RimWorld

RimWorld

3,093 ratings
Colony Manager
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Mod, 1.0, 1.1
File Size
Posted
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2.527 MB
Jul 2, 2016 @ 3:10am
Mar 24 @ 11:39am
87 Change Notes ( view )

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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, making 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 B18, and there were a lot of changes. The Production and Import & Export tabs are still disabled due to a lack of time.

Features
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
== coming back soon(tm) ==

How does it work?
You can manually set jobs 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 assign designations. Periodically, the manager will check if the assigned designations are still up-to-date, and make changes or delete designations where required. The manager will not touch designations 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 manager jobs that can be created.

Notes
- Requires a new save. Adds a worktype, which in my tests gave errors on old savegames. If you also have my Work Tab mod, you should be able to add this mod in an ongoing save.


Contributors
- KapTaiN KaVerN: Minifiable research benches
- Moumix3: Research tweaks
- duduluu: Chinese translation
- Kirill:
- MossieuLeBlanc: French translation
- Lauri7x3: German translation
- Well-sp: Russian translation (update)
- Alex TD: Various fixes and improvements
- Firty: Portuguese (Brazilian) translation
- Suh. Junmin: Korean translation
- harrisongarya: Research tab
- rw-chaos: German translation (update)
- Marcos Villar: Portuguese (Brazilian) translation (update)
- CrapoFR: French translation update
- maarxx: Various fixes and improvements
- rimpy-custom: Fix for Russian translation
- dodther:


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.

Are you enjoying my mods?
Show your appreciation by buying me a coffee (or contribute towards a nice single malt).

[ko-fi.com]



Version
This is version 4.30.605, for RimWorld 1.1.2579.

Popular Discussions View All (15)
127
May 2 @ 6:29pm
[ BUG REPORTS ]
Fluffy
125
May 16 @ 1:33pm
[ FEATURE REQUESTS ]
Fluffy
5
Jan 21 @ 1:33pm
Never got this to work
Astrydax
< >
1,529 Comments
Demonocolips 11 hours ago 
like this mod however some other mods add genderless animals. and since they have no gender they arent being counted. gender appears as a question make and NONE pops up when you hover over it. i dont consider this a bug, just something that popped up with some of the newer mods that have been created.
mrcoolize May 19 @ 9:04pm 
This is the best god damn mod there is! Damn i can play Rimworld while also leaving it running in the background without worrying now
eloy2030 #LHT May 17 @ 9:41am 
thanks man!!!
Malkav May 17 @ 3:18am 
Makes complete sense. Thanks.
Fluffy  [author] May 17 @ 3:13am 
@Malkav, eloy; when you've assigned training targets in the manager, this button determines if the manager should just add training targets, or also remove existing training targets that you may have manually set.

For example, you've set dogs to be trained for hauling in the manager, but also manually set one dog to be trained in rescue. If that toggle is set, the manager will unassign the rescue training. Otherwise, it'll leave it alone.

Note that the manager doesn't actually know who set what training targets, so automatically assigned training targets will also not be removed if that toggle is not set, even if you've since changed the training target in the manager.

I hope that made any amount of sense :P
eloy2030 #LHT May 16 @ 12:05pm 
"What exactly does "Unassign training" do? I've tried it check and unchecked, and can't tell. The tooltip is unhelpful." - @malkav

I want to know this too!

ty!
Malkav May 9 @ 4:20pm 
What exactly does "Unassign training" do? I've tried it check and unchecked, and can't tell. The tooltip is unhelpful.
Uncle__Drei May 8 @ 7:35am 
@Fluffy, i wonder if you can change the Equals To operator or supplement it so it triggers on player-set condition? Like in vanilla, i.e. cooking is set to have X amount then pauses and re-triggers when X is met.
this allows not spending so much time in one job. specially on a small count colony.
Thanks for this mod nevertheless!
eloy2030 #LHT May 7 @ 10:51am 
hey fluffy, i think this is THE BEST mod so far... thank you!

I have a question, for anyone that knows... the "restric animals marked for training" keeps your aniamals "in training" in that area forever or just for that training session?

ty!
Fluffy  [author] May 6 @ 11:38pm 
@Flacodiablo; yeah, the production tab was cut a while back (because it was old and buggy), and I still have to bring it back.
@Uncle__Drei; frankly, the equals is not going to be very useful very often, as it would only trigger when the count of X is equal to what you set. Lesser than is usually used for keeping a certain stock level (e.g. lesser than 500 meat for hunting, to try and keep 500 meat around), whereas greater than can be used to get rid of things (e.g. greater than 10 chunks to create blocks when you have too many chunks).

In most cases, lesser than is the operator you want to use - which is why it's selected by default.