RimWorld

RimWorld

Custom Schedules (continued)
34 Comments
Mysterius  [author] 18 hours ago 
@Zrg: this should be fixed now. The mod has been recompiled to game version 1.6 and the mod menu has been fixed.
Zrg Jul 25 @ 6:06pm 
The mod option menu is empty
Numbers Jul 14 @ 9:49am 
vampires and dirtmoles the world around worship this man
Mysterius  [author] Jul 12 @ 1:48am 
I'll add the 1.6 tag after a while if there are no bug reports. I'm not playing atm.
Zrg Jul 11 @ 1:49pm 
This mod appears to be working fine in 1.6. A very important mod for my runs. Thank you!
Mysterius  [author] Jan 29 @ 11:33am 
@weregamer: I'm not sure, I haven't tried such a configuration. I suggest you try if it works, just backup your savegame beforehand just in case.
weregamer Jan 22 @ 9:22am 
Will this get along with mods that add schedule types (like Reading and Mediation, both of which I use)? If so, do they use up "custom" slots or add extras?
Mysterius  [author] Dec 1, 2024 @ 11:32am 
@zyzyhasl : thanks for reporting it to him. Mlie is a real gem as usual !
zyzyhasl Nov 30, 2024 @ 8:05pm 
Good news!RealDining now compatible!Mile !
zyzyhasl Nov 30, 2024 @ 3:53am 
What I understand is that RealDining are not compatible with other mods that add schedule.
Mysterius  [author] Nov 30, 2024 @ 3:53am 
Yes, the mod is currently incompatible with RealDining (as indicated in the kown incompatibilities part of the description). Thanks for the heads up anyway, that's something I'd like to fix one day.
zyzyhasl Nov 30, 2024 @ 3:51am 
I found that it seems to be a problem with RealDining,
what I mean is that RealDining caused the problem,"Dinner" schedule haven't disappeared,it overlapping with each other.
The display position of "Dinner" schedule can be changed in settings, including left, and right most positions,
but this setting will only affect the vanilla schedule,this will cause other mod schedule to overlap with each other.
Mysterius  [author] Nov 30, 2024 @ 2:33am 
That's something I'd like to solve in the near future though, because that definitely bothered me too.
Mysterius  [author] Nov 30, 2024 @ 2:33am 
@zyzyhasi: yes, unfortunately if you have any mod that adds other schedules it kinda messes up the UI. I've never bothered to look at how to solve that problem (it was present in the original version of the mod before i updated it) and I don't have the time right now, sorry :/.
zyzyhasl Nov 30, 2024 @ 1:11am 
I want to know how to arrange the schedule-type in two rows like the demonstration picture,I have too many schedule-type,some df the schedule-type are overlapping with each other.
RNGeeves Nov 24, 2024 @ 6:30pm 
ahh, alright, well thanks for taking the time to answer :)
Mysterius  [author] Nov 24, 2024 @ 1:35pm 
Unfortunately restricting activities is outside the scope of the mod (and maybe outside of my meager abilities). I suspect forcing activities could be very bad for compatibilities reasons too.

As for your other grievance, yeah, I encounter the same but I don't see a way to circumvent it that wouldn't be overly complicated. It would probably involve messing with AI, and I really don't want to do that.
RNGeeves Nov 24, 2024 @ 12:03pm 
One other thing, sometimes when i needed a area-restricted pawn to do something else for a moment, like carry something off the area, that was kinda inconvenient because they would try to go back to the scheduled area and just drop whatever they were carrying (ie. corpse).
dunno if there is anything that can be done about that, i guess just draft and let them finish or take the automatic switch off for a moment, but i think that is micromanagement that none of us want to really do :D

TL:DR emergencies etc non-scheduled tasks might need some convenient workaround 🤔
RNGeeves Nov 24, 2024 @ 12:03pm 
there we go! I do like this mod, it is useful and i think it can be even more useful, I did happen to notice that my pawns who were restricted to the areas, sometimes they just took a nap on the ground somewhere when they were supposed to be working their butts off, lol :P
if at all possible, it would be very nice to have them restricted to whatever activities one wants them doing, like i see was also talked about lower in the comments :P
Mysterius  [author] Nov 24, 2024 @ 10:00am 
@RNGeeves : that's exactly it, yes !

Let's explain it further for other people:
- you have a schedule named workshop
- you have an area named workshop;billy;craftsman
- you have pawns who are named billy or craftsman, or who have their job titles named billy or craftsman.

All of those pawns will be sent to the "workshop;billy;craftsman" area during the workshop schedule.

I know it can be a bit difficult to grasp. I did not invent the original idea but found the mod useful, hence why I updated it.
RNGeeves Nov 24, 2024 @ 9:53am 
i had some troubles getting this to work, i think finally realized what i did wrong, just want to clarify.. so the schedule which you can rename in the mod options, can be ie. workshop and the area you make, then has to be named ie. workshop;billy to make billy go to that area when needed ?

or if you make a title, lets say craftsman, you could then write in the area workshop;billy;craftsman ?
Mysterius  [author] Nov 18, 2024 @ 6:35am 
@Spiro Agnew : there is no "dinner" schedule in Vanilla Rimworld. What mod are you using that added it? (so I can check compatiblity).

There is a dinner schedule in the screenshots but I just reused the screens of the original author of the mods. He might have use his own mods to add a dinner schedule.
Mysterius  [author] Nov 18, 2024 @ 6:35am 
@Zurgott no, all this mod does is assign colonists to an area based on the name of the chosen schedule. I cannot force them to do a specific activity (the only exception being meditate, since it is both a job and a schedule).
Spiro Agnew Nov 16, 2024 @ 7:17pm 
I don't have RealDining installed, but the "Dinner" schedule disappeared anyway. Being able to finally schedule meals was the entire reason I downloaded this mod.
zurgoff Oct 28, 2024 @ 9:10am 
Will it be possible to get the colonists to read constantly? For example, to study technology only through books.
Haerzog Oct 11, 2024 @ 11:56am 
Ah, yes, thank you for the quick response!
Mysterius  [author] Oct 11, 2024 @ 11:24am 
You can rename the custom schedules. Let's say you name one of the schedules "Praying" and schedule a pawn to this area between 8am and 10 am.
.
If you create a zone with exactly the same name, the pawn will be restricted to this zone each day between 8am and 10am.

Remember to activate the custom schedules for the pawn (go to the schedule tab and turn the red square to green, like in the screenshots).
Haerzog Oct 11, 2024 @ 11:21am 
How do you use the various 'Schedule X' scheduling blocks? Should I name area's with that name, such as 'Schedule;A' so the auto-scheduler will restrict pawns to the area of that name in that time block?
Mysterius  [author] Sep 1, 2024 @ 3:01pm 
@Nihil: technically yes, but that's not planned right now sorry!
Nihil Sep 1, 2024 @ 8:15am 
Thanks for porting this awesome mod!
By the way, is it possible to implement the switching of these custom schedules into being something other than "Anything" work type?..
Mysterius  [author] Aug 27, 2024 @ 9:17am 
@ColossalFossil : the new schedules aren't tied to any work type. You can only use them to restrict pawns to a specific area during their schedule. As you say, it is equivalent to "Anything" in vanilla.

You're right about the link, I'll ask Mlie.
ColossalFossil Aug 27, 2024 @ 9:01am 
Very nice mod. I found this when I discovered Zone To Schedule yesterday. You may want to ask Mlie to update the link because the original mod author has obviously abandoned the original mod completely. (Not everyone drills through the comments from abandoned mod to a continuation like I do)

I was curious though. The new custom schedules that I can rename, are these the equivalent of "Anything"? Meaning, can these custom schedules revolve around work, recreation, meditation or sleep?
Mysterius  [author] Aug 26, 2024 @ 3:15pm 
I have no idea, I haven't tested the performance impact yet. It shouldn't be too great because I don't think the code runs every tick. I'm not at home right now so can't verify.
LegitGamer1017 Aug 26, 2024 @ 9:44am 
Thanks for the update. Do you know the performance impact on TPS of this mod via Dubwise's Performance Analyzer mod?