694 ratings
Better Workbench Management
Mod, 1.0
File Size
0.265 MB
May 30, 2017 @ 2:45am
Apr 20 @ 3:21pm
33 Change Notes ( view )

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Better Workbench Management

NOTE: Most of what this mod did has now been integrated into vanilla. This version just adds in the features that have not been included in vanilla. The mod description below and the screenshots will be updated soon to reflect the new, cut down mod.

This mod adds some some QoL features to the workbench and bills overview screens:

* When the "Count Equipped" option is selected in bill details, adds an option to also count equipped items even when colonists are away from their home map (e.g. caravaning or raiding).

* A "Copy All" button has been added to the bills overview to copy all the bills in a workbench. The paste button will then paste all copied bills.

* When pasting bills you can "Paste Link", which links the bills back to their originals. Any changes made to a linked bill will be mirrored to all bills in the chain. Links can be made across workbenches and can be broken manually later.

* When a workbench is selected, its Bills tab will automatically open. This can be disabled in the Mod Settings menu.

* Bills using "Do until X" now have a button to add arbitrary extra products to be counted. For example, you can create a bill to produce X Simple Meals and set that bill to also count Fine and Lavish Meals in the final count.

* Bills set to resume production when stock falls to a certain level now show that level in brackets on the workbench overview.

* Button added next to each bill allowing the toggling of bill store mode between "Drop on Floor" and "Take to Best Stockpile" from the bills overview page.

* You can drag to reorder bills in a workbench's overview instead of having to use the up/down buttons. Dragging works from anywhere in a bill's background or use the drag box that has replaced the buttons.

* Navigation arrows added to bill details window to navigate between bills in that workbench.

* Ability to rename bills.

* When a single bill is copied, a "Paste Into" button appears on every other bill, in the bill details and workbench overview screen. This button will paste all compatible settings from the source bill into the target bill, except for the output product itself. For e.g., you can create a number of tailoring jobs for different items of clothing, adjust the production counts and material filters for one and paste these into all the others. Any job's settings can be pasted into another, but not all settings are compatible between all recipes; incompatible settings will not be copied.

* The Mod Options section for this mod lets you change the default store mode of new bill's to "Drop on floor" instead of "Take to best stockpile".

* Fixes inconsistency in vanilla where items without quality or hitpoints, like meals and medicine, are not counted if they are not in a stockpile.

-- Notes:
* When a bill is copied only a reference to the copied bill is made at the time. No data copy is done until you paste, so if you change the original bill before pasting, the pasted bill will have the modified data. If you delete a copied bill, it will be removed from the "clipboard" too.

* Can be added to existing save.

* You can use the mod "Everybody Gets One" if you want to set target counts based on colonist counts, or set minimum stockpile counts for ingredients: https://steamcommunity.com/sharedfiles/filedetails/?id=1687566130

* Workbench bill limits can be removed with this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1588831229

Translation credits (GitHub usernames):
Russian by @skyarkhangel
Simplified Chinese by @mm615657
Japanese by @Proxyer
Spanish by @53N4
Korean by @LazyRichard

Source: https://github.com/Falconne/ImprovedWorkbenches/

Standalone download: https://github.com/Falconne/ImprovedWorkbenches/releases

Ludeon: https://ludeon.com/forums/index.php?topic=33083.0

You can view planned features / roadmap and known bugs here: https://github.com/Falconne/ImprovedWorkbenches/issues
Popular Discussions View All (1)
Apr 6 @ 7:22pm
Bug Reports
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falconne  [author] 10 hours ago 
@dninemfive: I'll add that to the list to look at.
dninemfive 14 hours ago 
@falconne I can confirm I currently have two uninstalled sculptures but the bill's counting 15. If it matters, I have the quality slider set to Masterwork - Legendary.
nubcake -MeoW- 22 hours ago 
Thanks so much for the reply and great mod. Sounds like it might not be worth the effort from what you've said. I thought it would be simple but understand what you're saying.
falconne  [author] 23 hours ago 
@dninemfive: That used to be a feature but I thought when this mod was incorporated into the base game the more sensible method of not counting statues was made the normal behaviour. Is that not the case? If so I'll add a backlog item to add that back in.

@nubcake -MeoW-: Yes this is due to a quirk in the way the game handles meat, stone blocks and other generic resources. I believe I already have a backlog item to look into this, but it won't be for quite some time that I'll have time. It's not a trivial change as to do this a mod has to bypass the internal counting algorithm, which means re-implementing all the filter logic specifically for resources, which is tedious and error-prone.
nubcake -MeoW- Aug 17 @ 8:28pm 
A great mod and one thing it misses is meat storage.

i.e. Insect/human meat both count as just 'meat' in butchering bills when calculating 'pause when satisfied'. This means you can easily end up with large stores of insect/human meat but little or no animal meat for cooking, or visa versa.

I typically use insect meat for animals when available. If I have a lot of normal meat on hand the 'pause if satisfied' means I wont butcher any insect meat. Conversely if I have a lot of insect meat on hand, I wont butcher animal meat.

The current feature of this mod to 'count also' could be re-purposed to 'count type' which would alleviate all similar problems across the board? Alternatively only items selected in the butchering bill could be counted?

I've googled a fair bit on this and cannot find another mod that addresses this issue. This one comes close but doesn't address it. If anyone knows of another mod that does what I'm talking about please let me know by reply here.
dninemfive Aug 14 @ 6:51pm 
Wasn't there a "count installed" toggle in older versions? I remember having in a bill set to make one statue but not count installed, and I can't do that now.
lilwhitemouse Aug 9 @ 8:48pm 
@locutusuf I'm going to see if I can add a pull-request for default pawns per workbench.


If you (or anyone) has design thoughts, github's the place to share them before I write code!
Woodski Aug 9 @ 7:05pm 
Any chance of multiplayer compatibility being added?
Sky_Guy Jul 20 @ 10:26am 
Small question, is it possible to make the "Take to stockpile X" option compatible with RimFridges? It'd be really convenient to have food bills deposit their meals in specific fridges.
Otherwise, an excellent QoL mod! Has saved me hours already in tedious bill management!!
chronosphaenon Jul 18 @ 8:01pm 
Hey @falconne, Great Mod!!! Very better QoL after installing. I have a suggestion: would it be possible to make the "Do until X" and "With Surplus" bills work with multiple results/ingredients, please?