RimWorld

RimWorld

38 ratings
Scheduled Area
   
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Mod, 1.5
File Size
Posted
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92.841 KB
Apr 17, 2024 @ 4:17pm
Mar 12 @ 8:37pm
10 Change Notes ( view )

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Scheduled Area

Description
Allow you schedule which area should a pawn be in.

Left click on area on top to select, right click schedule table to apply

4/25 update: allow individual schedule in different map, will raise some error when loading saves before this update.
4/30: allow schedule for animals and mechs, click "..." to expand
7/5: some race mods doesn't depends on Human race, now will add comp for all BasePawn, not only Human
Popular Discussions View All (1)
2
Jul 6, 2024 @ 3:27am
Found a bug
bobbybrown15
14 Comments
晓山alreShan Feb 12 @ 10:10pm 
非常好模组,使我的鼠标旋转:cool_seagull:
区域限制,显示在格子的上下,这样的话,比起现在的左右,视觉上更连续,会更好读些。
Shork with a Torpedo Nov 17, 2024 @ 10:47pm 
This needed a patch in the UI for a second line to use alongside mods that add more schedule types, like reading/plotting/guarding. Because it would cover the arena, or if you just have too many arenas, the buttons are too small and unclickable.
MercuryRiver Jul 8, 2024 @ 3:30pm 
This seems very cool but is hard to manage with a lot of areas. Even with just the default 10 they are so small it is hard to click on. Could you maybe use a dropdown like the too many areas mod has?
bobbybrown15 Jun 29, 2024 @ 2:40pm 
I like this mod as well but have unfortunately run into a bug, i have posted it in the discussion tab as not to flood the comments with the large post.
Demenok Jun 10, 2024 @ 10:43pm 
Fantastic mod, easier to use, easier to set up than other mods that also allocate colonists to areas according to schedules, but once I reach a certain amount of colonists (10 in my case) the schedules options just vanished. It could be a mod conflict since I have too many, but still, super great mod, easily a must have.
Fokson Apr 28, 2024 @ 10:47am 
I need this more for animals than colonists. Could you include this functionality for animals as well?
Actiaeon Apr 23, 2024 @ 7:06pm 
This is exactly what I needed for my nocturnal xenotypes, no longer burning in the sun to deconstruct a wall, hooray.
00DeadMonkey Apr 21, 2024 @ 10:40am 
... I immediately thought about how this lets you send your *cough* "laberors" to the "agricultural production zones" in the morning and then move them back to their "aforable state housing" at night. Hammer and sickle or whip and chain, your choice on how to take that. Either way going into my next playthrough.
lloki Apr 20, 2024 @ 1:54am 
Really helpful mod! Working great without any problems. Finally my Malachai can go outdoors at night.
pzzlr Apr 19, 2024 @ 11:50pm 
This sounds beautiful. I'll try it out on my next playthrough