RimWorld

RimWorld

Separate Tree Chopping Priority (Continued)
29 Comments
Jellypowered 28 Sep @ 8:51pm 
Just a heads up, I'm adding compatibility for this mod in Survival Tools! I've been hard at work completely rewriting the mod, bug testing and optimizing it.

Bear with me!
Svela 3 Sep @ 12:28am 
Warning, Hard Incompatibility: "Survival Tools (Continued)" and "Survival Tools Reborn" add their own tree cutting job called "Felling Trees." This new job circumvents this mod entirely and forces trees back into the plant cut job. There is no way to disable this new tree felling job within the mod's settings and would require either Survival Tools to remove their new job in an update or for this mod to add "Felling Trees" to it's capabilities.

Anyone who has both mods and is running into the tree felling issue will need to remove Survival Tools if you want this mod to work correctly. At least, until possible compatibility is established between both mods.
sunteamoontea 31 Aug @ 2:04pm 
This mod saved my life, I don't have to make pawns individually chop trees anymore, hallelujah
Svela 30 Aug @ 12:52am 
I suddenly encountered an issue where a new "fell trees" work is present. It's also within the "plant cut" job instead of the "tree chop" job. I can't tell if it's due to 1.6 or if it's due to a mod. Currently trying to test my modlist, but if anyone happens to know of a mod that adds "fell trees" job activity I'd appreciate the information.
Yoann 13 Mar @ 3:31am 
@Monkey Magic It's only because Biotech is not supported, small patches are missing.
Monkey Magic 13 Mar @ 3:04am 
A consequence of using this mod, and my Separate Deconsruction mods is that when playing with BioTech the mechs lose the asociated functionality: Constructoids can no longer deconstruct, and Agrihands can no longer chop down trees.

As such, I had updated my Worker Drones mod to include two new mechs, the Lumberhand who fells trees, and the Demoloid for deconstruction projects. The added benefit here is that these mechs can be assigned these tasks specifically.

link: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3260571634
ItsKairoKay 4 Oct, 2024 @ 3:45pm 
the mod does not follow job incompatibilities at all so if a pawn is a shambler, has a backstory preventing plants, or is a child/guest they will always technically be capable of chopping trees, come to think of it i have not used ghouls like ever but i wouldn't be surprised if they were also capable of chopping trees somehow
Yoann 19 Aug, 2024 @ 11:21am 
I added Biotech support in my mod 'Some more jobs', the patch is easy to copy.
Frazzled 19 Aug, 2024 @ 6:04am 
It would appear that Biotech's agrihand mechanoids can no longer chop trees when using this mod, as they perform 'plant cut' work and not 'tree chop' work? Are there any plans to add support for Biotech DLC?
ChickenNuggets 28 Oct, 2022 @ 9:12am 
The job tick box still visible and usable for quest npcs who are not suppose to do any job.
Epic Store Exclusive 27 Oct, 2022 @ 11:20pm 
Just so you know, this job needs to be set up so that Kids cannot do it. Kids cannot cut plants until age 7, but can still cut trees with this mod.
LXE 8 Oct, 2022 @ 11:46pm 
finally dude. so sick of my 0 plants builder wasting an entire day chopping down a tree instead of making beds
HighKingRoku 23 Apr, 2022 @ 12:20pm 
@Mlie alright so they won't cut down tree's for any reason if the tree-cutting job is disabled. But will they auto extract tree's instead?
llunak 19 Aug, 2021 @ 11:41pm 
@Mlie Is there a reason why my second github merge request got deleted instead of merged? It's quite a bad bug.
llunak 8 Aug, 2021 @ 7:40am 
@Mizque : My mistake, I've sent @Mlie a fix.
Miz 1 Aug, 2021 @ 8:01am 
Currently this is also keeping pawns from going and harvesting plants like heal root and berries, and you can't manually tell them to do so either if you have tree chopping turned off
Mlie  [author] 26 Jul, 2021 @ 10:48am 
Addition added, pawns should now no longer cut down trees for any reason if the tree-cutting job is disabled. Thanks llunak!
llunak 25 Jul, 2021 @ 3:29am 
I have sent you a github pull request that handles the cutting when done as a side-effect of another work. I'm new to this modding stuff, but it seems to work fine. I'm not quite sure what it'll do with 1.2, as the patched function seems to be new in 1.3.
Moonlightfox 24 Jul, 2021 @ 8:40pm 
The addon 'cut plants before building' will deal with that, marking plants that are in the way with a designator so your arborists chop down trees in the way of blueprints instead of your constructors
llunak 24 Jul, 2021 @ 5:54am 
Thank you. It actually appears to be generic, pawns cut trees down also when clearing space for building something.
Mlie  [author] 24 Jul, 2021 @ 5:30am 
@Ilunak Not sure, but I can take a look
llunak 24 Jul, 2021 @ 5:29am 
If I disable the job, pawns can still cut trees that are in growing zones when sowing. Could you change the mod to prevent that? I suppose then this mod would be useful for all people who want to play tree-huggers in Ideology.
Moonlightfox 30 May, 2021 @ 2:19pm 
I have both installed and it works fine, yes
Andrew97 29 Aug, 2020 @ 8:09pm 
What he said
VVVVVVVVV
!1!_:D 27 Aug, 2020 @ 12:16pm 
Does anyone have any idea if this mod works with other priority changing mods like "fluffy's "work tab" mod?
Bobby Hill of Nazareth 23 Aug, 2020 @ 1:12pm 
i love u
Travisplo 9 Jul, 2020 @ 11:45pm 
Got it. You're doing beyond amazing work by the way.
Mlie  [author] 9 Jul, 2020 @ 9:15pm 
@Travisplo Sould be, just adds an extra worktype
Travisplo 9 Jul, 2020 @ 4:26pm 
So, any idea if this will be compatible with various expanded work priority mods?