RimWorld

RimWorld

Better Workbench Management
1,157 Comments
Vril Sep 30 @ 11:30am 
Why it only copy 15 workbench bills, ie. the vanilla limit?
Daemonjax Sep 29 @ 9:43pm 
In 1.4, this causes the game to not finish loading (have to alt+f4), and it also wipes my modlist. Could be some weird incompatibility with some other mods, but my modlist is pretty light. Maybe dubs mint menus.
Subspace Sep 21 @ 9:21am 
Counting items when away doesn't count for pawns not on the planet (any kind of orbital location). Works fine for pawns away from colony but still on the planet.
Cavinaar Sep 20 @ 1:49pm 
The 'Content' tab I believe is from [sbz] Neat Storage.
Archangel1313 Sep 19 @ 1:49pm 
counting other items no longer works, could this be fixed please
Vulkandrache Sep 11 @ 6:13am 
I have an issue with opening the storage tab automatically. It works for bills, but stockpiles have a completely useless "content" tab that gets opened instead. Is that an issue with this mod or doe that come from another mod that i am not aware of?
Lil Kitty Girl Sep 10 @ 7:45pm 
Link bills only work up to a certain amount. After you reach that limit, new links won't happen :(
Lil Kitty Girl Sep 4 @ 3:45am 
Would be cool if this worked on VEF's process and added the do until to all processes (Although I know it's kinda a separate thing with the same bill drop down)
TALE Aug 22 @ 2:24am 
i realy need hugslib ?
llunak Aug 18 @ 9:47pm 
@ArcticHeresy There is a github PR in case you do not watch those.
Warner Aug 13 @ 10:18pm 
should be base game:gordon:
Staf Aug 12 @ 3:53am 
i just installed this for a ongoing playthrough mainly to count items when pawns are in a caravan, but it doesnt work. Is it just me or is it a known problem?
Staf Aug 12 @ 3:50am 
counting items when pawns are away does not work for me zzz
daz_ian Aug 10 @ 7:19pm 
I was seeing the same thing as @TheHplayer saw where copied/linked bills get the default names, not the modified ones. I also remember before 1.6, the new bill got the modified name matching the source. (I didn't play much at 1.5, but 1.4 certainly had that behavior.)

The renaming functionality got removed from here because it was added to vanilla in 1.6, no?
Tanker Aug 8 @ 9:34am 
Thank you for the work you do with this mod. Over 300 mods with Combat Extended and zero issues. A must have mod for CE runs with all the different ammo/comat items used. Thank you again for the swift update's.
TheHplayer Aug 7 @ 10:02am 
When copying bills, are edited bill names supposed to revert to the default name? I believe on the 1.5 version bill names where kept both when copying and linking to the same or another work bench.

Checked using only this mod plus harmony, all DLCs enabled. Steps to reproduce:
- Dev quicktest with god mode enabled
- Build any workbench and create a bill.
- Edit the bill name.
- Copy and paste the bill into another bench

The bill is correctly copied and linked but the edited name is not kept, it reverts back to the default one. Is this intended behaviour?
Necromenta Aug 6 @ 5:22pm 
There is a bug that if you open the detailed receipt the whole game bricks and you can't do anything, using this mod with nice bill tab, Rimhub, and better infocard so with many mods can't even say what causes it, sorry I can't be more helpful.
ArcticHeresy  [author] Aug 6 @ 11:37am 
Update 1.6.1.3 is now live on Steam
Dizzy Ioeuy Aug 6 @ 10:59am 
@arctic thanks for the option, that's great of you! I count inventory, certainly, so it was fine already for me. But options are great! Not 0dte options, however, no not ever.
Malekith Aug 4 @ 11:41pm 
Is there an Option to Set "any worker" to Something Like Always "best worker" by Default?
ArcticHeresy  [author] Aug 4 @ 1:03pm 
As some people have already mentioned, the recent update [1.6.1.2] also counted items in the inventory for compatibility with PickUpAndHaul.
It seems many of you don’t usually want inventory items to be counted, so I’ve added a setting for that — it's off by default.

The GitHub release is live now. Steam update coming soon!
https://github.com/Falconne/ImprovedWorkbenches/releases/tag/1.6.1.3
The Village Guy Aug 3 @ 1:21pm 
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 Aug 3 @ 10:05am 
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!