RimWorld

RimWorld

Keyz' Allow Utilities
201 Comments
Avery 2 hours ago 
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!
Seananigans 12 Aug @ 12:59pm 
Thanks for the update Keyz, this mod is insane qol I can't live without now!

@Alexander Zagirov try colony groups instead of defensive positions it has the same functionality but better and doesn't have the same issues.
Alexander Zagirov 12 Aug @ 10:02am 
@keyz182 thank you! Honestly, “mod of the year” for me. The biggest selling point would be the fact I was able to finally remove bugslib from my mod list, because “allow tools” and “defensive positions” were the only two mods still using it, and while I can live without “defensive positions” can’t say the same about “allow tools”.
keyz182  [author] 12 Aug @ 7:25am 
Update:
[*] Fix harvest grown designation only targeting trees
keyz182  [author] 12 Aug @ 7:02am 
Update:
[*] Toggle finish off and toggle haul urgently now hide the columns in the work tab.
[*] Option to allow finish off for friendlies - disabled by default.
[*] No finish off options for player pawns
keyz182  [author] 11 Aug @ 1:25pm 
Hoping to have some time this week to run through some of the issues and request 👍
waghhhhhhhhhhhh 11 Aug @ 3:18am 
After disabling Haul urgently in the settings, the Haul urgently job still appears in the Work tab. Is this a bug?:spiffo:
Alexander Zagirov 10 Aug @ 12:18pm 
@keyz182, can you make “finish off” designator ignore allies? It wasn’t once or twice after a raid I had my own mechanoids on pawns from allied faction finished off by accident. I don’t remember having this problem with “allow tools”.
Seananigans 9 Aug @ 1:48pm 
Also having issues with it not working on plants like berries at all. Trees seem to work.
shawyer 9 Aug @ 12:22pm 
Thanks for the mod! Can you please consider adding an Allow Tool-type "cancel all orders [of this type]" functionality? I would love to be able to cancel all cutting orders, for example.
AJarOfDirt 9 Aug @ 11:11am 
Yeah the harvest on screen seemed to work too. Just not the selector tool under orders for me.
Race9000 9 Aug @ 11:07am 
Harvest all on map seems to work fine on anything, though.
AJarOfDirt 9 Aug @ 11:05am 
@Race9000 I don't have that mod installed so it is probably something else for both of us?
Race9000 9 Aug @ 11:00am 
@Rakerburn I might recommend 'Compact Work Tab' if you don't have that, it can help.
I'm having a similar issue to @AJarOfDirt, trying to use Harvest Grown doesn't work on anything other than trees, and sometimes throws an error when highlighting certain things. Considering the number of mods I have, it's probably a conflict with something, though I'm not really certain, possibly Automatic Stump Chopping since the error seems to be related to tree stumps?
Rakerburn 9 Aug @ 4:46am 
I'll second what @Mad is saying. Reason is that I use other mods to add work types and I already have so many that adding more just adds to the clutter, but the most annoying thing is that with too many work types it cuts off the names of my colonists in the work tab. Not game breaking, just an annoyance.

By the way, thank you very much for this mod, it has been an auto-include for my runs in Odyssey.
AJarOfDirt 8 Aug @ 1:38pm 
@keyz182 Just tried a new save and the harvest grown tool seems to only work on trees and it just cuts them down?
Mad 8 Aug @ 1:01pm 
@Keyz182 just to clean the work tab a little bit so my ocd ridden mind can get some rest. but no worries I'll manage. thanks for the quick reply.
AJarOfDirt 8 Aug @ 12:54pm 
@keyz182 I'm not sure if it was safe to remove the old allow tool and hugslib and replace it with this mid save. Could that cause that issue?
keyz182  [author] 8 Aug @ 12:35pm 
@AJarOfDirt I don't know of any, but I'll poke about and look.

@Mad no option - what's the reason you'd want to? If you don't designate anything to be finished off, it's essentially ignored.
Mad 8 Aug @ 10:39am 
is there an option to disable "finish off" worktype? I checked briefly and couldn't find that option. all help is appreciated.
AJarOfDirt 7 Aug @ 8:56pm 
Is there some incompatibility that would cause the harvest fully grown to not work? Honestly it could be my save at this point with the amount of mods I've switched around on it.