RimWorld

RimWorld

Micro Designations
205 Comments
QraTz May 24 @ 10:49am 
I cant get my pawns to do any smelting/destroying with the Medieval Overhaul workshops. Pawns take the item to the workshop, make the "Standing" job for few seconds, drop the item, pick it, "standing", etc.
Im on a heavily modded run so, does anyone else have a similar problem to confirm? Its specifically with Medieval Overhaul?
Cedaro Mar 11 @ 11:49pm 
Thanks a Ton!
avil  [author] Mar 11 @ 8:41pm 
Added an example in patches, how to ingore a specific recipe.
avil  [author] Mar 9 @ 7:29pm 
Yeah, sounds simple enough. I'll find some time to do that sometime soon.
Cedaro Mar 9 @ 7:27pm 
Yes! It works after changing the thingclass. The slag steel have the same problem.
Also, would you willing to add some feature to disable specific recipe from creating micro designation? Like a mod extension would be quite useful.
avil  [author] Mar 9 @ 12:58pm 
Ah, wait, nevermind, I've remembered what's up. Stone chunks have a simple class "Thing" while minimum requirement for the mod to work at all it has to be a ThingWithComps. Another mod changes it so it works "when combined". I never added anything to make it a base line in this mod. Probably I should.
avil  [author] Mar 9 @ 12:40pm 
Try removing all restrictions in mod settings. Normally gizmo won't show up if you don't have a station or tech.
https://steamcommunity.com/sharedfiles/filedetails/?id=3441630512
Cedaro Mar 9 @ 8:02am 
Strange, I've tested with only Harmony, Core and this mod, but still can't designate cutting stone.
avil  [author] Mar 9 @ 7:14am 
It should. But only if you don't use stuff like stacking stone chunks. It's designed to work only on singe item things.
Cedaro Mar 8 @ 9:13pm 
Can this mod designate cutting stone job? I saw relevant code in mod, but it seems not appear in game.
Cedaro Feb 28 @ 10:57pm 
Epic mod
avil  [author] Jul 15, 2024 @ 5:59pm 
Amen.
Prophet Jul 15, 2024 @ 4:15pm 
I LOVE MICROMANAGING :HappyMask:
Potato0 May 29, 2024 @ 3:27pm 
just wats needed thx
avil  [author] Apr 26, 2024 @ 2:29pm 
yis
Decoherent Apr 26, 2024 @ 2:16pm 
Is this safe to add/remove during a campaign?
AlexIlTabaccaio Apr 10, 2024 @ 2:03pm 
Probably my QoL favourite mod. I really hope to see it again in 1.5.
avil  [author] Mar 2, 2024 @ 3:15pm 
Look. I wasn't being funny or something when I said you should remove the mod. Jobs ARE the whole reason why pawns react to designations at all. No jobs = pawns don't do the jobs, no reason to have a mod.
Spürgelwürg Mar 2, 2024 @ 5:48am 
@-=GoW=-Dennis there is a fork on GitHub. Can't guarantee it works completely as intended, though.
avil  [author] Mar 2, 2024 @ 4:10am 
Yes. Remove this mod.
Taowa Mar 2, 2024 @ 2:28am 
Ok, but it seems that these large amounts of invisible work will have an impact on performance, can they be disabled?
avil  [author] Mar 2, 2024 @ 2:18am 
Must be something added by another mod. This mod adds micro-jobs that shouldn't be visible. Some other mod forces them to be visible it seems.
Taowa Mar 2, 2024 @ 2:14am 
After adding this the work tab appears to have a lot of duplicate work, can this be avoided?
-=GoW=-Dennis Feb 27, 2024 @ 7:02pm 
@Spürgelwürg Is that adjustment available somewhere, would be interested in it?
Spürgelwürg Feb 4, 2024 @ 7:20am 
Actually managed now to add Ancients support, but did some bigger changes. Added Publicizer for instance.
avil  [author] Jan 14, 2024 @ 3:05am 
If it doesn't exist in KeyBindings.xml, you need to patch in your own first.
avil  [author] Jan 14, 2024 @ 3:04am 
Rimworld has predefined set of buttons written in KeyBindings.xml. You need to use defnames from here.
Davinci Jan 12, 2024 @ 9:08pm 
is it possible for me to add hotkeys for the mend and recycle designators? I'm looking in the xml but I'm not sure what I would need to do.
We were kings Sep 25, 2023 @ 3:53pm 
Fantastic mod. Can't believe I've never seen this before. Rimworld's complete lack of item micromanagement is seriously frustrating when you start accumulating junk.
pgames-food Sep 19, 2023 @ 5:16pm 
hi i think it does, i tried a bunch of mods with it back in v1.2 or earlier and i think it worked ok. (there was just some kind of conflict in general if you had several item recycle mods but i think that was even without this mod it could happen. if in doubt, just make a full backup of your ludeon folder with saves/configs etc when rimworld is closed, and then try adding this to your game. - it helped me a lot with the older genetic rim mod too, by showing if a particular dead animal had a genetic use or not :)
G2dP Sep 19, 2023 @ 2:29am 
Does this work with the mod MendandRecycle?
Spürgelwürg Jun 26, 2023 @ 10:02am 
Sadly not. After looking through the code a bit, WorkGiver_MicroRecipe would need some major patching for that to work and would also need to support multi ingredient bills.
I just excluded every recipe with a mod extension from being generated as designator.
avil  [author] Jun 26, 2023 @ 6:20am 
There is a way to patch it with xml, with example in the mod folder. But ofc it requires knowledge about the mod that creates its own stuff.
Spürgelwürg Jun 26, 2023 @ 6:00am 
Is it possible to get this to work with VFE Ancients? It generates gizmos for the mending job, but it cannot be probably executed, because the recipe uses a mod extension. It uses no material for mending and if you accidentally mend gear with 100% health, it creates error spam.
AKEKHQ Jan 26, 2023 @ 11:05am 
Would it be possible to add compatibility to repairing from Repairable Gear?
Grock3663 Jan 12, 2023 @ 6:15pm 
icons for designations aren't appearing
Grock3663 Jan 12, 2023 @ 6:14pm 
update?
Proxyer Nov 27, 2022 @ 2:10am 
:cupup:
avil  [author] Nov 27, 2022 @ 2:06am 
Ah, I see. No problem.
Proxyer Nov 26, 2022 @ 4:43pm 
I made a mod named Simple Recycling with better compatibility for your mod.

Change log:
https://steamcommunity.com/sharedfiles/filedetails/changelog/2079862064
avil  [author] Nov 26, 2022 @ 1:16pm 
Did you do something?
Proxyer Nov 26, 2022 @ 8:54am 
Hello avil.
I wasted your time. Thank you for improving compatibility.
ThatCozyBear Nov 12, 2022 @ 6:27am 
good mod! thanks buddy
avil  [author] Nov 6, 2022 @ 2:45pm 
Good catch, thanks.
Darwithe Nov 6, 2022 @ 11:50am 
Just a bit of extra info on designations not showing up: Butcher isn't showing up for any corpse that has a faction. Tested by removing the faction for a slaughtered animal and then saving/reloading. That resulted in the designations showing up for that animal.
pgames-food Nov 4, 2022 @ 7:01pm 
hi if you see my comment on 3 Feb, 2021 @ 4:04am , (and before) i had this issue in v1.2 briefly but i think i fixed it by putting this mod near the bottom of the mod list (and after any other mod that adds animals/animal extras) and it worked.

(i will admit i havent been able to try in latest version yet but you could try that - it helped me a lot with Genetic Rim, to see with a simple click, which animals i could use in that mod, before butchering, so i didnt waste something needed for that mod - unless starving) :lunar2019piginablanket:
p20 hammerpoints Nov 4, 2022 @ 2:01pm 
If it helps at all, it definitely doesn't show up for my own animals that I've slaughtered.
Darwithe Nov 4, 2022 @ 6:15am 
Butcher designations show up for me most of the time. But not for insects and only occasionally for humanlike.
avil  [author] Nov 4, 2022 @ 3:27am 
Supposed to. I've seen it not showing once. But when I started trying to figure out, what's up it showed up again. So atm figuring out, what causes it.
p20 hammerpoints Nov 3, 2022 @ 7:30pm 
Does this mod come with a micro designation for the butcher table, and if so why is it not appearing for me?