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 16-30 of 152 comments
falconne  [developer] Jan 15, 2018 @ 10:39am 
Thanks for the report, I'll look into it soon, as well as hopefully put in a workaround for RimFactory
Uuugggg Feb 7, 2018 @ 12:20am 
Copy/Paste seems inconsistent. For one, "Do Until X" Becomes " Do 1 ". Who knows what else is missing.

Debugged it with no other mods. Dev Mode, Quickstart from scratch. Build two stonecutter tables (Wonder where the "finish construction" debug tool is). Make "Any Stone" Bill on one, Do Until X, Copy/Paste to other, it's only "Do 1". Worse yet, the original bill is reset to "Do 1".

Meanwhile JTExport (https://steamcommunity.com/sharedfiles/filedetails/?id=1223305839) copies that, but doesn't copy the Better Workshop settings
Last edited by Uuugggg; Feb 7, 2018 @ 2:38am
falconne  [developer] Feb 7, 2018 @ 10:49am 
@Uuugggg I can't reproduce this and it hasn't been reported before. It's going to be tricky to debug this without access to your machine. I assume you're using the latest version via Steam Workshop? Does it also happen if you use Paste Link instead of just Paste?

Can you post a save where you've already copied a bill from one table to another and it has changed from Do Until X to Do X? Maybe I can find a clue in the save.
Uuugggg Feb 7, 2018 @ 6:01pm 
I have thrown files up here:
https://www.dropbox.com/sh/hnj03tghl4tf9ki/AAC-erKvl6uc1NtN30w0K2gTa

There's a video that shows some more silly behavior. In addition to the copy/link not getting "Until", It seems the original bill getting reset only happens when you mouseover a pasted link. Even if you mouseover the delete button.

And now having testing this thoroughly... Well I've ONLY found "Make Any Stone Block/Until" has this problem. All the other bills work fine, the other workbenches, even "make sandstone block", even "Many Any Stone/Forever". Who copies that bill, amirite?


(Now that I think of it - why are there bills for each block instead of just setting "any" bill with restricted Ingredients? Perhaps it doesn't know to check only sandstone bricks for totals. Well, it should do that, shouldn't it. Maybe a mod should do that... " * restrict to only items made from materials defined in the input ingredients filter" HEY this mod does that. Cool. Well now I want to use "Any Stone" even more.)
Last edited by Uuugggg; Feb 7, 2018 @ 7:01pm
Uuugggg Feb 7, 2018 @ 6:48pm 
I am going ahead and looking at the source on github now...

MirrorBills is getting called, most things are copied into the bill, but the "until" repeatMode and settings are not.

CanOutputBeFiltered() seems to be false,

recipe.products != null && recipe.products.Count > 0

And at that point it's game code and I am not finding documentation for it. The "Make Any Stone" recipe doesn't have products? What's up with that.

This is also showing up in that the bill doesn't have output settings - presumably ExtendedBillData not showing up in the bill screen (you can see in the above dropbox video @0:55)
Last edited by Uuugggg; Feb 7, 2018 @ 6:53pm
falconne  [developer] Feb 7, 2018 @ 7:01pm 
Yeah the game has different code for the "Make any stone blocks" compared to every other recipe, so I have places in my mod to specifically ignore it using the CanOutputBeFiltered method. Sounds like that's breaking the paste functionality for it, I'll fix that. Thanks for the report.
falconne  [developer] Mar 12, 2018 @ 11:43pm 
The bug with target stockpile setting getting forgotten when the game is on the world map should now be fixed.
falconne  [developer] Mar 16, 2018 @ 4:39am 
Originally posted by dhl219:
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. :-)

I looked into this. The problem is with the Vegetable Garden Tools mod. The recipe for fertilizer requires the colonist to have "Cooking" skill enabled (which is what this mod checks for), but the bill itself requires Crafting skill. Looks like a copy/paste error in the recipe.
falconne  [developer] Mar 17, 2018 @ 2:33am 
Originally posted by sidfu1:
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

I wasn't able to reproduce this. Do you know if this is still an issue?
falconne  [developer] Mar 17, 2018 @ 2:36am 
Originally posted by Uuugggg:
I am going ahead and looking at the source on github now...

MirrorBills is getting called, most things are copied into the bill, but the "until" repeatMode and settings are not.

CanOutputBeFiltered() seems to be false,

recipe.products != null && recipe.products.Count > 0

And at that point it's game code and I am not finding documentation for it. The "Make Any Stone" recipe doesn't have products? What's up with that.

This is also showing up in that the bill doesn't have output settings - presumably ExtendedBillData not showing up in the bill screen (you can see in the above dropbox video @0:55)

I have fixed the copy/paste issue for this type of bill. I still can't support the full filterset for this bill (Make Any Stone Block) because that requires a bit more custom code which I might add in the future.
falconne  [developer] Apr 21, 2018 @ 4:49pm 
@Sentient_Worm Were you already using this mod before and you are now getting that exception, or is this the first time you are adding this mod?

If it's the former, what mods did you add since everything last worked?

If it's the latter, can you post a save game that has all the rest of your mods? That makes it easier to automatically load up a custom mod list.
falconne  [developer] Jun 8, 2018 @ 4:58pm 
@Zwei, post your save file too. The game has the ability to automatically load the mods for the save file. I will take a look when I get some time. Post the save where just running it will produce the regular freeze you see.
Silvermink Sep 19, 2018 @ 11:25pm 
Love the mod, but it breaks the new "look everywhere" function in b19. Items dropped when crafting aren't counted unless dropped into a stockpile.
falconne  [developer] Sep 19, 2018 @ 11:52pm 
Unfortunately that's just how the product counting in vanilla works; it doesn't count items not in stockpiles. This was the same in previous versions of the game too.

My custom counting function from previous versions of the mod did count stuff outside stockpiles which is why that worked for you, but I've removed my code now that vanilla is doing all its own filtered counting. I will see in the future if I can add a mod option to include items outside stockpiles.
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