RimWorld
Work Manager
595 Komentar
五顏六色的雞 14 jam yang lalu 
Dear author,I added a mod called moeLotl race. In theory, only pawns of this race should be able to perform a work type called QiSkillBooks. The work list also shows that only this race can be selected for this work. However, during gameplay, I occasionally receive this error:

Tried to change priority on disabled worktype Axolotl_ReadMoeLotlQiSkillBooks for pawn 茜红
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.UnityEngine.StackTraceUtility.ExtractStackTrace_Patch1()
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.Log.Error_Patch3(System.String)
[Core, Assembly-CSharp.dll] RimWorld.Pawn_WorkSettings.SetPriority(Verse.WorkTypeDef w, System.Int32 priority)

The pawn "茜红" is not of this race. While this does not affect gameplay, is there any way to prevent this warning? I would be very grateful for your reply.
GwenBlanketSpecter 3 Des @ 9:52am 
i have an issue it doesn't assign hunting to anyone
talias 29 Nov @ 1:56am 
Same as Jonesmz, have some issues with Mechinator not assigned to smithing. And for the special rules there are no way to filter to Mechinators.
Jonesmz 24 Nov @ 8:38am 
I love this mod a lot.

If you're still working on it, a potential improvement is to consider the interaction with mechinator and the smithing skill.

My mechinator isn't having his smithing skill enabled by the mod, and as a result cannot gestate mechinoids.

I can work around this by temporarily enabling the smithing skill for that pawn, but i feel like the approach taken of entirely disabling the skills instead of setting the priority to lowest may have other impacts on player experience.

For example, i frequently want to make a character that's right next to something and otherwise already going to travel in the right direction haul something, but cannot because they are set to never haul.
坏蛋小土豆 22 Nov @ 10:19pm 
It attempts to assign work priorities to tasks that are not on the map. Could you please fix this?
NikiSm 13 Nov @ 12:35pm 
Как-то ваш мод специфично распределяет вкладки работы...
Ну, у поселенца 2 огонька на исследования, но уровень исследования 2 и мод выставил ему приоритет на 1. Поселенец с уровнем 28, он поставил приоритет 4)))
Moldy 1 Nov @ 7:42pm 
can you add a setting for children to max out learning.
reyderxiar 27 Okt @ 8:17am 
Hi! I wanted to report an incompatibility issue with the Progression Education mod.
When classes are created, the mod automatically assigns a “Classes” schedule. However, Work Manager automatically deletes that schedule and replaces it with other activities like work, rest, or recreation — causing colonists to stop attending classes after the first one.

The workaround I found is to disable the automatic schedule assignment for colonists who teach classes.
I just wanted to ask if there’s any possibility of making both mods compatible, or if it’s something that can’t really be fixed.
Angel Kay 25 Okt @ 11:06am 
safe to add to existing save?
KuroShiro 22 Okt @ 1:27am 
example, the stone cutting job is always blank with default settings
KuroShiro 22 Okt @ 1:11am 
Is this compatible with complex jobs or mods that break down the base jobs to more jobs? I see gaps when the automation kicks in. Do i need to manually set them up?
Cade 29 Sep @ 12:07pm 
No fix in sight for this? my pawns just keep getting assigned nothing and idling around
auauauto 24 Sep @ 8:30am 
A problem exists: if you disable the work type, the forced refresh or automatic refresh over time won't work either.
Minescence 24 Sep @ 7:02am 
Is it possible to make the mod work with PriorityMaster by lauriichan? It adds customizable work priorities that can go from 1 to 99. It'd be a nice alternative to work tab.
ZeL 23 Sep @ 2:43pm 
Can confirm, disabling a work type column (in my case hunt) with work tab, makes automation stop working with "System.Collections.Generic.KeyNotFoundException: The given key 'Hunting' was not present in the dictionary."
Giganteo 19 Sep @ 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 10 Sep @ 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 7 Sep @ 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 7 Sep @ 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 5 Sep @ 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 3 Sep @ 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 2 Sep @ 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 2 Sep @ 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 2 Sep @ 4:32am 
Works with Colony Manager Redux mod?
Lessïlera 31 Agu @ 10:29am 
Seems to give this error when assigning/refreshing priorities with a disabled job type. : pastebin.com/MNm0e7kj
Miechi 29 Agu @ 9:45am 
dowsnt work
CordialVillain 28 Agu @ 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 27 Agu @ 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 26 Agu @ 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 26 Agu @ 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  [pembuat] 25 Agu @ 4:26am 
No, just once after the update.
Nidus XVII 25 Agu @ 4:25am 
This new update... Does it reset the settings every new game?
Michieru  [pembuat] 25 Agu @ 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  [pembuat] 25 Agu @ 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 24 Agu @ 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 24 Agu @ 5:26am 
https://gist.github.com/andrei9669/bac442f0daca14d3df6f4a6559236cca

searching for "Exception parsing node" should get you to correct place
Michieru  [pembuat] 24 Agu @ 3:33am 
Please provide a full log with bug reports.
Doctor_Ido 23 Agu @ 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 23 Agu @ 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  [pembuat] 23 Agu @ 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 23 Agu @ 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  [pembuat] 23 Agu @ 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 23 Agu @ 7:08am 
@Michieru
Thanks for the quick and hard work and dedication
Magian 23 Agu @ 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  [pembuat] 22 Agu @ 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 22 Agu @ 2:20pm 
That was it, thanks!
Michieru  [pembuat] 22 Agu @ 2:06pm 
@Forbidden
You have an outdated version of the dependency mod 'LordKuper.Common'. Resubscribe to it and that should fix the problem.
Michieru  [pembuat] 22 Agu @ 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 22 Agu @ 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.