RimWorld

RimWorld

Better Workbench Management
1,136 Comments
The Village Guy 11 hours ago 
Since 1.6 too many meals are being counted. Possible the ones equipped, although changing that setting does also change the amount of items displayed by approx. 50. In my 1150 colonists colony vanilla indicates ~100 meals available, with this mod enabled ~800
K 14 hours ago 
Is this the mod that allows you to force pawns to craft X equipment of let's say
from excellent to masterwork Assault rifles?
Malgin Aug 1 @ 6:33pm 
@Hedgehog @Tanker I also had this bug before the fix was released. I tested it yesterday and it seems the bug is still there - I have a multi-meal set up (Fine meals + simple meals), both count the same additional items: all meals except package survival meals. And these bills show different number of prepared meals, which affects when the 'stop until' rule kicks in.
Reaper415 Aug 1 @ 3:31pm 
Got version 1.6.1.1 from github and its working fine like before now. It seems with this latest update "Added compatibility for PUAH #114" is now causing "look everywhere" to look in pawn's inventories as well.
Xeo Aug 1 @ 9:11am 
spoke too soon, when i unpause the game, the FPS drops again with the bills open...
Xeo Aug 1 @ 9:09am 
The option for "Count resources carried by non-humans" was the issue for my HEAVY FPS drop when opening the Fabrication bench with almost 1 of each Advanced Bionic x being set to "do until x" (it was trying to count all the animals and mechs etc i guess?).

I would go from 140 fps to 60 ish just by opening the bench and it showing the list of bills, including with the game paused. Disabling this option, but leaving all the others enabled, fixed the FPS issue.
Tanker Aug 1 @ 8:36am 
after testing down to just 1 and 2 mods at a time. Most items are counted but some items like ammo from Combat Extended and Makeshift weapons from that mod are counted even when in inventory.

Some meals are effected like soups and ect and some are not. this seems to only have hapened after the last update. It was flawless before.

Any item that is held by the pawn inventory, not equiped clothing, this includes weapon. So meals, meds, ammo (if using an ammo mod/ LTS, CE, ect.) Meat/Veg/kibble for animal handlers, ect
Reaper415 Aug 1 @ 5:40am 
+1 for the items in inventory being counted. Currently working around it by changing "look everywhere" to "look in stockpile x".
Thranos Jul 31 @ 8:17pm 
I'm also getting the weird itemcount bug after this latest update. Weapons, meals, clothing, the works.
Tanker Jul 31 @ 7:43pm 
@hedgenhog No. I"m using a Combat Extended list, very small. I'm about to dig into my mods. I have a feeling its not this mod that causing the issue.
Hedgehog Jul 31 @ 3:08pm 
same happens with meals: they to are counted inside the inventory of the pawns
Hedgehog Jul 31 @ 10:08am 
@Tanker
are you using simple sidearms? because that bug got reported there also.
(i have the same issue as of today)
Tanker Jul 31 @ 8:32am 
I'm not sure if its my load order, but after the update I have the bug where its counting items on pawns requardless of settings.

Gonna cut my mods one by one to see if its my mods thats causing it. Didnt have this issues until after your update tho.
ostik Jul 31 @ 4:31am 
thx for update!
Hedgehog Jul 30 @ 9:34am 
Question:
the bether workbench ''count additional'' feature used to work with everyboddy gets one.
where do i have to bag for a patch?^^
ArcticHeresy  [author] Jul 30 @ 8:21am 
GitHub Version 1.6.1.2 is now live on Steam.
- Fixed issue for counting products
- Fixed UI bug in bill config #118
- Added compatibility for PUAH #114

If you still get bugs, let me know here or on GitHub
samonir Jul 29 @ 10:49pm 
what is the cause is not because of the search bar? because in 1.6 the search bar counts the items in the pawn and pack animal too
Otoya Jul 29 @ 3:36am 
Gualdhar that's a hard problem to solve because simple sidearms don't actually equip the side arms, they just have them in their inventory and switch automatically to equip them depending on context. This mod can't actually solve that unless Rimworld adds a side arm tag for inventory.
What I would do is just have it make X for each pawn and leave it at that. So when a new pawn comes in it will make it for it.
And when your shotgun breaks it will make a new one.
Gualdhar Jul 27 @ 7:59am 
I think the checks for "do until X" aren't interacting well with Simple Sidearms. I've got chain shotguns as sidearms on my pawns, but the bill is counting them as though they're not equipped.
BloodBlight Jul 27 @ 7:27am 
BUG: Can no longer close build menu detail screen after the update last night. Tried un-subbing and re-subbing to be sure I had the latest version.
comlink Jul 26 @ 8:56pm 
This is still - STILL - a top-level required mod.
Why the features and functionality of this mod haven't been fully integrated into the base game shall forever baffle me. These aren't workbench mods; they're fixes! Good job, everyone.
ArcticHeresy  [author] Jul 26 @ 12:57pm 
Update Info

The fix for all of these bugs is already available on GitHub:
Version 1.6.1.2 GitHub Release [github.com]

Steam update:
I’ve messaged Falconne to update the Steam version, but he’s currently away from his PC.
Please be patient — we’re doing this in our free time, so no pressure on anyone!

Unfortunately, co-authors can’t update Workshop items:
Steam Workshop Co-Author Limitation
(Every upvote helps encourage Valve to fix this!)

---

If you want a quick fix, grab the GitHub version.
If you prefer Steam, the update should go live in a few days.
Thanks for the feedback — hopefully your issues are fixed!
ArcticHeresy  [author] Jul 26 @ 12:56pm 
First off, sorry for the inconvenience caused by the bugs in version 1.6 .
I know how frustrating it is when things that used to work suddenly break.

Current bugs mentioned in the comments:

- Counting issue:
I rewrote the "count" function. Previously, there were separate functions for default and additional items. I tested the cases from the comments and found no errors — but some edge cases may still exist.
Let me know if you find any!

- UI Bug:
"Restrict Workbench" button missing or overlapping with "Selected Worker" UI is now fixed .

- Auto-switching selected worker:
Caused by the UI bug. The default for "Restrict Workbench" is "false", but when the button was hidden, it could be set to "true" without you seeing it.
This made it seem like a bug, but it was unintended behavior.
(Can’t reproduce in 1.6.1.2.)
Argyuile Jul 25 @ 9:08pm 
THank god for copy all
Just Jul 25 @ 5:56pm 
@Mildnight, I just have noticed the same issue. And yes, the same - simple meals vs fine meals
Mildnight Jul 25 @ 2:55pm 
I'm having an issue on the current version where "count additional items" doesn't seem to be working. I have fine+ meals counted in my simple meal (so the simple meals are only getting made if there's no fine meal or above), but it's only counting the simple meals. Same for other items. I'm not 100% sure if it's this mod by itself or if it's a weir interaction with a different mod atm
Anon Jul 25 @ 9:46am 
Same issue.
Necromenta Jul 25 @ 7:11am 
Can you use this mod without hugslib?
madchiller Jul 25 @ 7:04am 
how am i now just finding out about this... 2500+ hours in!
Buru Jul 23 @ 12:07pm 
dropping a comment to thank you for the update. this mod is one of the best utility out there, im sure it'll be base game eventually like so many other qol mods, but in the meantime, thanks for the update!
Crimson G Jul 22 @ 2:05am 
+1 to the select worker issue when you change the bill to “do until X.” And other bills in that workbench will also be changed to the selected worker. I hope this gets fixed. Thanks for the great work.
Sp00py_P0tat0_666 Jul 20 @ 2:58am 
+1 to the select worker issue when you change the bill to “do until X.” Can you please fox when you find the time? Thanks for all the hard work!
dawud.weaver Jul 18 @ 10:15pm 
@*^Wadd^* I've been using both and haven't noticed any conflicts
*^Wadd^* Jul 18 @ 2:33pm 
is this compatible with "nice bill tab"?
PVT Browski.T Jul 18 @ 7:23am 
Great mod, disabling it for now though. The problem is you can't "Select Worker" if you change the bill to "Do Until X". To recreate the problem, go to any workbench, change the production method to "Do Until X", now try to specify a worker in "Details". The button for Select Worker is activating some other function. Hope it's addressed soon, thanks for your hard work.
Malgin Jul 16 @ 6:25pm 
Hi ArcticHeresy, I've noticed that in my multi-bill setup for electric stove, for some bills which were not connected in any way (except maybe they were copied, but not linked), if I select "do Until", when I change values in one of them, it changes them in others.

In addition to that, for some reason some of the food bills counted meals which were on pawns (on the same map, not caravaning), while others did not. And sometimes they switched without apparent reason!

Worth noting that both bills used "Count additional items" feature. E.g. my fine meals bill counted for total fine + simple meals, and simple meals bill counted that as well. But they showed different number of 'done' items. I've counted manually and it turned out that one of the bills was always accounting for meals on pawns.

Also worth noting that I'm using Harmony for Apple SIlicon + 1.6 RW + all DLC. I suspect it could be Harmony for Apple Silicon messing things up.
RhinoSoFast Jul 15 @ 7:36pm 
Same issue as @Planeswalker
posted comments to GitHub > Issues
BeeBro Jul 15 @ 12:45pm 
One question: Could you add the feature to recognize different meat types in the butcher table? The "do untill" function only counts "normal" meat.
NuanKi Jul 14 @ 10:30pm 
thanks, i just came here to ask bout that haha
ArcticHeresy  [author] Jul 14 @ 12:42pm 
@BeeBro, when you are playing on version 1.6 the mod no longer has a "rename bill" button.
Its now a native feature in RimWorld.
The new button is placed on the top left, next to the info button.
BeeBro Jul 14 @ 10:57am 
Hmmm, for me the "rename bill" button don't appear. Any idea?
Stellar Harbour Jul 14 @ 8:34am 
Can you continue "Everybody Gets One"? Dev passed away unfortunately
ArcticHeresy  [author] Jul 13 @ 4:37am 
@Planeswalker
Still can't understand or reproduce the problem. If possible, the best thing to do is create an issue on GitHub with pictures and possibly a save file. Then I can help you better.
https://github.com/Falconne/ImprovedWorkbenches/issues
Planeswalker Jul 13 @ 4:18am 
i do not see the " do until X "bills have the "Restrict workbench" in the bill details. And if one "do forever"bill and other " do until X "bills in the same workbench, even i did not turn on the "Restrict workbench", it still effect " do until X "bills( i cannot select the bill restriction [Any human, Any Worker, Any Slave, ..]. And the " do until X "bills' allowed crafting skills will be change if i change "do forever"bill's allowed crafting skills.
ArcticHeresy  [author] Jul 13 @ 2:37am 
@Planeswalker Not sure i understand your problem. With "billing settings at the bottom" you mean the bill restriction [Any human, Any Worker, Any Slave, ..]. It only affect the hole workbench when you select "Restrict workbench" in the bill details.
Normally it is unselected and every bill in the workbench has unique restrictions.
ArcticHeresy  [author] Jul 13 @ 2:31am 
@Fathom
yeah i can reproduce your problem, inventory of a pawn is only checked for additional items.
The original products are not counted the same way. I look into it.
With "Count when away" is the same problem, for additional items counting items away works on my testing.
Planeswalker Jul 13 @ 1:09am 
Just found a small problem about this mod. The billing settings at the bottom will affect the entire billing for the workbench.
Fathom Jul 12 @ 7:20pm 
I'm having a small bug with the Count Additional Items function. I have bills for Simple Meals and Fine Meals to do until X and have them both set to count the other meal type. The Fine Meal bill is counting simple meals in pawn inventory but the Simple Meal bill is not counting the inventory. The count seems unaffected by the "Count when away" option. Not sure if this is an issue with this mod or the new features with 1.6.
falconne  [author] Jul 12 @ 3:02pm 
1.5 fix uploaded
ArcticHeresy  [author] Jul 12 @ 12:13pm 
@Alexander @IamWatro
yeah you are right. There was an wrong merge with the 1.5 assembly.
GitHub is updated, Steam Workshop is getting it soon.
Sorry for the inconvenience.