbine catchment areas to ensure they’re working at maximum efficiency.
- Set an area to clear of all vegetation - make sure there’s no possible cover or retreat for any hostiles that dare attack you.


Livestock jobs
- Set a target for animals (for four separate age/sex combinations), and pawns will auto-butcher and/or tame to manage your herd.
- Restrict animals to specific areas (for example to separate male/female animals and prevent breeding).
- Auto-butcher, tame and train according to your specifications.


Overview
- Clear overview of all jobs
- Show stock and designated levels for the last day, month and year
- Show pawns capable of a job, and set work status
- Prioritize jobs, the manager will handle prioritizing jobs on worktables (however standard priority ordering across worktables still applies).


Import & Export
- Import & export jobs between colonies, or share them with others! (Will likely throw at least a few errors when different mods are loaded - always back up your save before importing jobs from another world)


How does it work?
You can manually set bills in the new Manager tab on the bottom of the screen. Once set, a colonist with the manager skill and worktype enabled will go to a manager station to figure out the best way to hand out jobs to individual workstations Periodically, the manager will check if the assigned bills are still up-to-date, and make changes or delete bills where required. The manager will not touch bills that are set manually, nor will managers create jobs. You’re still the overlord. In theory there is no real limit to the number of global bills that can be set.

Notes
Requires a new save. Adds a worktype, which in my tests gave errors on old savegames. Should work perfectly fine with other mods that add bills, assuming they do nothing too fancy/weird. (I’ve tested with various modpacks - screenshots were taken with the ModVarietyPack.)

Known Issues
Skills display on the colonist info pane gets cut off. This is an issue with the vanilla interface I’m not willing to change (it has too many possible conflicts).

Contributors
- KapTaiN KaVerN: Minifiable research benches
- Moumix3: Research tweaks
- duduluu: Chinese translation
- Kirill:
- MossieuLeBlanc: French translation


Think you found a bug?
Please read this guide before creating a bug report, and then create a bug report here[github.com]

Older versions
All current and past versions of this mod can be downloaded from GitHub[github.com].

License
All original code in this mod is licensed under the MIT license[opensource.org]. Do what you want, but give me credit. All original content (e.g. text, imagery, sounds) in this mod is licensed under the CC-BY-SA 4.0 license[creativecommons.org].

Parts of the code in this mod, and some content may be licensed by their original authors. If this is the case, the original author & license will either be given in the source code, or be in a LICENSE file next to the content. Please do not decompile my mods, but use the original source code available on GitHub[github.com], so license information in the source code is preserved.

Version
This is version v0.16.1.8

Popular Discussions View All (19)
16
Mar 27 @ 9:02am
bill button missing?
jimsonweed
5
Jan 16 @ 5:58am
Manager tab not working?
CuCH0
4
Feb 23 @ 11:19am
[REQUEST] Send animals tagged for slaughter to a zone
Swatti
< >
507 Comments
Pagan Nova 21 hours ago 
only complaint: butchering excess livestock has a chance of picking a BONDED animal to slaughter, from that group..

is this related to "butcher trained"? wasn't sure if i had that on at the time or not.
EmperoreeK Apr 11 @ 3:07am 
I have a new colony, elsewhere on the map.When I add tasks to the manager tab on the new colony, and save the game, after that it will fail loading. I'm trying again but have run out of wood for the manager's desk.
Fluffy  [author] Apr 10 @ 12:34am 
@I AM THE NIGHT; I assume you're talking about the 'ingredient jobs picker' thingy - in which case, I know, there's a bug somewhere in the count calculations. It's on my to-do list, but it gets a bit complex because the list is recursive.

@BaronBallinghoff, EmperoreeK; I have tested with multiple colonies, so I'm not sure whats going wrong for you guys. In any case, I will need an output_log.txt at the very least, and preferably also a save game (zip it).
I AM THE NIGHT Apr 9 @ 10:39pm 
What do you mean about a Second Colony Manager?

A second desk?
BaronBallinghoff Apr 8 @ 5:17pm 
Yeah I had the same problem as EmperoreeK. After I tried to load an autosave, I can't load anything anymore. The only red error is from this mod, so I assume it's this... Message me if you want details.
EmperoreeK Apr 8 @ 10:03am 
After adding tasks to the second colony manager, the saves will not load.
Zorrox Apr 3 @ 9:48pm 
very impessive mod.... well done fluffy and thanks a lot!
I AM THE NIGHT Apr 3 @ 8:34pm 
Just discovered a bug.
Using EPOE and Colony Manager to create the jobs for an Advanced Bionic Arm

****RECIPES****
Adv. Bionic Arm:
1x Bionic Arm
5x Advanced Components

Adv. Component:
5x Vancidium
1x Component

Bionic Arm:
1x Simple Prosthetic arm
35x Plasteel
5x Component

Vancidium:
1x Gold (x20 for small items)
25x Steel
10x Plasteel
****RECIPES****

****JOBS****
Expect:
1x: Adv Bionic Arm
1x Bionic Arm
5x: Advanced Component
25x Vancidium

Default Jobs from Ingredients:
http://puu.sh/v8D6l/b5f59458b4.png
1x Bionic Arm
1x Simple Prosthetic
5x Advanced Component
10x Vancidium

Actual:
1x Adv. Bionic Arm
5x Bionic Arm
5x Simple Prosthetic Arm
2000x Advanced Component
16000x Vancidium
****JOBS****


Something screwy is going on
I AM THE NIGHT Apr 3 @ 10:14am 
Another thing Fluffy, is it possible to have a Lower Bound before starting the job again? Similar to Crafting Hysteresis?
The only things I use that for is for bulk items like Kibble/Meals (200-3000 and 15-200)
I AM THE NIGHT Apr 3 @ 10:04am 
It does detect it for Taming, but not for Hunting.
Sorry to be a pain