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Release 4.33.649 [nolog]
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About/About.xml

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@@ -70,9 +70,10 @@ Marcos Villar: Portuguese (Brazilian) translation (update)
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CrapoFR: French translation update
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maarxx: Various fixes and improvements
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rimpy-custom: Fix for Russian translation
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InsanityPrelude: Add AllWork tag to Managing WorkTypeDef (#181)
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<size=24>Version</size>
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This is version 4.32.646, for RimWorld 1.2.2723.
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This is version 4.33.649, for RimWorld 1.2.2753.
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</description>
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<supportedVersions>

About/Manifest.xml

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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
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<Manifest>
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<version>4.31.645</version>
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<version>4.33.649</version>
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<manifestUri>https://raw.githubusercontent.com/fluffy-mods/ColonyManager/1.2/About/Manifest.xml</manifestUri>
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<downloadUri>https://github.com/fluffy-mods/ColonyManager/releases/v4.31.645</downloadUri>
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<downloadUri>https://github.com/fluffy-mods/ColonyManager/releases/v4.33.649</downloadUri>
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</Manifest>
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Defs/WorkTypeDefs/WorkType_Managing.xml

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<li>Intellectual</li>
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</relevantSkills>
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<workTags>
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<li>Social</li>
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<li>Intellectual</li>
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<li>AllWork</li>
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</workTags>

Readme.md

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Colony Manager allows you to make colonists do the more tedious parts of managing a colony, making sure you're never out of vital resources again\*.
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![Important](https://banners.karel-kroeze.nl/title/Important.png)
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![Important](https://banners.karel-kroeze.nl/title/Important.png)
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**Requires a new save game.**
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Adds a worktype, which is stored in the world, which means you need to start a new game after adding/removing this mod.
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**Production & Import/Export tabs missing.**
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The Production and Import & Export tabs are still disabled due to a lack of time.
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![Features](https://banners.karel-kroeze.nl/title/Features.png)
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![Features](https://banners.karel-kroeze.nl/title/Features.png)
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**Hunting jobs**
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- Set a target for meat, and never worry about designating hunting manually again!
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**Import & Export**
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== coming back soon(tm) ==
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![How does it work?](https://banners.karel-kroeze.nl/title/How%20does%20it%20work%3F.png)
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![How does it work?](https://banners.karel-kroeze.nl/title/How%20does%20it%20work%3F.png)
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You can manually set jobs in the new Manager tab on the bottom of the screen. Once set, a colonist with the manager skill and worktype enabled will go to a manager station to figure out the best way to assign designations.
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Periodically, the manager will check if the assigned designations are still up-to-date, and make changes or delete designations where required. The manager will not touch designations that are set manually, nor will managers create jobs. You're still the overlord.
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In theory there is no real limit to the number of manager jobs that can be created.
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![Notes](https://banners.karel-kroeze.nl/title/Notes.png)
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![Notes](https://banners.karel-kroeze.nl/title/Notes.png)
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- Requires a new save. Adds a worktype, which in my tests gave errors on old savegames. If you also have my Work Tab mod, you should be able to add this mod in an ongoing save.
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- CrapoFR: French translation update
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- maarxx: Various fixes and improvements
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- rimpy-custom: Fix for Russian translation
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- InsanityPrelude: Add AllWork tag to Managing WorkTypeDef (#181)
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![Think you found a bug?](https://banners.karel-kroeze.nl/title/Think%20you%20found%20a%20bug%3F.png)
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Please read [this guide](http://steamcommunity.com/sharedfiles/filedetails/?id=725234314) before creating a bug report,
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![Version](https://banners.karel-kroeze.nl/title/Version.png)
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This is version 4.32.646, for RimWorld 1.2.2723.
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This is version 4.33.649, for RimWorld 1.2.2753.

Source/ManagerTabs/ManagerTab_Hunting.cs

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}
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foreach ( var @yield in yields )
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Log.Message( yield, true );
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Logger.Debug( yield );
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if ( yields.Count == 1 )
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sb.AppendLine( I18n.YieldOne( yields.First() ) );

Source/Properties/AssemblyInfo.cs

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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("4.0.0")]
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[assembly: AssemblyFileVersion("4.32.646")]
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[assembly: AssemblyFileVersion("4.33.649")]

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