RimWorld

RimWorld

WVC - Work Modes
293 Comments
The Blind One Apr 8 @ 10:43am 
So Work & Recharge is by far the goat of all the work modes but I wish the utility of this mode was extended towards the vanilla work modes as well, in particular for the 'Recharge' vanilla mode.

Often times I just want to put some of my workers in stand-by mode but the vanilla recharge mode doesn't tell them to go to the shutdown zone which is annoying, they just drop down somewhere randomly after recharging, which luckily is often close enough to the charger station but can still be silly sometimes like walking right out of my mech facility to lay in front of the door 🫠

Any chance you could add a recharge & stand-by mode? They would recharge and go dormant in the shutdown zone. (also in the options it would be nice if we could disable the vanilla modes from showing up, I don't need the standard work mode anymore lol)
Dea Mar 28 @ 3:42pm 
This is a great mod dude, the "work and recharge" mode is basically how the game should work by default imo, the fact that the mechs finish their work, then go recharge, and then once full will go and chill (in my designated mech sleeping zone) is sooooo much better than seeing them aimlessly wander around when they have no work. Great job!
Sergkart  [author] Mar 25 @ 9:50pm 
@Kyle McTexas
1) Yes, it's a feature. Because of the whining about "too cheaty" about the modes, I decided to leave them with minimal functionality without expanding the AI.

2) Yes, you can safely use any number of mods that add modes, they will not interfere with each other's work.
Kyle McTexas Mar 25 @ 6:27pm 
@Sergkart
Wait, so that's a feature instead of a bug??? I thought I was doing something wrong, like maybe not assigning a zone or something to limit their movement.

So with this mod, I CAN'T have a fully autonomous drone army fight my battles for me? That sucks. Can I add OTHER mods that add mech work modes? There's a recently added mod that you can see in the popular tab that makes the mech use raider AI logic. That sounds exactly what I need but would these two clash? Would be great for my Dead Mans Switch run.
Sergkart  [author] Feb 25 @ 1:58am 
@Aquila15
That's how it should be. These modes shouldn't fight instead of you.
Aquila15 Feb 25 @ 12:42am 
Is it just me or is the wait enemy, and find and destroy work modes somehow broken? I'm having issues with my mechanoids literally going into melee range or as close as possible to enemies before firing, this has caused lots of preventable yet expensive incidents.
Keelala Feb 21 @ 10:57am 
@Sergkart it randomly fixed it self today lol
Sergkart  [author] Feb 21 @ 12:23am 
@Keelala
Clear the cache of mods that cache xml patches.
Keelala Feb 19 @ 12:17pm 
I cant seem to find the Bonus modes after turning them on in game and restarting is there something I am doing wrong?
Xenik Dec 18, 2024 @ 9:59am 
I'd love a mode in which a mech keeps close to other mechs (support mechs from ve and alpha mechs) when they use find and destroy
քǟʀǟֆɨȶɛ Dec 9, 2024 @ 2:31pm 
I would kill to have this for insectoids from Vanilla expanded
Alchemist Nov 17, 2024 @ 8:24am 
This is really frustraiting. Non of the work modes are working for me.
EM7HydraFox Nov 13, 2024 @ 3:15am 
Would love a mode where they work/wander normally as they should but attack and pursue enemies as soon as one is detected. Had a couple of scenarios of my mech that would be better off working/wandering (DMS Mech) then attacking/chasing enemies rather than the all of that but shutdown after work mode that is already implemented.
EM7HydraFox Nov 13, 2024 @ 3:11am 
Where have this been in all my Life? Literally perfect for my playthrough and playstyle.
Hermann Nov 9, 2024 @ 7:06am 
@Luneyl do you mean that they don't work at all or they wandering around when you set them to this mod 'custom modes'?
Sergkart  [author] Nov 7, 2024 @ 3:34am 
@Shork with a Torpedo
Yes
Shork with a Torpedo Nov 6, 2024 @ 7:32pm 
Is the shutdown zone can't be placed in the prison was intended?
Luneyl Oct 30, 2024 @ 12:49pm 
This doesn't seem to work with laborers from Robotic Servitude . They just wandering around instead of doing anything.
Sergkart  [author] Oct 22, 2024 @ 2:57pm 
@ignis
In 1.5, the developers broke the behavior of the mechanoid medics.

They endlessly try to jump to the target, and then forget why, and then turn around to go back and repeat this circus until the ability charge ends. The game stopped taking into account their existence if they are in shutdown mode. And now there is no way to keep them in an optimized state. And these are surface bugs that occur in the vanilla game, in combination with this mod, everything only gets worse.

No, there is no mode for medics. And it is unlikely that there will be. They do not need a special mode, they need a fix.

For non-vanilla mechanoid medics, without broken abilities, any mode that supports work will do. The bug with not taking medics into account is easily bypassed by the presence of any medic in the colony.
ignis Oct 22, 2024 @ 2:00pm 
Is there a good mode for medic bots? They need to be active for pawns to properly go for operation, but using vanilla "just work" mode has a lot of downsides. First, it makes them recharge for a long time, leaving you without a medic. Second, they tend to wander far away, so they are not in hospital when they are needed, but if you restrict them to hospital they can't fight fires.

I need a mode where mechanoid is active and ready for work, but at the same time stays docked instead of wandering around and will interrupt recharge if the work appears.
Sergkart  [author] Oct 18, 2024 @ 9:40pm 
@TheBronzeWarrior
In some ways, yes. But this does not apply to vanilla modes, and modes without a auto shutdown function.

@★UP | julius ★TeamPyro★
Please go through the vanilla tutorial. Switching work modes is vanilla.
TheBronzeWarrior Oct 18, 2024 @ 7:18pm 
does this mod *improve* performance? mechanoids shred tps when they arent working, does this mod fix that?
★UP | julius ★TeamPyro★ Oct 16, 2024 @ 1:24pm 
I may be stupid, but how do i use this mod properly?
I made a shutdown zone and assigned it to group 1. Thats the group of my only mechanitor with all mechs in it, both combat and workers. Yet non of them seem to shut down even if nothing is going on.

Also, how do i switch their work modes?
Dizzy Oct 15, 2024 @ 5:54pm 
thanks for the quick update!
Dizzy Oct 15, 2024 @ 3:57pm 
the function to find a shutdown zone skips searching if the current map is not a playerhome. this works fine for vanilla, but is annoying when using mods that allow you to create your own pocketmaps (like the one that i discovered this behaviour through, "RV with built-in PD"), since your mechs will completely ignore shutdown zones, thanks to it not being considered a playerhome. would it be possible to add a check for this scenario, to allow mechs to seek shutdown zones while in pocketmaps?
Device Oct 11, 2024 @ 4:32am 
@Sergkart Thanks for the answer.
Sergkart  [author] Oct 11, 2024 @ 4:30am 
@Device
One of the goals of this mod is to improve performance, for this mechanoids automatically shutdown in most modes, so they request less work node with its countless checks. If you do not use hive mind research or scavenging, then no, there is no impact on performance.
Device Oct 11, 2024 @ 4:15am 
is there any impact on performance with this mod?
Lacey94 Oct 9, 2024 @ 2:16am 
Is there a way to get the mech zone to work with gestalt engine? It doesnt give me the option to assign any mech groups from the engine only the 2 my mechanator has
Jogoat Sep 19, 2024 @ 8:20am 
All fixed now, just disabled and re-enabled the mod. Not sure what caused it, but I know its something on my end. I was indeed being stupid :,(
Sergkart  [author] Sep 19, 2024 @ 8:02am 
@Jogoat
Not confirmed. Repeat the bug on the modlist specified in the bug report discussion and send the log.
Jogoat Sep 19, 2024 @ 7:40am 
Mechanoids are aimlessly wandering when assigned off of escorting their mechanitor. For example: Work, Recharge and Escort > Work. It fixes when I restart, but when I do the same thing they go back to wandering aimlessly, even with obvious tasks that need doing. Theres nothing in the error logs. Am I being stupid?
Dinomyte Sep 19, 2024 @ 7:32am 
ah! thats whats wrong my bad!
Sergkart  [author] Sep 19, 2024 @ 7:11am 
@Dinomyte
It only works with escort modes from the mod. And it is turned on manually on mechanoids.
Dinomyte Sep 18, 2024 @ 6:29pm 
the "smart escort" feature doesnt seem to appear when i have it active in the settings menu is there a chance it could be messed up by something?
Zalera Sep 5, 2024 @ 5:46pm 
@Mikado Biden DMS conflict was patched by AOBA yesterday evening :steamthumbsup:
Mikado Biden Sep 4, 2024 @ 7:29am 
conflict with The Dead Man's Switch
MRS0 Aug 29, 2024 @ 2:40pm 
Alright then, thank you for the answer!
Sergkart  [author] Aug 29, 2024 @ 2:28pm 
@MRS0
This feature, like most mechanics in the mod, is only available for mechanoids inherited from vanilla mechanoids. If for some reason the mod developer decided that they should not inherit vanilla mechanoid comps, they will not be supported.

So this mod needs compatibility patches, but I don't have time to do this right now.
MRS0 Aug 29, 2024 @ 1:38pm 
Hello, I am having an issue- Mechanoids from the "Mechanite Plague" mod do not have the option to become forced to use the shutdown zones of only THEIR group. The "Use only group zones" button does not show up.

I noticed this does not happen with the mechanoids from alpha mechs mod, as for other mechanoid mods I have yet to create any to test this with in my colony.

Is this a bug? or do you need to add some sort of compatibility patch to every mod's mechanoids?
Thank you for your support regardless!!!
BB7 Jul 31, 2024 @ 11:24pm 
@Sergkart No problem.
Sergkart  [author] Jul 31, 2024 @ 5:38pm 
@Aqua
No.
BB7 Jul 31, 2024 @ 12:49pm 
Hi!

First, thanks for the mod!
Really cool way to play with mechs in biotech expansion.

Second, Is there a way to remove "Shutdown" feature from some "Work Modes" in the Settings?

The reason -> I use "Mechanoid Spots" and because of the "Shutdown" feature from your "Work Modes", even when i assign them to the spots they immediately shuts off, "Wait enemy" or "Work and wait" don't seems to work in this situation either.
Sergkart  [author] Jul 25, 2024 @ 8:38am 
@The Lord of Ebola
Maybe in the future.
The Lord of Ebola Jul 25, 2024 @ 6:35am 
any chance you could add the ability for mechs to escort another mech? I wanna have my diabolus escort the centurion so it follows it to combat within the shield automatically :D
自古萝莉幸运a Jul 22, 2024 @ 5:53pm 
Thanks。
Sergkart  [author] Jul 22, 2024 @ 8:45am 
@自古萝莉幸运a
Use modes without smart charging, there is no other way.
自古萝莉幸运a Jul 21, 2024 @ 8:14pm 
machine translation
I want to let Mechanoids idle directly instead of recharging when it is not working in version 1.5. I don't seem to see the idle setting in 1.4. How is it possible to achieve this in 1.5?
Nightfish Jul 18, 2024 @ 3:49am 
Ah thanks. Somehow I had it in my head that sycthers dont use "work" because.. .well they dont really work :D
Sergkart  [author] Jul 18, 2024 @ 3:46am 
@Nightfish
"Wait enemy" or "Work and wait"