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worktab's Introduction

Provides a vastly more customizable work tab.

Important

Work Tab completely takes over job priorities from the vanilla game. In order to support core functionalities and other mods, it intercepts calls to get/set priorities. However, when it is told to set priorities by other modded code that is not aware of the time schedule or detailed priorities, the priority will be set for the whole day, and/or for all workgivers in a worktype.

Features

Various usability extentions to the 'vanilla' work tab;

  • Work types can be expanded (by Ctrl+clicking the column header) to allow you to set priorities for the individual tasks within each work type.
  • Time scheduler to set priorities for a given time slot only - allowing you to designate a cleaning hour, or have your cook prepare meals right before dinner, etc. etc.
  • Up to 9 priority levels (configurable in mod options)
  • Various small UX tweaks; scrolling to increase/decrease/toggle priorities, increase/decrease priorities for whole columns/rows (by holding shift and clicking/scrolling while hovering over the column header/pawn name respectively).
  • All functions are detailed in the tooltips, take a moment to hover over and read them!

Known Issues

  • "Star Wars -- The Force" versions prior to 1.21.1 cause priorities to reset for force users. THIS INCLUDES THE CURRENT STEAM VERSION OF STAR WARS -- THE FORCE! (as of 25/3/20). There is an official update available by one of the collaborators on the mod on GitHub.

  • Better Pawn Control has added support for Work Tab and Animal Tab, but there currently (as of 27/7/21) still is an issue where work settings may reset.

Notes

With great power comes great responsibility. The default priorities of tasks within a job is set for a good reason; it's (usually) a sensible default. Changing these can lead to deadlock situations, so change the priorities of individual jobs at your own risk!

Finally, there will never be an 'autolabour' mode where a mod sets priorities for you. Due to the way the AI is handled (e.g. pawns actively look for work, instead of there being a 'bulletin board' of jobs that need doing), it's not feasible to get the complete list of work that needs doing that would be needed to make this a reality, without extreme overhead and loads of special exception coding.

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Think you found a bug?

Please read this guide before creating a bug report, and then create a bug report here

Older versions

All current and past versions of this mod can be downloaded from GitHub.

License

All original code in this mod is licensed under the MIT license. Do what you want, but give me credit. All original content (e.g. text, imagery, sounds) in this mod is licensed under the CC-BY-SA 4.0 license.

Parts of the code in this mod, and some of the content may be licensed by their original authors. If this is the case, the original author & license will either be given in the source code, or be in a LICENSE file next to the content. Please do not decompile my mods, but use the original source code available on GitHub, so license information in the source code is preserved.

Parts of this mod were created by, or derived from works created by;

  • Freepik / flaticon.com: helmet preview image (BY-NC)

Are you enjoying my mods?

Normally, this is where I ask you to show you appreciation by buying me a coffee.

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The prospect of waking up to see my country at war is alien to me, as it must have seemed to most Ukrainians. I can do little to influence the outcome of current affairs, but I will do whatever I can.

I ask you to join me in supporting the people of Ukraine

Humanitarian Aid

If you can, donate to the various charities providing humanitarian aid. If you don't know where to donate, Global Citizen maintains a list of charitable organizations active in the region.

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worktab's People

Contributors

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worktab's Issues

Error when loading save file

I am encountering an error when trying to load any of my save files as it won't load and presents a debug log on the menu screen. It appears from my inspection that it relates to the work giver priorities, although, you best check as well.
I was able to load this save file last on 12th before all the updates to your mods (yours are the only ones that have updated since then). Today, which is the next time I am loading it, I have had no luck.

I have attached links to my save file and output_log below.

Save.zip
output_log.txt

I trust that you'll understand it more.

Thanks you,
Adventurer13

After Save/Load, Colonist Work Assignments Are Reset / Seemingly Random

I am having a problem, I am noticing that upon Loading a game, the work priorities are "reset", and do not at all match what they were when the game was Saved.

By "reset" I mean that the settings are just seemingly random, completely different, without any correlation to what they were set to previously.

It is as if the game somehow failed to load all of the work assignments and just defaulted back to what it would have given those colonists on a brand new world start, or after each colonist first being recruited, when the game first takes its own best guess at setting work.

Below is a Google Drive folder containing my ModsConfig.xml and output_log.txt and a .RAR compression of the entire directory ...

%appdata%/../LocalLow/Ludeon Studios/RimWorld by Ludeon Studios

... including /Saves/ subdirectory.

https://drive.google.com/drive/folders/0BwvimyCo5Ar4M08zUWd6RWF1eU0?usp=sharing

Only one favourite can function at the same time

For some reason when I make a save of a priority group, it overwrites all the others with the priorities of the new group. I can only have one functioning priority group. I'm not sure if this is a bug or just a limit of the mod.

Here's the mods I'm running:
http://pastebin.com/8S4X4qsQ
And here's the error log (I have no idea if it's made an error or not):
http://pastebin.com/7nGSme39

Thanks in advance, sorry if there isn't enough information in the logs or it's a limitation of the mod.

Work Priorities resetting

Having the same issue as .Blue on the steam page with my work orders resetting to defaults, except for certain pawns.

Logs link; https://gist.github.com/HugsLibRecordKeeper/5ec4659b6984a29df7aadd9cdb80bba8

Screenshot of the work orders; https://gyazo.com/54f666e942ba3b129c858d47c27b5d16

If I had to guess, I would say that the blank one and the one with different numbers are the original characters I set the rules on (without the timers). I used to have a blank favourite saved, and a "Favourite-Timers" one saved, then just pasted to the others with changing individual rules.

Before all this happened, hospitality updated again and it caused the original issue I had where I couldn't reload the save, so I did your recommended fix which loaded the save up but gave me that screenshot of work orders, I then reset them to how I had, saved and quit, back on few hours later and it seemed to not keep them registered, including the favourites options I had.

Hope that's enough info for you, let me know if you want/need anything else, thanks!

WorkTab error

Having some issues with WorkTab mod I went through the guide it's for sure just the WorkTab mod that's causing an issue I'll attach a photo with error log and modsconfig.

output_log.txt
Active mods

-

1393

-

  • Core
  • 725219116
  • wordtabbug

    UI/MOD Broken

    https://i.gyazo.com/84ec99e9cebd118ed2b3d2b9c463e67e.jpg

    I am unsure if it's the UI or the mod not working since I never got it to work properly.
    When I click to sort differently it actually changes pawn, according to who's first or last.
    Is also doesn't show the time line or any ''job box'' whatever option I do or select.
    I tried un-ziping with different software and deleted the previous files/folders but it does not make any difference.

    https://i.gyazo.com/b0c286635afadcfd27bb5b2bc168117c.png

    This is my mod list. Is there any incompatibilities?

    [Issue] "saved" work priorities won't remember time-schedules

    So, I had to modify the priorities of the colony and that broke the "time scheduled" work priorities, the thing is that I previously saved all my colonists in individual "favorite" configurations (by the way check #33), and now when I restored them I don't have the "scheduled" ones such as "from 8am to 13am x building priority is 1".

    UPDATE: This is a CCL bug! Manual set priorities disabled on load (Alpha 14)

    Whenever a save is loaded, the work tab keeps going back to the on/off priorities style instead of the manual style. This started happening for me after installing the latest CCL v0.14.3.1 (maybe even on 0.14.3 not 100% sure). Disabling all other mods, with CCL and Work Tab only active, this still happened even though I saved while the worked tab was on manual.

    UPDATE: It appears this is a CCL bug and not Fluffy's.

    Sort by Colonist Name Uses Firstname Instead of Nickname

    Sort by Colonist Name Uses Firstname Instead of Nickname

    Currently is uses the Firstname, which just appears as a random ordering at first glance.

    Pretty sure it should be Nickname, since that is all the player honestly ever sees.

    Work Tab causing "Misc Robots" to gain access to skills they do not have when Work Tab mod not present.

    Misc Robots adds robot pawns which have defined skills in their ThingDef defined by a "workTag" and "workTypeDefs". When adding Work Tab mod to the mix these robot pawns gain access to other skills which it does not have access to without the mod.

    Example:
    Mining Bot - has "workTag" 65544 and "workTypeDefs" of Mining.
    Without Work tab mod the bot only does mining actions.
    With Work tab mod the bot performs mining, construction, repairing, and flicking.

    Test performed with mod load order on a new game:
    Core, CCL (github dl), CCL Vanilla Tweaks (github dl), Misc Core (steam workshop), Misc Robots (steam workshop), Craftable Robots (steam workshop), Work Tab (steam workshop)

    Quote from your pm to me on this:
    The problem arises from my assumption that the Work Tab would be the entry point for setting priorities. The Work Tab directly calls it's own priority list, so that works fine, but I haven't bothered with detouring the vanilla priority setter methods. So when your mod tries to set priorities, it does so in the vanilla priorities, but when the bots try to find work, they get their priorities from the Work Tab's priorities.

    Should Offer Function to Increment Column Only Where Existing Assignment

    So I can Shift+Click on a column to increment/decrement the numeric priority for everybody, but if incrementing, it also assigns the task (starting at lowest priority) to every pawn who didn't already have it.

    It would be cool if I could increment the priority only for pawns already having a numeric priority assigned.

    Minor Conflist (bug?) in work assignments?

    There seems to be a bug or issue between the fuses mod and the work tab mod. I have my main construction guy set for no maintenance and yet whenever a fuse needs maintenance he's the one that runs off to maintain it. I'm guessing that that's a bug in the Fuses mod but thought I'd run it by you as well. Is this a known issue? I did a search but didn't find anything amid the results that specifically mentioned it. But I may have missed it.

    I'm running the following mods

    1393
  • Core
  • 818773962
  • 725956940
  • 709317151
  • 715565817
  • 725465444
  • 725447220
  • 727862986
  • 735106432
  • 754637870
  • 727309536
  • 776679895
  • 774543761
  • 817231829
  • 725747149
  • 725219116
  • 715565262
  • 712141500
  • 704181221
  • 724602224
  • 750111404
  • 774989162
  • 717575199
  • 761421485
  • 785754949
  • 781383672
  • 726244033
  • 704182588
  • 798158924
  • 817014269
  • 819520926
  • 738206572
  • 725714675
  • 822470192
  • 822180758
  • 760708576
  • 810339752
  • 821065788
  • 822487597
  • 817359148
  • 728302042
  • 728314182
  • 824759276
  • 821866381
  • 735241569
  • 733997423
  • 732257433
  • 780996548
  • 715759739
  • 755227567
  • 776114412
  • 863427766
  • 672718149
  • 872482948
  • Groups

    I offer to implement groups.
    When colonist enters group all his priorities are linked with same priorities of group members.
    If group was empty group priorities setups the same as first member's priorities. If group already have members priorities of currently entering colonist changes to group's priorities.
    Changes in priorities of group's member will be real time applied for same priorities to rest of group's members. Offer to context group's priorities in savegame, not all game.
    GUI's implementation of this i offer the same as implementation of favorites. Group column place after favorites column.

    Using for this purposes favorites requires too many steps:

    1. Delete current favorite
    2. Change priority
    3. Create favorite
    4. Reassign favorite

    Sorry for my bad English.

    After colonists died, unable to save

    I'm not sure exactly which of your mods this might be an issue with (or if it's compatability with another mod), but after a raid, I ended up with many colonists dying. After which, the following error appeared when trying to save. I've ended up posting here, because when reading the log I saw references to 'fluffy' and 'pawnprioritiestracker'.

    rimworld_error1
    rimworld_error2
    rimworld_error3

    [Suggestion] Global favourites

    I would like to see global favorites instead of individual ones, as it would be very useful if I have to change the colonists normal work priorities in case of an emergency or if I need everyone building something, that way I can restore them instantly after the issue.

    tried to enable work XXX for colonist, who is incapable of said work

    The bug is persistent across saves. Manually deleted the the colonist through the debug menu, still appears. This colonist was not actually incapable of the work though. Manual enabling doesn't work either, in check mark, numbers, or DF mode. The colonist was recruited from an ancient danger if that helps.

    output_log.txt

    tried to enable work Cleaning for Sparkles, who is incapable of said work.
    Verse.Log:Error(String)
    Fluffy_Tabs.PawnPrioritiesTracker:SetPriority(WorkGiverDef, Int32, Int32)
    Fluffy_Tabs.PawnPrioritiesTracker:SetPriority(WorkTypeDef, Int32, Int32)
    Fluffy_Tabs.PawnPrioritiesTracker:InitPriorityCache()
    Fluffy_Tabs.PawnPrioritiesTracker:.ctor(Pawn)
    Fluffy_Tabs.WorldObject_Priorities:WorkgiverTracker(Pawn)
    Fluffy_Tabs.Widgets:Priorities(Pawn)
    Fluffy_Tabs.Detours_WorkSettings:_SetPriority(WorkTypeDef, Int32)
    RimWorld.Pawn_WorkSettings:Disable(WorkTypeDef)
    Hospitality.Detouring.Pawn_WorkSettings:CheckForDisabledTypes(Pawn_WorkSettings, Pawn)
    Hospitality.Detouring.Pawn_WorkSettings:ExposeData(Pawn_WorkSettings)
    Verse.PostLoadInitter:DoAllPostLoadInits()
    Verse.Game:LoadGame()
    Verse.SavedGameLoader:LoadGameFromSaveFile(String)
    Verse.Root_Play:m__736()
    Verse.LongEventHandler:RunEventFromAnotherThread(Action)
    Verse.LongEventHandler:m__733()

    Favourites are getting changed when they shouldn't be.

    I think there is a bug with the work priority "favorites" feature. When I save a favorite, if I then change the priorities of the character I saved the favorite from and then apply the saved favorite to another character it applies the current priorities of the character the favorite was saved from, not the values as they were when you saved them.

    Steps to reproduce:
    Clear all priorities
    Set one Char A skill to 1
    Save as favorite
    Change same Char A skill to 2
    Apply the favorite to Char B
    Char B's skill value will be 2, not 1. Expect it to be 1.

    The only mods I have enabled currently are Core, CCL, and this one. Tested in a fresh game.

    Even with favorites not really being usable this is a great mod! Thanks for the work.

    NullRef on CacheInit for random joiner

    Exception in RimWorld.ThinkNode_ConditionalColonist TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
      at Fluffy_Tabs.PawnPrioritiesTracker.InitPriorityCache () [0x00000] in <filename unknown>:0 
      at Fluffy_Tabs.PawnPrioritiesTracker..ctor (Verse.Pawn pawn) [0x00000] in <filename unknown>:0 
      at Fluffy_Tabs.WorldObject_Priorities.WorkgiverTracker (Verse.Pawn pawn) [0x00000] in <filename unknown>:0 
      at Fluffy_Tabs.Widgets.Priorities (Verse.Pawn pawn) [0x00000] in <filename unknown>:0 
      at Fluffy_Tabs.Detours_WorkSettings+<>c__DisplayClass9_0.<_CacheWorkGiversInOrder>b__1 (RimWorld.WorkGiver wg) [0x00000] in <filename unknown>:0 
      at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[RimWorld.WorkGiver].MoveNext () [0x00000] in <filename unknown>:0 
      at System.Linq.Enumerable.Any[WorkGiver] (IEnumerable`1 source) [0x00000] in <filename unknown>:0 
      at Fluffy_Tabs.Detours_WorkSettings._CacheWorkGiversInOrder () [0x00000] in <filename unknown>:0 
      at RimWorld.Pawn_WorkSettings.get_WorkGiversInOrderEmergency () [0x00000] in <filename unknown>:0 
      at RimWorld.JobGiver_Work.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0 
      at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0 
      at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0 
    Verse.Log:Error(String)
    Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
    RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
    Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
    Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
    Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
    Verse.AI.Pawn_JobTracker:JobTrackerTick()
    Verse.Pawn:Tick()
    Verse.TickList:Tick()
    Verse.TickManager:DoSingleTick()
    Verse.TickManager:TickManagerUpdate()
    Verse.Game:Update()
    Verse.Root_Play:Update()
    

    Incompatible with Misc. Robots

    System.NullReferenceException: Object reference not set to an instance of an object
    at RimWorld.GenLocalDate.HourOfDay (Verse.Map map) [0x00000] in :0
    at Fluffy_Tabs.PawnPrioritiesTracker.GetPriority (Verse.WorkTypeDef worktype, Int32 hour) [0x00000] in :0
    at Fluffy_Tabs.Detours_WorkSettings._GetPriority (Verse.WorkTypeDef w) [0x00000] in :0
    at RimWorld.Pawn_WorkSettings.WorkIsActive (Verse.WorkTypeDef w) [0x00000] in :0
    at AIRobot.RobotGenerator.UpdateWorkPriorities (AIRobot.AIRobot pawn) [0x00000] in :0
    at AIRobot.RobotGenerator.GeneratePawn (Verse.PawnKindDef kindDef, RimWorld.Faction faction, Int32 tries) [0x00000] in :0
    at AIRobot.RobotGenerator.GeneratePawn (System.String kindDefName, RimWorld.Faction faction) [0x00000] in :0
    at AIRobot.Building_AIRobotCreator.CreateRobot (System.String pawnDefName, IntVec3 position, Verse.Map map, RimWorld.Faction faction) [0x00000] in :0
    at AIRobot.Building_AIRobotRechargeStation.Button_SpawnOwner () [0x00000] in :0
    at Verse.Command_Action.ProcessInput (UnityEngine.Event ev) [0x00000] in :0
    at Verse.GizmoGridDrawer.DrawGizmoGrid (IEnumerable1 gizmos, Single startX, Verse.Gizmo& mouseoverGizmo) [0x00000] in <filename unknown>:0 at RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor (IEnumerable1 selectedObjects) [0x00000] in :0
    Verse.Log:Error(String)
    Verse.Log:ErrorOnce(String, Int32)
    RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor(IEnumerable`1)
    RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
    RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
    RimWorld.MainTabWindow_Inspect:ExtraOnGUI()
    Verse.WindowStack:WindowStackOnGUI()
    RimWorld.UIRoot_Play:UIRootOnGUI()
    Verse.Root:OnGUI()

    this happens when you try to activate a station.
    Plz fix Fluffy Senpai ( ຈ ﹏ ຈ )

    Colonist with certain skills disabled (and not configurable) starts using these skills after installing work tab

    Colonist 'Big T' is incapable of skilled labour. Cooking, construction, growing, mining and crafting are disabled. Which also means I can't give them a priority. But he has now started cooking and building. Still can't configure the priority for these jobs.

    http://imgur.com/a/u9OKN Screenshots of him building, cooking, his character screen, the normal and big work tab, mod options and mod loading order.

    Savegame attached.
    PlanetonBigTisweird.zip

    Request: follow the game's 'incapabilities' :)

    Favourite stored priorities get updated with pawn priority changes

    Assigned template copy job priorities from Pawn that was originally created from and not from actually template.
    How to reproduce:

    1. Create template
    2. Change priority on one job (therefore Template icon will reset)
    3. Assign this template to other pawn and job that was change in point 2. will be assign for new pawn, and not as should from the point 1.

    Maybe not a bug but an issue that somehow bothers me.

    Implement row functionality similar to current column functionality.

    Tikigod 1 hour ago
    Like 123Nick suggested having the column behaviour applied to rows as well could be handy, especially for DT mode.

    So if you wanted to give an individual colonist a new task as their main priority and just shift the existing assignment scales by 1 point you could use shift-click on the row to change all existing priorities for that single colonist by 1 and then assign the new job you want to be their main focus.

    Would save so much damn time than manually shifting everything for that colonist by 1.

    MCM settings revert back to default

    GoOtterGo 14 Aug @ 3:12pm
    The option to limit how many priority stages there are in the Mod Options menu doesn't seem to save. I keep setting it to 4 (because who needs 9 levels of priority, let's be real) and it keeps reverting back to 9.

    Pawns ignore the settings completly

    jmyqfvk
    7zcdss1

    It seems like my pawns completely ignore all the settings I gave them.

    For example I got a new pawn and removed every duty from her, yet she still smelts metal, and makes stone blocks (it is a character with high crafting skills so the default was that she had a high priority doing those things).

    I tried the "simple" view and the one with sub-task as it's own settings. It just seems the settings i set there are not applied to the pawns

    no manager work

    When using the dwarf therapist there is no manager option for colony manager

    Ignoring disallowed work types

    Hi,

    I have noticed that some workers will ignore their disallowed work types when using this mod. AN example would be a worker who is incapable of intellectual doing research despite not even having a tick box for that job

    Save game not loading (Repost from Orion's Hospitality github)

    I assume this is due to an update to one of my mods today/last last night as the game was running fine and re-loadable. New starts work no problem, seems to be a conflict between Fluffy Work tab and Hospitality but I could be mistaken as I do run a very heavily modded game.

    Here's my modlist; https://i.gyazo.com/fe55d551600f961f6ca6dbf9a20d7afb.png (Since making this SS I've realised I have two Ac crafting's on and have disabled the old one.)

    And the error log; https://i.gyazo.com/3a339902a855bf84162c25b307963f45.png

    And in text format;

    Exception from asynchronous event: System.ArgumentOutOfRangeException: Argument is out of range.
    Parameter name: index
    at System.Collections.Generic.List1[System.Int32].set_Item (Int32 index, Int32 value) [0x00000] in :0 at Verse.DefMap2[RimWorld.WorkGiverDef,System.Int32].set_Item (RimWorld.WorkGiverDef def, Int32 value) [0x00000] in :0
    at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (RimWorld.WorkGiverDef workgiver, Int32 priority, Int32 hour) [0x00000] in :0
    at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (RimWorld.WorkGiverDef workgiver, Int32 priority) [0x00000] in :0
    at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (Verse.WorkTypeDef worktype, Int32 priority) [0x00000] in :0
    at Fluffy_Tabs.Detours_WorkSettings._SetPriority (Verse.WorkTypeDef w, Int32 priority) [0x00000] in :0
    at Hospitality.Detouring.Pawn_WorkSettings.CheckForDisabledTypes (RimWorld.Pawn_WorkSettings _this, Verse.Pawn pawn) [0x00000] in :0
    at Hospitality.Detouring.Pawn_WorkSettings.ExposeData (RimWorld.Pawn_WorkSettings _this) [0x00000] in :0
    at Verse.PostLoadInitter.DoAllPostLoadInits () [0x00000] in :0
    at Verse.Game.LoadGame () [0x00000] in :0
    at Verse.SavedGameLoader.LoadGameFromSaveFile (System.String fileName) [0x00000] in :0
    at Verse.Root_Play.m__736 () [0x00000] in :0
    at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in :0
    Verse.Log:Error(String)
    Verse.LongEventHandler:RunEventFromAnotherThread(Action)
    Verse.LongEventHandler:m__733()

    Re-implement workgiver/worktype reordering?

    Hello,

    I want to play without numeric priorities as they are too much for me. With the checkboxes it works, but I want the "Managing" task to be a higher priority and not the least one.
    I don't remember which one, but there was a mod which allowed reorderung the columns.

    Regards,
    Mythos

    EPOE screws up dwarf therapist colonist list

    Only one or two colonists appears at a time in the list.
    Sorting actions will update the list but still only one or two colonists are displayed at a time.
    All colonists stand idly (don't move) and do nothing.
    Reverting to normal work tab makes everyone working again.

    I have loads of other mods loaded but that only happened after trying to add EPOE on a save.

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