RimWorld

RimWorld

Colony Manager
Fluffy  [developer] May 26, 2017 @ 2:43am
[ FEATURE REQUESTS ]
If you'ld like to request a new feature, please post it here. Make sure it's not already suggested first! All the time I need to spend sorting out double posts goes directly from the time I could be spending with modding.
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Showing 1-15 of 202 comments
Swatti Jan 2, 2017 @ 1:45pm 
[REQUEST] Send animals tagged for slaughter to a zone
All the animals tagged for auto-slaughter would be nice if they moved in to the nice freezer where freddy and jason are waiting, instead of having them carry the corpses all over town.
PiggyWhiskey Jan 3, 2017 @ 2:44am 
+1 That's a great idea.
hipergo Jan 4, 2017 @ 12:35pm 
Choosing stockpile in threshold popup
In the threshold menu I choose exact stockpile.
Since I like to build many small stockpiles around the colony, list of stockpiles looks like ||||||||||||||||||||||||||||||||||||||.
Where each line is a stockpile, it just becomes difficult to hit right pixel.
Could you please make stockpile list not just fit this small area, but be scrollable or something that can handle many stockpiles.
Thanks in advance.
Dopefish Jan 20, 2017 @ 1:02pm 
I'd love this as well.
Nilz! Feb 7, 2017 @ 5:50am 
Working the manager desk throws an exception
Edit: I guess this was caused because I removed a workbench that was explicitly set to produce a certain item.

The mod was working just fine until I kept getting the following exception everytime my manager goes to work on the desk. All tasks do seem to be updated though. Building a new desk or assigning a different colonist as manager won't fix it, however adding a new task seems to fix the problem. I'm still posting this in case this is of any interest.

The error message contains:
Pawn Baxter threw exception while executing toil's finish action (0), curJob=ManagingAtManagingStation A=Thing_FM_BasicManagerStation1183943: System.NullReferenceException: Object reference not set to an instance of an object
at FluffyManager.ManagerJob_Production.TryDoJob () [0x00000] in <filename unknown>:0
at FluffyManager.JobStack.TryDoNextJob () [0x00000] in <filename unknown>:0
at FluffyManager.JobStack.TryDoNextJob () [0x00000] in <filename unknown>:0
at FluffyManager.JobStack.TryDoNextJob () [0x00000] in <filename unknown>:0
at FluffyManager.JobStack.TryDoNextJob () [0x00000] in <filename unknown>:0
at FluffyManager.JobStack.TryDoNextJob () [0x00000] in <filename unknown>:0
at FluffyManager.Manager.TryDoWork () [0x00000] in <filename unknown>:0
at FluffyManager.JobDriver_ManagingAtManagingStation.<Manage>b__1_1 () [0x00000] in <filename unknown>:0
at Verse.AI.Toil.Cleanup () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.Toil:Cleanup()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Last edited by Nilz!; Feb 7, 2017 @ 12:32pm
Wie Feb 8, 2017 @ 12:21am 
Endless working bill
Propably i'm just to stupid but how do i set up a working bill without a treshold, lets say for burning corpses/drugs or stonecutting?
Spaz Feb 16, 2017 @ 9:46am 
Request: Account for pathing distance and not just map distance.
If its possible that is. Got a problem where i live in the corner of a mountain wall and the manager is chosing things on the other side of the mountain cause they are "close" but this sends my people on an all day walk around the mountain to get that single tree.
Maarx Feb 18, 2017 @ 6:32pm 
SUGGESTION: Manage Growing Zone's "Allow Sowing"
SUGGESTION: Mod should manage Growing Zone's "Allow Sowing" based upon stockpiled amount of corresponding item.
Uuugggg Feb 20, 2017 @ 6:08am 
Another thing we would need - make sure they are in the zone before tagging for slaughter. See, I have the manager set Boomalopes to go to a small zone inside a one-block fire containment cell to be auto-slaughtered if ever one self-tames. It would be nice if my handlers WAITED for the boomalope to get in their cell before exploding them.
Spaz Feb 22, 2017 @ 8:08pm 
Suggestion, Add a "Forbid" and / or "Power Toggle" to manager desks.
One big thing thats a real problem is having the manager overwrite my own decisions in an emergency situation. For example, a raid comes and i sennd my animals on lockdown, the manager will try and reverse my decision. Its a bit bothersome to uninstall the managers desk or remove the work priorety everytime theres a raid.
Swatti Feb 23, 2017 @ 11:19am 
OR!
Auto-tag animals in area X for auto-slaughter. WHEN, in the area. They leave, they live.

Send the furries to the spot, they get tagged.
SquirrelWizard May 26, 2017 @ 8:01am 
Would it be possible to restrict bonded animals from culling?

I had a bunch of huskies that I was managing with the colony manager and when I went over the cap I set, a colonist pet got selected for slaughter.
Fluffy  [developer] May 26, 2017 @ 4:35pm 
done!
beep Jun 2, 2017 @ 9:33am 
Add Ambrosia to the list of wild plants that could be harvested.
Don Leo Jun 17, 2017 @ 1:49pm 
Suggestion: Set animal zone for bonded animals
Would allow us to auto-set them to a kennel or a home zone so they don't get eaten by a bear.


Suggestion: allow setting the "follow on combat" on bonded animals
I'm not sure if this is from a mod or whether this was put into the vanilla game. But there's an option to not have animals follow their master into combat and/or hunting. I turn this off on bonded animals so they don't get shot.
Last edited by Don Leo; Jun 17, 2017 @ 1:49pm
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