RimWorld

RimWorld

Keyz' Allow Utilities
221 Comments
IamWatro 14 Oct @ 4:03pm 
@Keyz, Thank you for the new floor picker. It's SUCH A TIME SAVER.
Lowkey 10 Oct @ 12:03pm 
Could it be possible to add a "harvest grass for hay" please?
Deez Games 3 Oct @ 7:17am 
I have to strongly second Kosrath's suggestion! Good lord that would be such a great QoL
Kosrath 30 Sep @ 12:14pm 
I would love an option to create a grow zone where the colonists will clear weeds and plant the desired crop, but never harvest it, simply just replant it so I don't keep filling my storage with haygrass when my colonists plant it for animal pens.
keyz182  [author] 23 Sep @ 12:44pm 
@Roku - yes
Roku神武 23 Sep @ 11:18am 
" it's a from scratch implementation with a focus on performance" Does that mean it's less performance impact than Allow Tool?
S.Bradley 20 Sep @ 11:24pm 
a godsend mod
keyz182  [author] 20 Sep @ 5:44am 
@Ancalgon - it's on the list, can't give you an ETA though - IRL getting in the way
Ancalagon 19 Sep @ 7:43am 
Thanks for all your hard work!

Will we possibly see the "Drafted Hunt" functionality from the original Allow Tool added? It's a gizmo that you click for a drafted pawn that tells them to auto shoot and finish off at any animals that have been designated for hunting.
keyz182  [author] 19 Sep @ 5:54am 
Accidentally pushed a debug build. Release build pushed now, shouldn't see the harmony log
Raygne 18 Sep @ 8:32am 
Same issue with the harmony.log on desktop
Vagineer1 17 Sep @ 6:43pm 
Can also confirm the same issues as the two people below me.
DAOWAce 17 Sep @ 6:42pm 
Can confirm the harmony.log issue.
Desdelca 16 Sep @ 9:43pm 
this mod is putting a harmony.log on my desktop.
keyz182  [author] 16 Sep @ 10:15am 
- Fix xml patch for mech hauling
ChrisB 13 Sep @ 12:06pm 
thank you for the amazing mod, but particularly wanted to thank you for keeping clear changelog notes that are accessible from the mod page, you rock!
Bluegills 13 Sep @ 7:44am 
@veoba
A few that was preventing some jobs from working at all, mostly due to hauling. 789 mods in my current list, possibly an incompatibility somewhere but I couldn't narrow it down as it would only point to allowtool. I find Keyz mod is a lot nicer.
keyz182  [author] 13 Sep @ 6:08am 
- Change work type name to Haul+ to fit better in the UI
- Better patching for mech hauling for broader compatibility
- Added Chop grown wood, and updated behaviour for cut and harvest to better match expectations, and updated their descriptions to be clearer.

@Avery - mainly focusing on performance for now
veoba 12 Sep @ 2:22pm 
@Bluegills
lol - what bugs do you had with your pepe modlist?
Impolaing with AT and 500+ not a single bug or problem in logs or in game. what am i doing wrong?
Bluegills 9 Sep @ 12:07pm 
Thank you, way better than AllowTool and doesn't have the bugs that it has.
Avery 8 Sep @ 1:30pm 
what are the main differences with this and Allow Tool? aside from performance
BlackLight 29 Aug @ 2:48am 
is that normal that cut/harvest grown and haul urgently has like 3 different arrows?
Thetaprime 28 Aug @ 9:11am 
Never mind, tried it. It's a big no.
Thetaprime 28 Aug @ 8:29am 
Does this work in 1.5 by any chance?
ZzZombo 28 Aug @ 8:05am 
OK, thanks. I tried this mod out and I'm sorely missing the "Allow All" gizmo. I had put it into "Dubs Mint Menus" wheel menu for quick access, your mod lacks such a thing if I'm not blind.
keyz182  [author] 27 Aug @ 9:57am 
@zzzombo - no, it's a from-scratch alternative, with a focus on performance.
ZzZombo 26 Aug @ 7:31pm 
I don't understand, is this "Allow Tool" fork?
Runzu 19 Aug @ 10:31am 
Hm, kill saitiety doesn't seem to be working at all now. I will investigate to see if there's a conflict.
AJarOfDirt 17 Aug @ 2:39pm 
Could you make it so the strip mine is based on the starting position rather than going from the absolute corner of the map?
keyz182  [author] 17 Aug @ 5:15am 
Updates:

- All keybinds can be found and changed under Options => Controls => Modify, then scroll down to "Allow Utilities".
- All designators and gizmos can be toggled on and off in the settings.
Runzu 16 Aug @ 7:40pm 
@keyz182 Thank you! :slimetabby:
Codexvn 16 Aug @ 5:04am 
@keyz182 That's a great idea, I look forward to seeing it
keyz182  [author] 16 Aug @ 3:36am 
@Runzu:

Fixes:
- Null ref for Dragons Descent
- Call the slayers `Notify_KilledPawn` when they finish off a victim to make sure e.g. killthirst needs are fulfilled
Runzu 15 Aug @ 4:50pm 
Hellos! I noticed that your Finish Off order doesn't fulfill the Kill Thirst gene satiety meter. Do you think you'd be able to make it do so? Intended or overlooked? Or is my game just bugged?
keyz182  [author] 15 Aug @ 3:10am 
@Codexvn I can add it to the todo list.
Maybe a button with two options - Permanent disallow this stack, and permanent disallow all items of this type?
Codexvn 14 Aug @ 10:15pm 
Is it possible to make certain items permanently disallowed?
I want to prevent some types of bricks from being placed in the fortifications to slow enemies down, but if I disallow them, they can easily get hauled away because of a global allow command.
circle_red 14 Aug @ 8:39am 
Thank you! ^_^
keyz182  [author] 14 Aug @ 8:14am 
@circle_red - actually fixed now.
circle_red 14 Aug @ 7:13am 
Still getting DefOf warning.
HugsLib Log [gist.github.com]
keyz182  [author] 14 Aug @ 6:52am 
And a fix for finish off and haul urgently settings not applying at game start.
keyz182  [author] 14 Aug @ 6:51am 
Bug Fixes:
- Fix bad DefOf reference
- Fix up Harvest and cut logic. Harvest will only harvest trees if the product is not wood (e.g. fruit trees from Vanilla Plants Expanded). Use cut grown to cut trees down for wood.
circle_red 14 Aug @ 3:28am 
I get a warning on uninitialized DefOf [gist.github.com].
SKEL 13 Aug @ 10:47am 
Harvest Grown order is also selecting trees for anyone else?
keyz182  [author] 13 Aug @ 2:29am 
Fixes:
- Weird issue with Urgent Hauling and Finish off worktypes linking themselves to other priorities.
- Allow non-colony animals to be finished off.
OddHornedNinja 12 Aug @ 8:47pm 
I can confirm what the other two are saying below, no error log pops up so can't offer that sadly.
Ñupo 12 Aug @ 6:24pm 
Adding to what Spike88 said, Patient and Finish work are also tied. they're forced to be same priority.
Spike88 12 Aug @ 6:02pm 
Haul Urgently job priority is tied to fire fighting, as in if you change the priority for one, it changes it for the other. I don't think it was acting like this prior.
Taocayo 12 Aug @ 5:48pm 
great selection of qol tools. thanks for the mod!
-=GoW=-Dennis 12 Aug @ 4:00pm 
Cool mod! Does this have the hunt everything / draft hunting features of Allow Tool by chance?
polat.cal 12 Aug @ 1:54pm 
You are going fantastic @keyz182, keep up the good work!