Mod «Colony Manager Redux» for Rimworld (v1.5 - 1.6)

+2
12:56
1.80K
Luc
Colony Manager Redux

Colony Manager Redux is ilyvion's new and improved take on Fluffy's Colony Manager.

The purpose of the mod is to let you assign certain tedious managerial tasks to your colonists instead of you having to do them manually. The main principle of the mod is that you configure the resource you want, and how many of that resource you want to maintain, and then the mod, along with a colonist with the manager work type, makes sure that these targets are met.

Out of the box, the mod has the following manager jobs:

  • Hunting: Set how much meat you want, and which kinds of animals you want to hunt, and watch your hunters take care of it.
  • Forestry: Set how much wood you want, and which kinds of trees you want to chop, and the plant cutters take care of the rest.
  • Forestry (clearing): Mark an area for clearing, like the immediate outside of your colony, and watch your enemies having nothing to take cover behind the next time you're raided!
  • Livestock: Takes care of taming, culling (butchering excess), training and corralling your animals according to your specifications.
  • Foraging: Set how much you want of berries/herbal medicine/mushrooms, and watch your colonists go out and collect it.
  • Resource gathering: Set how much steel/silver/gold/jade/stone/etc. you want, and watch your colonists haul chunks for processing and mine the resources you're after automatically.

The mod can be added to a game at any time. Removing the mod should be fine as well, at least it has been in my own testing. There will be a fairly large list of once-off errors when first loading such a save, however, due to the way Rimworld's save system works.

The mod requires:

Added
  • Added deep drill controlling to resource gathering job. When enabled, these jobs will now flick drills on to increase their resource counts and off when the resource counts are met. Closes 
  • Along with the above, also added a setting to make it possible to turn off mining on resource jobs.
  • Managing spot for being able to do managing tasks even without having any resources. It's very slow compared to the better options. It's researchable and finished at start by neolithic and 'classic' factions. Logic has been added to retroactively grant this research to existing saves. Closes 
Changed
  • Make separate section for deconstructible buildings in Resource Gathering UI.
  • Resource gathering job won't mark things for mining or deconstruction that isn't reachable (i.e. no more marking things in 'inner corners' for mining/deconstruction.)
  • The basic managing desk is now researchable and finished at start by 'classic' factions. Logic has been added to retroactively grant this research to existing saves.
  • Managing workspaces now support tool cabinets for a small boost in productivity.
  • Managing desks are now paintable.
  • Because it's now possible to be without any possible researched manager workspaces, the alert for missing a manager desk now offers to take you to the research tab if you're in that situation.

13.08.25 (1.5-1.6)

Added
  • Performance settings. Players can now configure how many operations a management job should do each tick, as well as add a number of ticks to pause between each set of operations to reduce the load on the game. In addition to global/default settings, advanced settings can also be accessed where these can be configured on a per-task basis.
Fixed
  • Colonists now fill the cell in the manager job overview table.
  • Can be trained logic updated to work with Odyssey's new specialty trainables.

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26.07.25 (1.5-1.6)

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18.07.25 (1.5-1.6)

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15.07.25 (1.5-1.6)

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File info

  • Added by: Luc
  • Author: ilyvion
  • Mod version: 29.08.25
  • File format: ZIP
  • File size: 1.0 mb
  • Source: Go to
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