RimWorld

RimWorld

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WVC - Work Modes
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Mod, 1.4, 1.5, 1.6
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Nov 13, 2022 @ 3:00pm
Nov 23 @ 7:44am
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WVC - Work Modes

Description
More mechanoids work modes
Expanded mechanoids work modes or Better mechanoids work modes
Adds 14 new work mods for mechanoids:

Find and destroy - Mechanoids, regardless of their type, will look for enemies and try to destroy them.

Work and recharge - Work autonomously according to mechanoid type. If the mechanoid cannot work or it has done all the work it shuts down. (Does the same thing as this mod, but for all mechanoids.)

Rechage and shutdown - Mechanoids, regardless of type, will first go to charge, and then to the shutdown zone. (v1.5-v1.6)

Escort and recharge - The mechanoid, regardless of its type, will accompany the overseer and, if necessary, go to charge.

Work, recharge and escort - The mechanoid will accompany the overseer if it does not have a job, and will also be charged if necessary.

Wait enemy - The mechanoid will shutdown and wait for the enemy, and when it appears, it will wake up and head towards the target.

Work and wait - Mechanoids, depending on the type, will work, and when an enemy appears, they will drop everything and go to destroy him. If they don't have a job, they'll just shutdown. (The shutdown lasts longer than in "wait enemy" mode)

Ambush - The mechanoid shutdown and waits for the enemy to approach it, then attacks.

Defend yourself - Mechanoids, regardless of type, will attack enemies that get too close. Or if damaged, they will try to retreat to the nearest safe zone.

Escort if enemy - Mechanoids, regardless of type, will accompany the overseer, but only if there is an enemy on the map. When there is no enemy, mechanoids shutdown.

Work if safe - Mechanoids will work, but only as long as there are no enemies on the map. In case of danger, they will try to get to the safe spot.

Bonus modes
Escort if enemy, work and recharge - Mechanoids, regardless of their type, will accompany the overseer when an enemy is in their zone of operation (within area). Otherwise, they will work.

Escort if drafted or downed - Mechanoids, regardless of type, will accompany an overseer if it is drafted or downed.

Hive mind research - Mechanoids, regardless of type, will generate research points. The speed and efficiency of research directly depends on the number of mechanoids involved in it.

Scavenging - Mechanoids, regardless of type, will search for useful resources in special "Scavenge" zones.

Bonus modes require manual activation in settings!

Unique behaviors
Checking for enemies on the map - if the enemy is reachable and is not in the area in which the mechanoid operates, then False is returned and the mechanoid will continue to work normally.

What does it mean:
If you enable the "Work if safe" mode and limit the working area, the mechanoid will ignore the intrusion until the enemy is in the mechanoid's working area.
If you have enabled the "Find and destroy" mode and locked the mechanoids in a small but open area, then the mechanoid will not pursue enemies, but will try to fight with the enemy that is in the field of view of the mechanoid. This can lead to too smart AI kiting your mechs.

Smart charge - In some modes, mechanoids will try to maintain close to the maximum charge. This is calculated according to the formula (Maximum charge level - 5), that is, if you set the charge to 100%, the mechanoids will be charged up to 95%, and so on. However, unlike vanilla charging, mechanoids will be interrupted if necessary.

Shutdown mode - Some work modes automatically shutdown mechanoids if they have finished their work. For this purpose, special shutdown zones are used. Mechanoids can also shutdown even if these zones do not exist, but then they become an easy target for any threats.
In work (with work) modes, the cooldown is much longer than in combat (without work). (For work 1500 ticks (1 game hour). For combat 650 ticks.)

Note: The shutdown state from the mod uses the vanilla shutdown job. That is, all triggers and checks will count mechanoids as if they were in vanilla "Shutdown mode".
For example, the game will not count shutdown paramedics as medics. Distribute mechanoids into groups wisely!

Mechanoid shutdown zone - Mechanoids that have finished all their business and are going to sleep will go to a such zone, if it is in an accessible area for them.

Smart escort - Mechanoids can be assigned an escort purpose. This way the mechanoids will be able to protect and accompany different pawns. This feature only works for the home map.

Version 1.5:

Dormant mode - Mechanoids consume less bandwidth when they are in a shutdown state. Requires manual activation in settings.

Auto-repair On - New mechanoids spawn with auto-repair enabled. Enabled by default.

Version 1.6:

Mechanoid hangar - any room that has a mechanoid charger will be considered a hangar. If possible and in the absence of zones, mechanoids will be sent to a random hangar for shutdown. Enabled by default.

Warning: If you have the Odyssey DLC, the Harmony mod is required!

Performance
This mod is primarily aimed at improving performance. It literally grew out of a performance mod.

All modes that use shutdown are performance-friendly and have a lower impact than vanilla Work mode. However, do not expect this mod to boost your tps from 20 to 2000+, since it only reduces a very small part of the game load, and only if you use modes with shutdown support.

Modes without shutdown can affect performance, but not significantly more than vanilla modes.

Translations
(v1.6) Chinese Traditional by kkosos
(v1.4-v1.5) Chinese Traditional by SY1102
Русский by дюрекс

FAQ
Q: Mechanoids sleep for a whole minute and do nothing! What should I do?
A: Wait, wait and wait again. Seriously, shutdown's rollback isn't big enough to report it.

Q: Is it save to add/remove a mod in the mid game?
A: Add - Yes. Remove - No

Q: I don't like "anything_name", can it be disabled?
A: Yes. In the mod settings. Almost all elements of the mod can be disabled or configured in the mod settings.

Q: Where are the shutdown zone located?
A: In the "Biotech" or "Zone" tab in the architect's menu.

Q: I found a bug, what should I do?
A: Go to bug report discussion. Verify files integrity, prepare a log and describe how you got the bug. All bug reports without log and/or outside the appropriate discussion will be ignored.

Q: Paramedic is broken, what to do?
A: It's broken in vanilla, without any mods. Starting with 1.5, its ability was broken.

Q: DMS compatibility?
A: Fully compatible, no issues found.

Link to other mods made by me.
GitHub[github.com]

Don't forget to verify files integrity and clear Rocketman's cache!
Popular Discussions View All (4)
3
Nov 23 @ 8:06pm
失能机关 - The Dead Man's Switch related
躲进温柔的梦
64
Oct 14 @ 1:17am
PINNED: Bug Reports
Sergkart
41
Aug 20 @ 11:37pm
PINNED: Suggestions
Sergkart
368 Comments
Simplyoranges1.0 Nov 24 @ 11:23am 
Update: im slow, the github has the older versions to download

click on the github link if your looking for the old version for DMS compat
Simplyoranges1.0 Nov 24 @ 11:21am 
how do you downgrade this mod back to v1.1.6? asking for DMS Compat.
氿柒NinetySeven Nov 23 @ 4:10am 
DMS incompatibility plz
kar5ten Nov 18 @ 6:50am 
learn to read: for DMS incompatibility going back to 1.1.6 seems to fix it
DMS incompatibility!!!!
Shell Felspell Nov 3 @ 11:32am 
DMS incompatibility ;o;
躲进温柔的梦 Oct 18 @ 4:48am 
Exception loading def from file ThinkTree_Mech.xml: System.ArgumentException: Could not find type named WVC_WorkModes.ThinkNode_ConditionalWorkModesWithResearchRequirement
billywitchdoctor.com Oct 6 @ 4:27pm 
The "Work & Recharge" mode is exactly what I was looking for. I can't imagine I'll ever play another round of Rimworld without this mod in the future.
kar5ten Oct 3 @ 7:57am 
for DMS incompatibility going back to 1.1.6 seems to fix it
Tzeentch Bot Oct 3 @ 2:44am 
A great magnificient update successfully make my game unable to initialize using the very same modlist on WHICH an in-ganme-decade-old tiny colony is built. And it HAPPENS TO BE an UNREMOVABLE one. How intriguing! Applause!