RimWorld

RimWorld

344 ratings
Mech Work Tab
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Mod, 1.5, 1.6
File Size
Posted
Updated
210.887 KB
Jun 15, 2024 @ 6:58am
Jul 17 @ 7:51am
6 Change Notes ( view )
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Mech Work Tab

Description
Description
This mod will add a new tab for controlling the work priorities of Mechanoids in the same way that the existing pawn work tab functions.
There is also a minor tweak to remove nonsense work items from supporting Mechanoids such as recruiting, milking and bedrest.
The vanilla functionality for ordering by Overseer and WorkMode have also been fixed.

Known Issues
No issues however the tab can get a little tight for space if you have many mods adding different work types.

Compatibility
Tested in a modpack with many many mods without major issue.
There is a chance mods adding additional work priorities may not reflect the new priorities in this menu.
Support for Vanilla Textures Expanded icons has been added using the same icon they added for mechanoids. This is because I do not have rights to modify their icons or the skills to make my own!

Future Updates
In the future I would like to add a proper icon and see about giving the option to hide the Overseer and WorkMode.

About
This mod has been created by me, SpaceMoth! A mod I spent way too long making after finding my mechanoids stopped doing some jobs after messing with mod lists and having no idea what they were actually assigned to do.

I will aim to update my mods within a couple weeks of any major update!
Please feel free to suggest ideas of additional mods. New mod creation can take some time but I am welcome to ideas. Please note my skills are in scripting and coding, and I have very little ability when it comes to art and assets.

Thank you to 摄魂狼 for the translations for Traditional and Simplified Chinese.

IDs
ID: 3268299107 Mod ID: Spacemoth.MechTab
Popular Discussions View All (1)
1
Jul 20 @ 2:02am
An error occurs after entering the game
水晶哥
86 Comments
Space Moth  [author] 21 hours ago 
I would recommend trying [FSF] Complex Jobs to get more job types. It is a mod I have been running with for a long time, and I forget what ones it adds.

Allow tool also adds some more work types, and this mod should support any mod-added job types added to pawns.
Ironman_Mk11 23 hours ago 
Am I just being oblivious, or is there no way to expand the categories? This mod is helpful for fabricators, but the rest of the mechs basically only have 1 category. It doesn't do anything telling a lifter or a constructoid to "haul" or "construct" at priority 3 vs 5, because that's all they do...

What would be amazing is if we could expand the categories, like Work Tab. That way we could set the constructoid to prioritize menial tasks like maintenance first, set lifters to prioritize job deliveries instead of general hauling, set agrihands to only sow or harvest, etc.

Or maybe it can do this already and I'm just completely missing how?
JoeOwnage Jul 23 @ 8:21am 
I'm getting the modsettings error every launch
aef8234 Jul 22 @ 4:13am 
Can you add the ability to give mechs work types in general? I like the mod, but a lot of mechs in general literally has no worktype.
gicago Jul 20 @ 1:51am 
After resubscribing to the mod and validating files the error mentioned below was still there.

I went to my "\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config" folder and deleted the XML file of the mod.

It will have mod ID "3268299107" in the file name. After I deleted the file and started the game the error was gone.

The file gets recreated when you start the game and the mod is loaded.
Crimson Jul 19 @ 1:35am 
I get the same error everytime I load the game since the last update. It still seems to work just fine tho
XYM04689733 Jul 18 @ 6:53pm 
Yes, the error only appeared once right after the update on the 17th during the initial load. Everything seems to work fine after that.
Space Moth  [author] Jul 17 @ 10:46pm 
I did notice this error, it seems to be because of the renaming of the settings handler in code finding a missmatch with the settings already saved. I only had this appear once, does it keep happening or is it only the first load after the mod update?
XYM04689733 Jul 17 @ 10:23pm 
ization.CultureInfo,object[])
System.Activator:CreateInstance (System.Type,object[])
Verse.LoadedModManager:CreateModClasses ()
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__10_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
XYM04689733 Jul 17 @ 10:23pm 
Verse.LoadedModManager:ReadModSettings<SM_MechTab.MechTabModSettings> (string,string)
Verse.Mod:GetSettings<SM_MechTab.MechTabModSettings> ()
SM_MechTab.ModSettingsHandler:.ctor (Verse.ModContentPack)
System.Reflection.RuntimeConstructorInfo:InternalInvoke (object,object[],bool)
System.Reflection.RuntimeConstructorInfo:DoInvoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.RuntimeConstructorInfo:Invoke (System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.RuntimeType:CreateInstanceImpl (System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo,object[],System.Threading.StackCrawlMark&)
System.Activator:CreateInstance (System.Type,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Global