RimWorld

RimWorld

Micro Designations
205 kommentarer
QraTz 24. maj kl. 10:49 
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 11. mar. kl. 23:49 
Thanks a Ton!
avil  [ophavsmand] 11. mar. kl. 20:41 
Added an example in patches, how to ingore a specific recipe.
avil  [ophavsmand] 9. mar. kl. 19:29 
Yeah, sounds simple enough. I'll find some time to do that sometime soon.
Cedaro 9. mar. kl. 19:27 
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  [ophavsmand] 9. mar. kl. 12:58 
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  [ophavsmand] 9. mar. kl. 12:40 
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 9. mar. kl. 8:02 
Strange, I've tested with only Harmony, Core and this mod, but still can't designate cutting stone.
avil  [ophavsmand] 9. mar. kl. 7:14 
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 8. mar. kl. 21:13 
Can this mod designate cutting stone job? I saw relevant code in mod, but it seems not appear in game.
Cedaro 28. feb. kl. 22:57 
Epic mod
avil  [ophavsmand] 15. juli 2024 kl. 17:59 
Amen.
Prophet 15. juli 2024 kl. 16:15 
I LOVE MICROMANAGING :HappyMask:
Potato0 29. maj 2024 kl. 15:27 
just wats needed thx
avil  [ophavsmand] 26. apr. 2024 kl. 14:29 
yis
Decoherent 26. apr. 2024 kl. 14:16 
Is this safe to add/remove during a campaign?
AlexIlTabaccaio 10. apr. 2024 kl. 14:03 
Probably my QoL favourite mod. I really hope to see it again in 1.5.
avil  [ophavsmand] 2. mar. 2024 kl. 15:15 
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 2. mar. 2024 kl. 5:48 
@-=GoW=-Dennis there is a fork on GitHub. Can't guarantee it works completely as intended, though.
avil  [ophavsmand] 2. mar. 2024 kl. 4:10 
Yes. Remove this mod.
Taowa 2. mar. 2024 kl. 2:28 
Ok, but it seems that these large amounts of invisible work will have an impact on performance, can they be disabled?
avil  [ophavsmand] 2. mar. 2024 kl. 2:18 
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 2. mar. 2024 kl. 2:14 
After adding this the work tab appears to have a lot of duplicate work, can this be avoided?
-=GoW=-Dennis 27. feb. 2024 kl. 19:02 
@Spürgelwürg Is that adjustment available somewhere, would be interested in it?
Spürgelwürg 4. feb. 2024 kl. 7:20 
Actually managed now to add Ancients support, but did some bigger changes. Added Publicizer for instance.
avil  [ophavsmand] 14. jan. 2024 kl. 3:05 
If it doesn't exist in KeyBindings.xml, you need to patch in your own first.
avil  [ophavsmand] 14. jan. 2024 kl. 3:04 
Rimworld has predefined set of buttons written in KeyBindings.xml. You need to use defnames from here.
Davinci 12. jan. 2024 kl. 21:08 
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 25. sep. 2023 kl. 15:53 
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 19. sep. 2023 kl. 17:16 
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 19. sep. 2023 kl. 2:29 
Does this work with the mod MendandRecycle?
Spürgelwürg 26. juni 2023 kl. 10:02 
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  [ophavsmand] 26. juni 2023 kl. 6:20 
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 26. juni 2023 kl. 6:00 
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 26. jan. 2023 kl. 11:05 
Would it be possible to add compatibility to repairing from Repairable Gear?
Grock3663 12. jan. 2023 kl. 18:15 
icons for designations aren't appearing
Grock3663 12. jan. 2023 kl. 18:14 
update?
Proxyer 27. nov. 2022 kl. 2:10 
:cupup:
avil  [ophavsmand] 27. nov. 2022 kl. 2:06 
Ah, I see. No problem.
Proxyer 26. nov. 2022 kl. 16:43 
I made a mod named Simple Recycling with better compatibility for your mod.

Change log:
https://steamcommunity.com/sharedfiles/filedetails/changelog/2079862064
avil  [ophavsmand] 26. nov. 2022 kl. 13:16 
Did you do something?
Proxyer 26. nov. 2022 kl. 8:54 
Hello avil.
I wasted your time. Thank you for improving compatibility.
ThatCozyBear 12. nov. 2022 kl. 6:27 
good mod! thanks buddy
avil  [ophavsmand] 6. nov. 2022 kl. 14:45 
Good catch, thanks.
Darwithe 6. nov. 2022 kl. 11:50 
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 4. nov. 2022 kl. 19:01 
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 4. nov. 2022 kl. 14:01 
If it helps at all, it definitely doesn't show up for my own animals that I've slaughtered.
Darwithe 4. nov. 2022 kl. 6:15 
Butcher designations show up for me most of the time. But not for insects and only occasionally for humanlike.
avil  [ophavsmand] 4. nov. 2022 kl. 3:27 
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 3. nov. 2022 kl. 19:30 
Does this mod come with a micro designation for the butcher table, and if so why is it not appearing for me?