RimWorld

RimWorld

Work Manager
580 Comments
Giganteo Sep 19 @ 6:01pm 
Hello, I don’t speak English well, I am using a translator.

I found a problem with Work Manager.
When I disable a work type manually while automation is active, the mod throws a KeyNotFoundException in the log.
After that, automation stops working completely and priorities are not updated anymore.
The error keeps repeating in the Debug Log.
This also happens with all other mods disabled.

Thank you for your work on this mod and I hope this report helps.
Leeroyfreeman Sep 10 @ 5:25am 
Recent update has affected compatibility with work tab (Atleast this version) Disabling a whole work type column (red lightbulb) completely stops auto assigning work for all jobs and all pawns despite meeting parameters. Disabling a specific worktype for a specific pawn (middle mouse brain icon) only allows for one instance of it ( cant set another worktype to be disabled with the brain icon)
萌王喵酱 Sep 7 @ 11:14pm 
I have solved this problem by manually adding work types, modifying assignment settings, and setting up dedicated workers in the MOD settings. After that, click "Save" in the bottom right corner. (Machine Translation)
萌王喵酱 Sep 7 @ 11:00pm 
I encountered the same mistake: System.Collections.Generic.KeyNotFoundException: The given key '(work name)' was not present in the dictionary.
No matter how I modify the MOD settings or save/read the game, this issue still persists
ZephosMASTER Sep 5 @ 1:53pm 
I found a bug: when forcing an assignment with middle-click to a task, it works correctly. However, if we keep this 'forced' mode and reload the save afterwards, this operating mode is no longer activated and it becomes impossible to do it again. All of the pawn's tasks become impossible to 'force' afterwards, and this leads to bugs with the tasks
Xander Nirpow Sep 3 @ 11:32pm 
Hello,
I try to have my pawns sheduled for meditation but the assignment is automatically removed by the mod.
What should I do to to keep them meditate ?
Thx
Doctor_Ido Sep 2 @ 3:13pm 
It is not a mod conflict, here again with just this mod,(start new game set any single prio to anything save-> load and the pawn is brocken) https://gist.github.com/HugsLibRecordKeeper/d1bee3f2033181b16b4171e570fc27d6
Doctor_Ido Sep 2 @ 2:57pm 
Im not sure if its a Mod Conflict, but when i assign a single Pawn via middle Mouse click a specific work Prio, it bricks my save. https://gist.github.com/HugsLibRecordKeeper/050170e7f12c71bd064fe2bbf36ab1c9
Vril Sep 2 @ 4:32am 
Works with Colony Manager Redux mod?
Lessïlera Aug 31 @ 10:29am 
Seems to give this error when assigning/refreshing priorities with a disabled job type. : pastebin.com/MNm0e7kj
Miechi Aug 29 @ 9:45am 
dowsnt work
CordialVillain Aug 28 @ 7:10am 
So I decided to give it a go without any but the mandatory ones to make Work Manager work, and the error persists. Would you the newer logs without any other mods be better, or is the previous one workable?
CordialVillain Aug 27 @ 5:36am 
I'm getting an error that stops work orders from updating when I disable any job type from being automated, like say, doctoring. I can prevent a pawn from being automated though. Manually updating the work orders also generates said error.
I've gone through my modlist, and while I'd not know what to look for, don't think I saw any conflicts with Work Manager.
Maybe you could help me out?
https://gist.github.com/HugsLibRecordKeeper/ce1cb080a0952ac2839f08041d456f5e
tachi Aug 26 @ 7:26am 
I’m unsure of the exact issue as I forgot to grab a log link and really don’t feel like going through everything again. But I think there’s some kind of incompatibility between either achtung, and or search and destroy. I removed those plus your mod and now I have zero errors on my save.
JimmSlimm Aug 26 @ 6:49am 
Hey, the new Work Types tab is awesome and works beautifully with work types that other mods add. But can we have an additional option in there, something like "Never assign this work type as additional work for idle pawns". While middle-mouse-clicking on a work type for a specified pawn works, it would be nice to to be able to do this automatically for stuff like cooking :P
Michieru  [author] Aug 25 @ 4:26am 
No, just once after the update.
Nidus XVII Aug 25 @ 4:25am 
This new update... Does it reset the settings every new game?
Michieru  [author] Aug 25 @ 1:22am 
@tachi
It is compatible. I've tested it with all of the DLCs and got no errors, Dark Study is assigned properly. You either have mod incompatibility or something else went wrong. Can't tell anything without a log.
Michieru  [author] Aug 25 @ 1:16am 
@Riddix, KryptekDesign
Errors 'Exception parsing node' occur due to mod settings schema change. It should go away as soon as the game saves settings using the new version of the mod. They do not affect the functioning of the mod, because it will just use default settings instead of the ones it could not properly parse.
tachi Aug 24 @ 5:54pm 
This mod seems to be missing compatibility for anomaly. It tries to assign the job "Dark Study" but gives an error stating System.Collections.Generic.KeyNotFoundException: The given key 'DarkStudy' was not present in the dictionary.
Riddix Aug 24 @ 5:26am 
https://gist.github.com/andrei9669/bac442f0daca14d3df6f4a6559236cca

searching for "Exception parsing node" should get you to correct place
Michieru  [author] Aug 24 @ 3:33am 
Please provide a full log with bug reports.
Doctor_Ido Aug 23 @ 3:26pm 
It doesnt work at all with the latest update:

Error while instantiating a mod of type LordKuper.WorkManager.WorkManagerMod: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.MissingFieldException: Field not found: LordKuper.Common.Filters.PawnHealthState LordKuper.Common.Filters.PawnFilter.AllowedPawnHealthStates Due to: Could not find field in class
KryptekDesign Aug 23 @ 2:01pm 
I'm getting multiple exceptions with the latest update of Work Manager and Common. Such as:

Exception parsing node <AllowedPawnHealthStates><li>Healthy</li><li>Resting</li></AllowedPawnHealthStates> into a LordKuper.Common.Filters.PawnHealthState:
System.ArgumentException: Exception parsing LordKuper.Common.Filters.PawnHealthState from "HealthyResting" ---> System.ArgumentException: 'HealthyResting' is not a valid value for LordKuper.Common.Filters.PawnHealthState. Valid values are:
• None
• Healthy
• Resting
• NeedsTending
• Downed
• Mental
• Dead
Michieru  [author] Aug 23 @ 1:53pm 
@Doctor_Ido
By default pawns that are injured or need bed rest will only be assigned the firefighting, patient and bed rest work types. That's probably what you see.
There was a problem with job assignment after recovery, but it has been fixed. Make sure you use the latest version of the mod.
Doctor_Ido Aug 23 @ 1:49pm 
what is causing that a Pawn gets no Prio in anything? and i gets only fixed when i reaload the save and it happends so often
Michieru  [author] Aug 23 @ 1:19pm 
Mod updated.
Added SimplifiedChinese translation. Thank you, Magian!
Fixed updating work type priorities after pawn state changes (downed, mental, etc.).
Fixed saving of primary weapon type filters.
Added the ability to force assign work priorities when automatic updates are disabled.
Added logic for handling outdated mod settings.
Unfortunately, the mod settings had to be reset to defaults. Sorry for the inconveniences caused by this. I will try to make sure it's the last time a full reset occurs.
Fras¡er-chan :3 Kawaii <3 Aug 23 @ 7:08am 
@Michieru
Thanks for the quick and hard work and dedication
Magian Aug 23 @ 2:28am 
Among automatic-assignment mods, this is the one I personally find the most useful!
When automatic assignment is turned off, the "Update Now" button becomes disabled. Sometimes I don't want assignments to be automatic — I only want them at the start of a game or when the personnel/roster changes.Also, I submitted the Chinese language on GitHub.
Michieru  [author] Aug 22 @ 4:11pm 
@Border Ban
I've noticed some strange behaviour with recently wounded or incapable pawns. Though it doesn't need a game reload and mod starts to manage them correctly in about one in-game day, it's probab;y what you encountered. Will try to figure out what's happening ASAP.
Forbidden Aug 22 @ 2:20pm 
That was it, thanks!
Michieru  [author] Aug 22 @ 2:06pm 
@Forbidden
You have an outdated version of the dependency mod 'LordKuper.Common'. Resubscribe to it and that should fix the problem.
Michieru  [author] Aug 22 @ 1:57pm 
@Forbidden
Strange, I'm using the mod myself with no visible issues and no one else reported this. Do you have a full log?
Forbidden Aug 22 @ 1:55pm 
First thing I tried. Do not have loading progress mod installed. Also noticed this error

ReflectionTypeLoadException getting types in assembly LordKuper.WorkManager: System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
Michieru  [author] Aug 22 @ 1:47pm 
@Forbidden
Try resubscribing to the mod. Maybe it's just a steam workshop issue.
Also check if you have 'Loading progress' mod installed. It has been updated today and now causes issues with game loading. I've disabled it for the time being.
Forbidden Aug 22 @ 1:43pm 
Since update, getting errors:
Could not find a type named LordKuper.WorkManager.PawnColumnWorkers.AutoWorkPriorities
Could not find a type named LordKuper.WorkManager.PawnColumnWorkers.AutoWorkSchedule

Mod does not appear in settings anymore nor seem to work
Border Ban Aug 22 @ 1:36pm 
hmm i tried recording that but that bug is now gone...
Border Ban Aug 22 @ 1:30pm 
*second tab
Border Ban Aug 22 @ 1:30pm 
@Michieru
When I create or update work type on second type it seems like mod doesn't care what i did, and also seems like manager completly disables and stops updating, but i set it to 48 times a day. I notice it when my unfit for work colonists start to idle, and their jobs don't update until reload. I can send you clip with this bug.
Alto porem baixo Aug 22 @ 1:13pm 
@Michieru Just tried it but couldn't do it, no icon appeared. I will have to desactivate the mod, but thanks anyway :)
Michieru  [author] Aug 22 @ 1:13pm 
@Kruecke
The 'Ensure workers assigned' setting was not saving correctly. Fixed it.
Thanks for the report!
Kruecke Aug 22 @ 12:58pm 
@Michieru: Amazing work on the mod. Finally more than 1 dedicated doctor. :)
But there seems to be a bug with the settings. Whenever I restart the game, the (doctor) assignments look like this: https://postimg.cc/MXHBNZ3S I noticed this because I had no doctors with prio 1 assigned. To fix it, I selected the setting and hit reset. But whenever I restart Rimworld, the settings are changed back to these strange, apparently non-default settings. (I made no customizations so far, just playing with default settings.)
Michieru  [author] Aug 22 @ 9:46am 
@Border Ban
Config should update in-game. Please tell what settings don't get updated and I will look into it.
Michieru  [author] Aug 22 @ 9:45am 
@Alto porem baixo
Automatically, no. But you can set the smithing priority manually for pawns with mechlinks and fix them by middle-clicking on the work priority box in the work tab (small brain icon will appear in the box), so that assignment won't get overwritten by the mod.
Border Ban Aug 22 @ 7:17am 
It seems like config does not update in-game. Please make it so I didn't have to reload my save.
Alto porem baixo Aug 22 @ 7:12am 
Hi! First of all, thanks for the great mod! It is awesome :)
Second, is it possible to make people with mechlinks always do smithing? Since installing this mod it is kinda random when i can or not repair/make new mechs....
Thanks either way o/
Michieru  [author] Aug 22 @ 4:09am 
Added support to 1.6 fork of MoreThanCapable (it has different package ID).
Kuznetsovalexey Aug 22 @ 3:45am 
dont deploty at friday)
Michieru  [author] Aug 22 @ 1:12am 
@Gatoviejo =^,^=
Should be fixed now.