RimWorld

RimWorld

Work Tab
172 Comments
2401012170 22 Jul @ 8:25am 
LEMON 21 Jul @ 8:21pm 
请问下,可以做一个Fluffy的整合包吗,作者没有更新了,有些mod又觉得挺好
Tyrant 20 Jul @ 5:24pm 
When using the horizontal scroll bar, it is easy to accidentally set priorities on boxes your cursor is on top of: https://i.postimg.cc/tRd6gYFB/wDLWHigd.gif

This isn't due to any recent change. This has been a problem for a while.

Note 1: This happens even with "Disable Scrollwheel".

Note 2: Horizontal scroll bars happen when your job list gets long, like when using the mod Many Jobs. https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3266719724
0。0  [author] 20 Jul @ 6:21am 
@歧樾
你这估计是mod导致的
0。0  [author] 20 Jul @ 6:20am 
@Taowa
这个就没兼容,打算弄来,作者没给github
0。0  [author] 20 Jul @ 6:19am 
@Anioł
Outside this mod's scope.
歧樾 20 Jul @ 4:59am 
治疗选项里面有两个'治疗自己'。。
xuelin 19 Jul @ 9:56am 
:steambored:
Anioł 19 Jul @ 1:24am 
please ADD job QUARRY for misc robots
Taowa 19 Jul @ 12:53am 
Mech Work Tab好像展开不了工作清单
Drainix 17 Jul @ 3:53pm 
Fluffy here in the flesh! I'm still putting on my Christmas list that Fluffy updates the original to work w 1.6 :)
cledus166 17 Jul @ 3:38pm 
I can't for the life of me get the options to show up. Moved around load order, tried turning off potentially conflicting mods. And still I have just the vanilla work tab.
Fluffy 17 Jul @ 2:55pm 
"the original implementation of the vertical labels wasn’t handled very well, so I decided to remove it. "

That hurt me right in the feelings...

I hope you documented that stuff well, I _am_ going to spend some time looking at how you did it in the near future. The weird diagonal cropping eluded me for literal years, to the point where I was pretty much convinced this was a bug with Unity IMGUI.

Anyhow, thanks for keeping the mod going, and if your description is correct, improving it! I'm unlikely to return to modding in the near future, and even If I do I'd be more than happy to leave most of my mods in the capable hands of those who've been improving and maintaining them.

Keep doing what you're doing!
Hanz_Zimmer 15 Jul @ 5:29pm 
Sorry, I actually intended to leave a comment on that mod. I have no idea how I did it here accidentally :(
0。0  [author] 15 Jul @ 5:07pm 
@Hanz_Zimmer
You can take a closer look at the error log — the error was reported by AllowTool.
0。0  [author] 15 Jul @ 4:29am 
@Krypt
Hey! I saw you in the mod-updates channel on the RimWorld Discord and sent you a message.
Krypt 15 Jul @ 3:22am 
Can I find you on discord somehow?
Krypt 14 Jul @ 10:45pm 
Oh! Thanks. Looking into it right now (my gitlab keys did expired, so, there is that to resolve first)
I think I fixed the original path for Columns width calculations once the game added this feature, but missed Work Tab specific one.
0。0  [author] 14 Jul @ 10:37pm 
@Krypt
Thank you, but I don't plan to add this feature to this mod. I've completely reworked the way Fluffy's Work Tab extended columns are displayed and rendered, so it would be better to implement this feature in a separate mod.

Just to mention — I was also the one who submitted the PR on your GitLab repository. 😄
Krypt 14 Jul @ 10:15pm 
Also, what comment in the code is lying a bit - I did found a way to know clip areas size: GetTopRect. I just forgot to edit the comment.
Krypt 14 Jul @ 10:11pm 
I have a proper implementation of vertical labels, I used in Grouped Pawns List:
https://github.com/krypt-lynx/PawnTableGrouped/blob/master/Source/WorkTabSupport/VerticalLabel.cs
I basically hijacking all of Work Tab render routines and replacing with mine in that mod, so I used this code to render labels properly.
You can use it if you want.
0。0  [author] 14 Jul @ 6:40pm 
@Krypt
Yeah, the original implementation of the vertical labels wasn’t handled very well, so I decided to remove it.
Krypt 14 Jul @ 11:05am 
No vertical labels anymore?
dmsephiroth 12 Jul @ 6:21pm 
Ok still thank you :)
0。0  [author] 12 Jul @ 5:30pm 
@dmsephiroth
That was likely a feature from another mod. I haven’t seen any related implementation in the codebase since I took over maintaining this mod. As for adding that behavior — sorry, I’d prefer to stick with the vanilla style.
dmsephiroth 12 Jul @ 5:15pm 
I remember seeing in an older Let's Play that when the player hovered over a work type like "Construct", it showed the individual skills of all relevant pawns, sorted by highest skill.

Right now, I only see the average skill when I hover over the work type.

Is there a way to change this behavior or was it a feature of an older version/mod?
dmsephiroth 12 Jul @ 4:54pm 
I just tested it.
The problem is Allow Tool.

Sorry for asking here pal.
The "haul things urgently" command at work is only from Allow Tool.
I forgot that its not there without it, bec. i like it so much.

This mod is working fine! <3
0。0  [author] 12 Jul @ 4:50pm 
@dmsephiroth
In theory, they should be unrelated and not affect each other. Since this mod was updated from 1.5 to 1.6, the only code change was just changing one letter in a class name from lowercase to uppercase.
dmsephiroth 12 Jul @ 4:25pm 
Is this mod and Common Sense not working together?

Since today i have rly bad bugs=
Transport+ 1 is not working anymore.
Normal transport while on prio 2 is first done, while Transport 1 is at 1 ://
Tyrant 1 Jul @ 5:05pm 
Rather than trying to work out a compatibility patch, would you consider adding the thing that compact work tab does as a mod option? I doubt Mlie would take offense since Mlie is not the original author anyway.
Papito 23 Jun @ 12:30pm 
Amazing update! Thanks
0。0  [author] 21 Jun @ 1:34pm 
@Thasher
You can give it a try — I've done my best to maintain compatibility. If you run into any issues, feel free to report them here. After all, everyone has a different mod setup.
Thasher 21 Jun @ 12:08pm 
is it safe to switch out the old mod for this one?
AZUREstrand 15 Jun @ 8:54pm 
Oh! That's quite nice! Thanks for pointing me to a solution!
0。0  [author] 13 Jun @ 10:42pm 
Oh, I see what you mean. This is part of the vanilla game’s behavior. To get the result you want, you need to adjust the order by moving it further to the left. This mod can’t change that, but you can use the Personal Work Categories mod (mentioned in the compatibility section) to customize the order.
AZUREstrand 13 Jun @ 1:55pm 
Sorry. I'm bad at speaking efficiently. I hope that made sense.
AZUREstrand 13 Jun @ 1:54pm 
The issue is resolved manually in that image by setting butchering one priority above the default for cooking. But this has to be done pawn by pawn now, due to butchering being nearly the lowest cooking priority rather than nearly the highest as it should, since that means hunting for meat won't use that meat till all non-meat meals have been made, and then, lacking the ability to make any more meals, they will THEN butcher hunted game and livestock, thus gaining meat to begin cooking the meals it had passed over due to lack of meat.
0。0  [author] 13 Jun @ 1:48pm 
@AZUREstrand
You can upload the image to https://imgur.com/ or create a GitHub issue.
AZUREstrand 13 Jun @ 1:39pm 
Absolutely! Give me a moment. Since it's a screenshot, I presume I'm meant to DM it?
0。0  [author] 10 Jun @ 4:17am 
@AZUREstrand I'm not quite sure I understand — could you share a screenshot to help explain what you mean?
AZUREstrand 9 Jun @ 11:03am 
Is it just me, or is anybody else getting screwed over by the fact that the fixed default for cooking priority (left-to-right) puts butchering as almost the lowest priority of all cooking work? If I have any substantial work order for non-meat based cook jobs, even if the meat based one is higher priority, it will let all hunts rot completely instead of butchering them to get the job done. Is that due to other mods, or is that the default?
BrGuardian 6 Jun @ 8:58am 
I love how the community continue to take some outdated mods and continue them!
Mike 31 May @ 10:34am 
Appreciate the patches.
wakamex 28 May @ 4:37pm 
this might be the best mod. without it my pawns will never scan for minerals.
ミ>.<ミ?♪~ 28 May @ 11:21am 
大佬真是开发圣体啊,六点还提交:steamthumbsup:
nelim17 28 May @ 1:01am 
Big thanks, it works :D
0。0  [author] 27 May @ 3:07pm 
@nelim17 Fixed
nelim17 27 May @ 9:18am 
Hi! There is a little incompatibility with "More than capable", checkboxes no more display in red.