RimWorld

RimWorld

Better Workbench Management
falconne  [developer] Jun 21, 2017 @ 5:14am
Bug Reports
Post here if you have any problems
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Showing 1-15 of 127 comments
Lurmey Jul 18, 2017 @ 9:27am 
Adding this to a game in progress will cause many of the workbenches to become unusable. The add bill button doesn't work when clicked and they can't be right-clicked to prioritise deconstruction. They will be deconstructed, though.

Edit: Maybe this was actually caused by removing AC Enhanced Crafting. A combination of both perhaps?
Last edited by Lurmey; Jul 18, 2017 @ 9:56am
falconne  [developer] Jul 18, 2017 @ 1:34pm 
Adding this shouldn't have caused a problem but I'll test that again. However removing Enhanced Crafting will definitely cause a problem. You'll have to wait for a new game to swap over. I'll mention that in the description.

Lurmey Jul 25, 2017 @ 7:35am 
I didn't need a new game in the end, my constructor got around to deconstructing the workbenches and building new ones which work fine now.
TayDog Sep 11, 2017 @ 10:14pm 
Stonecutting trains and relies on Construction but the restrict to colonist list seems to pull from the Crafting skill pool.

In general, it would be good to just have the full list of colonists in the dropdown.
falconne  [developer] Sep 12, 2017 @ 2:39am 
The list is created by looking for colonists who have the appropriate work type _enabled_ in the Work Tab. Even though there is a weird mismatch in stone cutting, a colonist needs their Crafting work type enabled in the Work Tab to work at the stone cutting workbench. There is not much point listing pawns who don't have the appropriate work type enabled, as they won't be allowed to start work there.

I don't really want to hardcode an exception just for that as that as it feels messy (the exception would be to fetch colonists with the Crafting work type enabled but then show their Construction skill level in the drop down). I would rather hope the next version of the game fixes that inconsistency as it looks like something they overlooked this time.
Last edited by falconne; Sep 12, 2017 @ 2:39am
TayDog Sep 12, 2017 @ 9:21pm 
Yeah, I worked the kinks of it just a bit after. I didn't know it was not your mod itself that was the issue. I think it is fine for now. Thanks.
falconne  [developer] Nov 6, 2017 @ 6:35pm 
Originally posted by Alguin:
Hi, I believe I've found a bug related to this mod. It's happened twice now that if I have a major break risk and try to look at one of my benches, the screen goes black and the alert repeatedly shows up at the top of my screen when I mouse over any of the bill buttons.

Thanks for the report. Your profile is private so I can't see your screenshot. Do you happen to have a save where it's about to happen that I could use for debugging?
dhl219 Nov 9, 2017 @ 6:59am 
Hi,

at workbenches with different kind of jobs in one workbench, e.g. one job is crafting and the other job is cooking, seem to restrict the choice of colonist to one type of job. E.g. at such a workbench only cooks could be choosen for all jobs, even the crafting jobs. Crafters will not be available for the crafting jobs at this workbench.

Looks to me like only the workskill of the first defined job is relevant for the whole workbench instead of every workskill separatly for every job.

best regards and thanks for the mod. :-)
falconne  [developer] Nov 9, 2017 @ 11:31am 
@dhl219 Hmm... it should be using the skill associated with each job. Which workbench has crafting and cooking jobs? I'll take a look at it.
dhl219 Nov 11, 2017 @ 11:29am 
well could it also be an issue due to another mod? Mixed jobs in one bench are usually only found in mods.
falconne  [developer] Nov 11, 2017 @ 5:17pm 
@dhl219 yes I expect so. If you have an example of a workbench in a mod that has this, I can debug it.
dhl219 Nov 12, 2017 @ 2:14am 
Hi,

i made a simple environment to see if it is not an issue due to another mod.

Mod lsit:
Core
Hugslib
ModSwitch (just to reload this setup if needed)
Vegetable Garden
Better Workbench Managment

If you go to the butcher table, the butchering job is cooking. Vegetable Garden introduces also the "make fertilizer" job which is crafting. I set cooking to one colonist in the worktab and crafting to another. At all jobs at the butcher table only the colonist with cooking is a possible choice for restriction.

I think this setup is easy to reproduce. Maybe you can figure something out.

Still thanks for the mod and keep up the good work. :-)
falconne  [developer] Nov 12, 2017 @ 11:19am 
Thanks, I'll investigate using Vegetable Garden
sidfu1 Nov 17, 2017 @ 8:58pm 
found this bug. it seems with the prison labor on workshop this can come up if u have a bill set to prisoner only. when a coloist would try to do it i get that error and forces the pawn into idle for tht whole job check tick

Exception in BreadthFirstTraverse: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.BillStack.get_AnyShouldDoNow () [0x00000] in <filename unknown>:0
at RimWorld.WorkGiver_DoBill.JobOnThing (Verse.Pawn pawn, Verse.Thing thing, Boolean forced) [0x00000] in <filename unknown>:0
at RimWorld.WorkGiver_Scanner.HasJobOnThing (Verse.Pawn pawn, Verse.Thing t, Boolean forced) [0x00000] in <filename unknown>:0
at PrisonLabor.HarmonyPatches.Patch_LaborForbid+<>c__DisplayClass1_0.<CreatePredicate>b__0 (Verse.Thing t) [0x00000] in <filename unknown>:0
at Verse.GenClosest+<RegionwiseBFSWorker>c__AnonStorey5FC.<>m__BFF (Verse.Region r) [0x00000] in <filename unknown>:0
at Verse.RegionTraverser+BFSWorker.BreadthFirstTraverseWork (Verse.Region root, Verse.RegionEntryPredicate entryCondition, Verse.RegionProcessor regionProcessor, Int32 maxRegions, RegionType traversableRegionTypes) [0x00000] in <filename unknown>:0
at Verse.RegionTraverser.BreadthFirstTraverse (Verse.Region root, Verse.RegionEntryPredicate entryCondition, Verse.RegionProcessor regionProcessor, Int32 maxRegions, RegionType traversableRegionTypes) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.RegionTraverser:BreadthFirstTraverse(Region, RegionEntryPredicate, RegionProcessor, Int32, RegionType)
Verse.GenClosest:RegionwiseBFSWorker(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Predicate`1, Func`2, Int32, Int32, Single, RegionType, Boolean)
Verse.GenClosest:ClosestThingReachable(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Single, Predicate`1, IEnumerable`1, Int32, Int32, Boolean, RegionType, Boolean)
ExpandedRoofing.ClosestThingReachableHelper:ClosestThingReachableWrapper(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Single, Predicate`1, IEnumerable`1, Int32, Int32, Boolean, RegionType, Boolean)
RimWorld.JobGiver_Work:TryIssueJobPackage_Patch0(Object, Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch1(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
RimWorld.Pawn_DraftController:set_Drafted_Patch2(Object, Boolean)
RimWorld.<GetGizmos>c__IteratorE1:<>m__33C()
Verse.Command_Toggle:ProcessInput(Event)
Verse.GizmoGridDrawer:DrawGizmoGrid(IEnumerable`1, Single, Gizmo&)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI_Patch1(Object)
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI_Patch1(Object)
Verse.Root:OnGUI()
Kateye Jan 14, 2018 @ 11:57am 
Title: Saving game on a different map causes "Take to Stockpile" to reset to "Take to Best Stockpile"
Example Steps to Reproduce:
1. Create a game with any scenario, preferably with more than 1 pawn (I used Crash Landing)
2. Build any workbench (Butcher Table for example)
3. Create a stockpile (I named it "Foobar Stockpile")
4. Add a bill and assign "Take to Stockpile" to the created stockpile (I used "Make Kibble", assigned it to "Take to Foobar Stockpile")
5. Go to the world map, Form Caravan a pawn, preferably leaving a pawn behind.
6. Move someplace else that generates a map (Easiest is to "Settle" if you can have more than 1 settlement, but you can "Attack" a faction base instead)
7. Save the game on this map
8. Reload the save (Either directly, or after restarting the game)
9. Switch view back to the original settlement, which should still have pawns there.
10. View the bill created in step 4.
Results
The "Take to Stockpile" setting is now "Take to Best Stockpile" instead of "Take to Foobar Stockpile".
Notes
I tested this with just Hugslib and Better Workbench Management.
All production buildings I've tried are affected.
It doesn't seem to matter what the other map is: Settle, Attack Outpost, Item Stash, Attack Faction, Camp from "Set-up Camp" mod, etc.
The method of saving does not seem to matter (Manual, Auto). The only work around I have is to make sure to save on the main settlement if the autosave saves while I'm on another map.
If you have two permanent settlements that both require specific stockpiles, saving on one will wipe the other's stockpile specifications.
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