RimWorld

RimWorld

Growing Zone Priorities
22 Comments
Pervy Sage Aug 28, 2020 @ 12:38am 
A work around that makes it similar to this mode is to make a wall around your different growing areas, don't put a roof on it (obviously) and just restrict the door to areas you don't want to them to go into at the moment. It's not as good as this mod but at least a little easier.
troy8558 Jun 26, 2020 @ 9:39am 
One cool addon would be to be able to assign growing zones to certain colonists tht would be cool
Mlie Mar 18, 2020 @ 11:59am 
Made an update of this for RimWorld 1.1
https://steamcommunity.com/sharedfiles/filedetails/?id=2026571920
Hope this helps anyone!
Slinger Mar 18, 2020 @ 8:50am 
+1 for 1.1.
Barmatyr Mar 18, 2020 @ 3:40am 
Can someone update this mod ? it's a kind of a must have for proper management.
Camaleão Mar 17, 2020 @ 7:16pm 
1.1?
skinwalker Mar 8, 2020 @ 1:07pm 
need that 1.1 ♥♥♥♥♥
Nyoj Feb 26, 2020 @ 12:00pm 
Are you planing to update this to 1.1?
Barmatyr Feb 24, 2020 @ 10:16pm 
I won't be able to play without this functionnality anymore. ;)
Polysorbate Sep 28, 2019 @ 12:51pm 
This doesn't work anymore and that's really unfortunate since it's a great idea. Does anyone know a substitute?
Cosmic Cleric Aug 17, 2019 @ 7:44pm 
I'm seeing the same problem as CoMiGo, as he described in his June 18 post. I created an issue for it on this mod's GitHub page: https://github.com/Ilyaki/GrowingZonePriorities/issues/1
Bara CoMiGo Jun 18, 2019 @ 2:18pm 
This mod breaks game completely on Linux, though it is working on Windows. It will crash the game even on the start, right after the first colonist appears. No other mods except HugsLib and Alien races framework were installed while testing this.

The error logs aren't quite useful though: it tells about a segmentation fault while reading/writing strings. Probably an infinite loop with writing strings that occurs on Linux only.

I also sync my saves from Windows to Linux, so it is proved that this mod works with tons of others (including HugsLib and Alien Framework) on Windows.
TomDooley May 3, 2019 @ 5:58am 
Does it have any known incompatibilities?
Seems like an EXTREMELY useful mod if it works properly!
My god!
ꌗꉣ꒒ꂦ꓄ Apr 27, 2019 @ 9:14pm 
Hmm, okay, this is odd. Does the mod add any techs? Because now half of my tech tree is unavailable, mousing over items simply says it's 'Missing' but it doesn't say what tech is missing. it's just 'Missing '. Probably a conflict with another mod I wager. No idea what though. :<
ꌗꉣ꒒ꂦ꓄ Apr 27, 2019 @ 8:25pm 
Yes, the healroot is muuuuuch more important than the cocoa trees. Why would they even /think/ otherwise? Common sense mod provides common sense to colony. Yay! :D
Dosboy Apr 23, 2019 @ 3:46pm 
This is GREATLY needed
Exende Mar 3, 2019 @ 8:45am 
I didn't try it with the update but the first version gets rid of the quality builder button
ilyaki  [author] Mar 2, 2019 @ 11:56pm 
Should be fixed in 1.1.0.0 :)
He is Me, and I am Yu Mar 2, 2019 @ 6:30pm 
*Critical*
Not working as intended; see below
abenlen Mar 2, 2019 @ 1:33pm 
Just had something weird happen. I put rice as critical, and my colonists start planting rice in my healroot plot. I turned the mod off, reloaded that game, and then they tore the rice out and planted the correct crop for that plot.
Emperor Mar 2, 2019 @ 10:23am 
Any hard incompatibilities?
abenlen Mar 2, 2019 @ 3:00am 
Ok, this looks like it could be insanely useful.