RimWorld

RimWorld

Better Pawn Control
1,394 Comments
Owlie Oct 25 @ 11:24am 
Breaks apart with Odyssey gravship travel. It cause all schedule to reset (including default, which almost make this worsen thing) whenever you fly to another tile
Vallian Oct 13 @ 7:37am 
great mod, but sadly i'd prefer to keep my work tab. no errors coming up but with bpc loaded, all my work priorities reset 5 seconds after i set them. kinda rough with a 15-20 man colony. honestly this should have been base game stuff
blackendpizza Sep 27 @ 1:18pm 
damn it doesnt work when caravaning. that would have been quite useful.
Zaphiel Sep 21 @ 1:03am 
Hi, I am currently having issue with default policy button. I am clicking on it to make a policy default, but nothing happens. Button is just staying unresponsive. Other buttons, such as rename, works fine. Anyone have any idea why it is not working?
llunak Sep 20 @ 1:25am 
@VouLT You have a github PR, in case you do not watch those.
thedoctorofall Sep 18 @ 9:47pm 
So im having a weird issue where exact preset set ups wont hold. im trying to set up a calm "worker" preset and a "battle" preset. but the combat apparel policy isn't staying for all the mods. there appears to be some bleed over for whatever reason
SwampRats94 Sep 17 @ 6:22am 
great mod. really liked having a linked use video. thanks
Losttooth Sep 15 @ 6:15am 
amazing. thanks
Schrödinger's Cat Sep 4 @ 12:11am 
Can you use this mod to disable honorofics which display with pawn name? Some of them are very annoying, like "Alexander of the great long title that takes up half of your screen"
ziplock9000 Aug 29 @ 5:54am 
Fantastic mod. Essential I'd say
xuxing2008 Aug 28 @ 4:24am 
Good mod:steamthumbsup:
Monkey Magic Aug 28 @ 2:05am 
@VouLT - RE: - the default policy for new pawns: any chance we can get a default set for guests (rescued pawns) too? They don't appear to follow the colonist defaults, so they always start off with Lavish meals and Glitter medicine preset.
VouLT  [author] Aug 27 @ 11:37am 
Thanks Lucifer. I'll do test run with anchors.
Lucifer Verone Aug 27 @ 8:46am 
@VouLT. The gist of it is, i got an ancient complex on my map, i travelled there and liked the layout of the map. So I put down a grav anchor there.

I left that location and went somewhere else. After like 2 jumps I tried to change my apparel but all of them were set to the apparel policy currently active.

I had 4 apparel policies, Default, Draft, Duster and Parka. I took off with parka and on the new map all the apparel policies were showing parka.

So to try and fix this i jumped back to the location of my grav anchor and all of a sudden my apparel policies were working again.

Unfortunately i took off after that to see if that fixed the issue but it didnt, and a raid happened on the grav anchor location and destroyed the anchor. So now im just stuck with the issue.
VouLT  [author] Aug 26 @ 12:50pm 
Hi @Lucifer, I don't really understand by what you are trying to explain. Could you explain it, step-by-step, so I can reproduce it without doubts?
Lucifer Verone Aug 26 @ 8:56am 
@VouLT Could it be a mechanic of the game?

Because I put down a Grav anchor on tile and then moved around. When i was away my settings were reset and nothing was saved. But when I returned to the site with the Grav Anchor my setting returned. Is this supposed to happen?
Sanco.47 Aug 24 @ 3:05pm 
All best for you!
Sanco.47 Aug 24 @ 3:04pm 
Thx for you work! Have good game!
Ataman Aug 24 @ 7:55am 
Well, here is my modlist: https://steamcommunity.com/sharedfiles/filedetails/?id=3552084136

It's pretty small and most of these are also popular ones. None of these should be an issue in my opinion expect vanilla expanded framework maybe. If VEF is really the culprit, I suspect you'd want to find out.
VouLT  [author] Aug 24 @ 4:29am 
Apparel policies work fine with my mod list. I assume you have mod conflict that is causing the reset.
Lucifer Verone Aug 23 @ 3:13pm 
Apparel policies are getting reset. I had 4 presets set, after moving maps none of them were active. What they were assigned to at the time of launch is the default for all presets now.
Ataman Aug 23 @ 1:49pm 
Sadly, apparel policies keep getting reset in my case. I had to reconfigure the apparel policies of my pawns over a dozen times now and I'm growing tired of it.

What I mean by reset: I have three policies (Default, Space and Planet). Space and Planet keep getting overridden resulting in all policies having the same apparel configuration again.
VouLT  [author] Aug 23 @ 3:39am 
For those reporting that settings are lost when moving gravship, please note that is not the case.
All the settings are transferred EXCEPT areas (schedule and animal areas). This is because you moved to a NEW map where the areas do NOT exist. So you need to recreate the areas; this is a feature.
Stumblefoot Aug 21 @ 1:17pm 
Just reporting same issues as others a having, when moving gravship to new map all settings are lost
Lucifer Verone Aug 16 @ 4:56pm 
My settings are not being saved. Im changing the presets but nothing is happening.
Albatros Aug 15 @ 2:23am 
I had the same issue than @Gomoku, I thought it was caused by FSF Complex Job so i remove it and i had the same problem...
Gomoku Aug 15 @ 1:47am 
When you land with Gravship on new map, all your settings are lost. I use [FSF] Complex jobs and it work fine on current map but reset on relocation with all other settings... ´=I
crawling mice Aug 11 @ 7:50pm 
@Datura87, i encountered the same issue, only my log said its a conflict with vanilla factions expanded- empire.
Cerastia Aug 11 @ 1:25pm 
Moving maps on the grav ship clears the allowed areas in all the policies.
SalzStange Aug 4 @ 10:24am 
Does it work again with misc robots? Any news? I saw 2.8.3 update. Was it about misc robots?
Datura87 Jul 30 @ 5:30am 
Noticed that pawns were no longer leaving the map when part of a refugee group after the quest ended. They stayed on the map and stayed in the colony (still marked as temporary pawns). Then I noticed I could no longer banish pawns either, same issue. Turning this mod off solved it, but seeing I'm the only one mentioning it, I probably have a conflict with another mod. Can't say which mods conflict, but at least confirming it MIGHT cause this issue.
Nepenthe Jul 28 @ 8:59pm 
One possible hint for null pointers: In vanilla if I assign pawns to a custom zone on my gravship then fly to a new location they keep the assignment. With this mod they end up assigned to no zone, and there are errors that suggest they are now assigned to a non-existent zone. As well as the errors in the logs pawns will sometimes (but not always) end up frozen and unable to move, because there are no tiles they are permitted to be in. Re-assigning them to the zone fixes this.

I assume behind-the-scenes that every time you move your gravship to a new map all custom zones get recreated and assignments updated, and this mod needs to replicate that logic.
enriqueasdasd Jul 27 @ 9:45am 
someone buy this man the dlc ;-;
Moja Jul 27 @ 7:21am 
2.8.3 fixed the bug in my case - no error, no log entries
Asuna Jul 27 @ 5:04am 
not sure if this is already reported, but moving maps on the grav ship clears the allowed areas in all the policies.
MrFlodo Jul 27 @ 4:54am 
Hi VouLT,
I deleted my comments about compatibility with Complex Jobs and have created a discussion instead as i noticed a few comments in the list about the same thing.
Hopefully this means you can provide insights into the Discussion so its all in one place and easier to find, rather than having to read / reply to the same comments over and over again :)
Thanks in advance!
VouLT  [author] Jul 26 @ 1:46pm 
v2.8.3
-Third tentative fix to 'null pointer exception' bug when saving pawn states;

The error should not happen so what I'm trying to do is to avoid the crash. I've added more logs to further help understand how often it could happen (while trying to prevent the crash)
szmtex Jul 26 @ 8:53am 
Compatible with Achtung! --> Do disable the 'Rescue work priority column' if error in console bothers you

Is there any way you could patch it so this option could be kept astive without red error?
Kaiser Jul 26 @ 2:27am 
Big ups for the creator to also upload a very good video explaining how this actually works!
one-man committee Jul 25 @ 5:40pm 
this mod might have caused a bug (or has a feature im not aware of) that automatically on some unidentifiable trigger changes the work priorities. it was a long search until i found the problem with google and reddt.

i was suspecting "automate work prio" mods.

i was playing around with the work policy feature, and had all "automate work prio" mods deactivated and it still on some random trigger changed the work prios to something that wasnt working. i had most of the time just the default policy.

if needed i can provide logs.
Khaosius Jul 25 @ 5:21pm 
Ah, probably not compatiable with Personalized Work Categories either then.
I also have the complex jobs, which I didn't realize was incompatible with this mod as I have used them together in my previous playthrough in 1.5.
I cannot land a gravship after selecting a landing tile, the game just keeps "rumbling" and it's definitely this mod as I had landed on this tile yesterday, noticed this mod was updated, so I activated it, and today, upon trying to leave, the problem persists.
SalzStange Jul 24 @ 5:18pm 
Maybe it helps you @voult. Misc robots work without problems until you get your first robots, then it crashes. But if you start a new game without robots it works. So maybe it helps you to found the issue
Synthawk Jul 24 @ 4:52pm 
What's the incompatibility with Complex Jobs? I just noticed that's listed as incompatible.
VouLT  [author] Jul 24 @ 4:01pm 
Added Misc. Robots mod to not compatible list for now
SalzStange Jul 24 @ 1:55pm 
Yes, I can confirm. If I activate https://steamcommunity.com/sharedfiles/filedetails/?id=3253308913&searchtext=misc+robots together with your mod

(Misc robots) the robot window does not close anymore. Would be amazing if you could fix this, thanks for your work. Until then I have to deactivate your very good mod :(
SalzStange Jul 24 @ 1:31pm 
Atm it's unplayable with this mod. If I open the robot view the whole screen stucks. and it does not close, i need to use taskmanager... to close the game.

I checked for incompatble mods but didn't found anything which could be the reason
VouLT  [author] Jul 24 @ 11:59am 
This is most likely mods incompatibility and I believe there is little more I can do.
kaban Jul 24 @ 5:31am 
Work schedule getting stuck:roflanGigi: