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WVC - Work Modes
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Mod, 1.4, 1.5, 1.6
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2022년 11월 13일 오후 3시 00분
2025년 9월 30일 오전 4시 39분
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WVC - Work Modes

설명
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. (v1.5-v1.6)

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. The speed and efficiency of research directly depends on the number of mechanoids involved in it.

Scavenging - Mechanoids, regardless of type, will search for useful resources in special "Scavenge" zones.

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.

Version 1.6:

Mechanoid hangar - any room that has a mechanoid charger will be considered a hangar. If possible and in the absence of zones, mechanoids will be sent to a random hangar for shutdown. Enabled by default.

Warning: If you have the Odyssey DLC, the Harmony mod is required!

Performance
This mod is primarily aimed at improving performance. It literally grew out of a performance mod.

All modes that use shutdown are performance-friendly and have a lower impact than vanilla Work mode. However, do not expect this mod to boost your tps from 20 to 2000+, since it only reduces a very small part of the game load, and only if you use modes with shutdown support.

Modes without shutdown can affect performance, but not significantly more than vanilla modes.

Translations
(v1.6) Chinese Traditional by kkosos
(v1.4-v1.5) 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/remove a mod in the mid game?
A: Add - Yes. Remove - No

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.

Q: Paramedic is broken, what to do?
A: It's broken in vanilla, without any mods. Starting with 1.5, its ability was broken.

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

Don't forget to clear Rocketman's cache!
인기 토론 모두 보기(4)
64
2025년 10월 14일 오전 1시 17분
고정됨: Bug Reports
Sergkart
41
2025년 8월 20일 오후 11시 37분
고정됨: Suggestions
Sergkart
0
2025년 10월 19일 오전 8시 04분
失能机关 - The Dead Man's Switch related
躲进温柔的梦
댓글 363
Shell Felspell 2025년 11월 3일 오전 11시 32분 
DMS incompatibility ;o;
躲进温柔的梦 2025년 10월 18일 오전 4시 48분 
Exception loading def from file ThinkTree_Mech.xml: System.ArgumentException: Could not find type named WVC_WorkModes.ThinkNode_ConditionalWorkModesWithResearchRequirement
billywitchdoctor.com 2025년 10월 6일 오후 4시 27분 
The "Work & Recharge" mode is exactly what I was looking for. I can't imagine I'll ever play another round of Rimworld without this mod in the future.
kar5ten 2025년 10월 3일 오전 7시 57분 
for DMS incompatibility going back to 1.1.6 seems to fix it
Tzeentch Bot 2025년 10월 3일 오전 2시 44분 
A great magnificient update successfully make my game unable to initialize using the very same modlist on WHICH an in-ganme-decade-old tiny colony is built. And it HAPPENS TO BE an UNREMOVABLE one. How intriguing! Applause!
deltaplays010 2025년 10월 2일 오후 1시 40분 
wanted to report an incompatibility with Dead Man's Switch: when this mod is used alongside it, all mechadroids (mechs added by that mod) won't move or interact with the world at all
Waaaaagh 2025년 9월 24일 오전 2시 33분 
WVC Work Modes 模组中的机械族自关机功能试图寻找附近的关机位置

调用 GenRadial.NumCellsInRadius() 时传入了过大的半径值(281.84)

Combat Extended 模组检测到这个异常并抛出错误

The self shutdown function of the mechanical family in the WVC Work Modes module attempts to find a nearby shutdown location
Too large radius value (281.84) passed in when calling GenRadial. NumCellsInRadius ()
The Combat Extended module detects this exception and throws an error
このヘンタイ! 2025년 9월 18일 오전 1시 48분 
for some mech who work with pawns (like Paramedic) will not do they job with "Work and Recharge"
but on normal work mode they still do they job
The God 2025년 9월 10일 오전 7시 58분 
I noticed an issue, not necessarily a bug or a suggestion but when you have a medibot set to work only when needed and to lay down when not necessary, then it doesn't get checked when you want to do an operation. So even if you have a medibot, your colonists won't lie down until you force the medibot to stay active