RimWorld

RimWorld

440 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
106 Comments
Agent Washington Nov 20 @ 7:29pm 
If possible, do you think you could make this compatible with the mechanoids added in Beyond Our Reach? The ones in the mod are usually missing work types that their vanilla versions can do.
Kyle Nov 20 @ 12:18am 
@shinzou it isn't numbers (at least not the version I used). I haven't used Numbers in a few weeks but when I was it worked fine together.
Shinzou Nov 12 @ 2:18pm 
So i just noticed, a couple of dozen hours into my save, that the tab doesn't open up, has no icon, nothing happens when i click on the tab... This might be a conflict with UI not included or Numbers, as i have had similar issues in the past with other mods that added tabs. Maybe even a RimHUD incompatibility. Can't test at the moment, but will update when i know more.
DanZinagri Oct 12 @ 7:53pm 
It seems like manual work types aren't entirely respected. Turning something off seems to generally work, but i've watched a mechanoid drop a 1 priority to do a 3 priority that was higher in the list.
Trying to figure out of this is an incompatibility with something else or not still.
Dreams Oct 11 @ 10:08pm 
Hello, I love your work !
I would like to know if there is a possibility to make the work tab work for Robots to Misc robots.?
Chad Ryan Gosling Oct 10 @ 10:10pm 
fishing work doko
XT-489 Oct 2 @ 3:58am 
good mod
Saber啊 Oct 1 @ 1:13am 
Hi,I found a small bug. I used the "Personal Work Categories" mod and merged some jobs into one category, such as less important ones like cleaning and fishing. This caused the cleaning machines to stop working. I was confused why the mechanical units were unresponsive even though the ground was clearly dirty. I only figured it out when I opened the mechanical work menu and found that none of the jobs could be checked.I also have a small suggestion regarding this: the "work tab" mod allows expanding a certain type of work with Ctrl + left-click, and adding a similar function might make this mod even greater.

The above is a machine translation, which may cause confusion, and I sincerely apologize for that.
Makazy Sep 13 @ 7:03am 
Hi, it seems there is an incompatibility with More Mechanitor Mechs 2.0, I tried building a Wardron (a Warden mechanoid) but it only wandered. I tried multiple combinations with or without other mods but it stopped wardening only with this mod. There is no error in debug.
Raygne Aug 19 @ 7:57pm 
I agree on getting Compact Work Tab (Continued) to work with this. You might be able to get in touch with Mlie for help with integration. It would really help with readability.