RimWorld

RimWorld

772 ratings
WVC - Work Modes
8
3
4
2
2
2
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
628.084 KB
Nov 13, 2022 @ 3:00pm
Jun 11 @ 11:58am
54 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
WVC - Work Modes

Description
More mechanoids work modes
Expanded mechanoids work modes or Better mechanoids work modes
Adds 14 new work mods for mechanoids:

Find and destroy - Mechanoids, regardless of their type, will look for enemies and try to destroy them.

Work and recharge - Work autonomously according to mechanoid type. If the mechanoid cannot work or it has done all the work it shuts down. (Does the same thing as this mod, but for all mechanoids.)

Rechage and shutdown - Mechanoids, regardless of type, will first go to charge, and then to the shutdown zone. (1.5 only)

Escort and recharge - The mechanoid, regardless of its type, will accompany the overseer and, if necessary, go to charge.

Work, recharge and escort - The mechanoid will accompany the overseer if it does not have a job, and will also be charged if necessary.

Wait enemy - The mechanoid will shutdown and wait for the enemy, and when it appears, it will wake up and head towards the target.

Work and wait - Mechanoids, depending on the type, will work, and when an enemy appears, they will drop everything and go to destroy him. If they don't have a job, they'll just shutdown. (The shutdown lasts longer than in "wait enemy" mode)

Ambush - The mechanoid shutdown and waits for the enemy to approach it, then attacks.

Defend yourself - Mechanoids, regardless of type, will attack enemies that get too close. Or if damaged, they will try to retreat to the nearest safe zone.

Escort if enemy - Mechanoids, regardless of type, will accompany the overseer, but only if there is an enemy on the map. When there is no enemy, mechanoids shutdown.

Work if safe - Mechanoids will work, but only as long as there are no enemies on the map. In case of danger, they will try to get to the safe spot.

Bonus modes
Escort if enemy, work and recharge - Mechanoids, regardless of their type, will accompany the overseer when an enemy is in their zone of operation (within area). Otherwise, they will work.

Escort if drafted or downed - Mechanoids, regardless of type, will accompany an overseer if it is drafted or downed.

Hive mind research - Mechanoids, regardless of type, will generate research points relative to their bandwidth cost. The speed and efficiency of research directly depends on the number of mechanoids involved in it. This mode requires the "Mech research mode" technology.

Scavenging - Mechanoids, regardless of type, will search for useful resources in special "Scavenge" zones. This mode requires the "Scavenging mode" technology.

Bonus modes require manual activation in settings!

Unique behaviors
Checking for enemies on the map - if the enemy is reachable and is not in the area in which the mechanoid operates, then False is returned and the mechanoid will continue to work normally.

What does it mean:
If you enable the "Work if safe" mode and limit the working area, the mechanoid will ignore the intrusion until the enemy is in the mechanoid's working area.
If you have enabled the "Find and destroy" mode and locked the mechanoids in a small but open area, then the mechanoid will not pursue enemies, but will try to fight with the enemy that is in the field of view of the mechanoid. This can lead to too smart AI kiting your mechs.

Smart charge - In some modes, mechanoids will try to maintain close to the maximum charge. This is calculated according to the formula (Maximum charge level - 5), that is, if you set the charge to 100%, the mechanoids will be charged up to 95%, and so on. However, unlike vanilla charging, mechanoids will be interrupted if necessary.

Shutdown mode - Some work modes automatically shutdown mechanoids if they have finished their work. For this purpose, special shutdown zones are used. Mechanoids can also shutdown even if these zones do not exist, but then they become an easy target for any threats.
In work (with work) modes, the cooldown is much longer than in combat (without work). (For work 1500 ticks (1 game hour). For combat 650 ticks.)

Note: The shutdown state from the mod uses the vanilla shutdown job. That is, all triggers and checks will count mechanoids as if they were in vanilla "Shutdown mode".
For example, the game will not count shutdown paramedics as medics. Distribute mechanoids into groups wisely!

Mechanoid shutdown zone - Mechanoids that have finished all their business and are going to sleep will go to a such zone, if it is in an accessible area for them.

Smart escort - Mechanoids can be assigned an escort purpose. This way the mechanoids will be able to protect and accompany different pawns. This feature only works for the home map.

Version 1.5:

Dormant mode - Mechanoids consume less bandwidth when they are in a shutdown state. Requires manual activation in settings.

Auto-repair On - New mechanoids spawn with auto-repair enabled. Enabled by default.

Translations
Chinese Traditional by SY1102
Русский by дюрекс

FAQ
Q: Mechanoids sleep for a whole minute and do nothing! What should I do?
A: Wait, wait and wait again. Seriously, shutdown's rollback isn't big enough to report it.

Q: Is it save to add a mod in the mid game?
A: Yes.

Q: Is it save to remove a mod in the mid game?
A: Partially. First, switch all group modes to vanilla, then remove all zones and objects associated with the mod.

Q: I don't like "anything_name", can it be disabled?
A: Yes. In the mod settings. Almost all elements of the mod can be disabled or configured in the mod settings.

Q: Where are the shutdown zone located?
A: In the "Biotech" or "Zone" tab in the architect's menu.

Q: I found a bug, what should I do?
A: Go to bug report discussion. Prepare a log and describe how you got the bug. All bug reports without log and/or outside the appropriate discussion will be ignored.

Link to other mods made by me.
GitHub[github.com]

Don't forget to clear Rocketman's cache!
Popular Discussions View All (2)
49
Feb 21 @ 2:52am
PINNED: Bug Reports
Sergkart
30
Jun 5 @ 7:33am
PINNED: Suggestions
Sergkart
296 Comments
Nin-Sama Jun 11 @ 12:08pm 
Thanks for the quick update!
Visoth Jun 2 @ 4:53pm 
This is such a brilliant mod. Thank you so much! It enables so much quality of life for a mechinator. I couldn't imagine playing as one without it.
Ñupo Apr 30 @ 12:23pm 
Please add a mode that doesn't make my ranged mechs run to melee and this would be perfect.
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