RimWorld

RimWorld

Colony Manager Redux
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Update: Aug 4 @ 3:00am

Fixed

  • Improve error handling for removed PawnKindDefs in Livestock jobs.

Update: Jul 30 @ 9:00am

Fixed

  • Fix logic error in GetForestryPlants.
  • Check for null ThingDef in CountProductsCoroutine. I don't think it's supposed to happen, but I got a bug report where it did, so it doesn't hurt to add a check against.
  • Cache the result of the query over CompPowerTraders in RefreshCompLists, so we're not enumerating over it across multiple ticks.

Update: Jul 29 @ 9:35pm

Fixed

  • Make sure that when the power job gets interrupted, its flag for avoiding doing a subtask multiple time gets properly cleared. This should hopefully remedy the jobs-never-finishing bug that's been plaguing us lately.

Update: Jul 29 @ 9:38am

Added

  • Setting and logic for printing verbose information about manager jobs in an attempt to figure out a bug with jobs never finishing.

Fixed

  • Add explicit 'loadAfter' rule for Odyssey.

Update: Jul 27 @ 6:44am

Fixed

  • Don't throw an exception if the request for 'give me all the buildings on the map' returns a null for whatever reason.

Update: Jul 26 @ 1:50am

Added

  • Performance settings. Players can now configure how many operations a management job should do each tick, as well as add a number of ticks to pause between each set of operations to reduce the load on the game. In addition to global/default settings, advanced settings can also be accessed where these can be configured on a per-task basis.

Fixed

  • Colonists now fill the cell in the manager job overview table.
  • Can be trained logic updated to work with Odyssey's new specialty trainables.

Update: Jul 20 @ 2:16am

Fixed

  • Power tracking history bug fixed; should no longer constantly warn about history being updated with an incorrect number of chapters.

Update: Jul 19 @ 8:49am

Added

  • The forestry tab now has shortcuts that lets you filter trees by their tree category: mini, full and super.
  • The foraging, forestry and hunting jobs now allow you to unlock all resources instead of only showing those that are relevant to the map.

Changed

  • Areas are now saved by name when transferred (import/export and gravship map change). This means that jobs with areas loaded in maps with the same areas present will be re-assigned these new areas by name instead of always being set to 'Unrestricted.'

Fixed

  • Power tracking now works correctly on a per-map basis and also tolerates map changes properly.

Update: Jul 18 @ 2:21am

Added

  • Restored an improved version of the original Colony Manager's threshold filter. You can now enable a setting to filter not only on items directly relevant to the job, but on any item. This lets you set up jobs based on criteria not directly related to the job's outcome, such as enabling jobs when a secondary product runs low instead of when the raw ingredient runs low.
  • Concurrently with the above, the threshold comparison operator has been restored from the original Colony Manager. You can now enable jobs not just based on having less than a target, but also more than a target, equal to a target or not equal to a target.
  • Settings for disabling alerts and for configuring the parameters of the outdated jobs alert.
  • Setting for defining your own custom update intervals for jobs.

Changed

  • Use built-in verbose time string display system instead of custom one.

Fixed

  • "Any stockpile" is now a localizable string.
  • Mining filter is properly limited now unless the any item mode from above is enabled.
  • Livestock training selector region doesn't have a bunch of empty space anymore.

Update: Jul 15 @ 1:20am

Added

  • Manager Database gravship component has been added which upon the gravship's launch copies a map's manager jobs onto the ship, and upon the gravship's landing, copies the ship's stored jobs back to the new map.

Changed

  • Shrink the icon for the AI Manager in the production menu so it fits within the box.