RimWorld

RimWorld

Tree Chopping Speed Stat
81 Comments
TealDragonGaming Nov 30 @ 1:50pm 
I noticed that my pawns were prioritizing treecutting over harvesting, so I saw that "felling trees" is back under plant cutting. Is that a 1.6 thing or did a mod probably modify that? Because in 1.5 it kept tree cutting and bush harvesting separate just fine. I turned tree chop down to priority 4 and they still do it first.
velcroboy333  [author] Oct 17 @ 10:42am 
That's fair. Just saying, it works as intended when loaded by itself. So, if something is throwing it off, maybe move it up/down the order. If you send a log with your modlist, I can look and see if I can isolate any conflicts.
Ivan_Karamazov Oct 17 @ 10:36am 
Priority doesn't affect tree cutting during construction.
Tree cutting only occurs after manual selection with the "Chop Tree" tool. Otherwise, you have to wait a very long time.

Yes, it could just be a mod conflict, I understand. I have over 350 mods.

I just pointed out the problem; maybe it helps someone else.
velcroboy333  [author] Oct 17 @ 9:31am 
There must be something else going on in your mod list because even if I have no one assigned to tree chopping, they still clear trees for construction. Did you try increasing the priority of tree chopping?
Ivan_Karamazov Oct 17 @ 8:18am 
Unfortunately, the mod breaks the functionality when building on trees.
Pawns can ignore construction for a very long time if there's a tree in the project's location.
You have to manually select each tree to cut it down.
velcroboy333  [author] Jul 3 @ 12:56pm 
Updated for 1.6
- Added support for Axe and Pick Tools

Let me know if anything pops up.
Cheers!
velcroboy333  [author] Jan 21 @ 7:41pm 
I think it should be but I can't guarantee it. I've not tested it with CE
Dreams Jan 21 @ 1:47pm 
Compatible with Combat extended ?
SCHMICK Jul 6, 2024 @ 4:37pm 
thank you for this mod. def essential for my playthroughs.
this is cheeky, but i don't know any C#. so i was wondering, if you ever feel like adding 'Digging Speed' as a stat (like for extracting trees as well as for Evelyn's Soil Relocation Framework), i would be eternally grateful
velcroboy333  [author] May 22, 2024 @ 12:33pm 
Updated for 1.5. Added compat for Tools O' Plenty and Right Tool For The Job (Continued).

Let me know if any bugs pop up.
Cheers.
Timou May 12, 2024 @ 7:22pm 
Update please 1.5
velcroboy333  [author] Aug 29, 2023 @ 8:14pm 
Sorry, gonna be a bit longer. I'm not where my computer is right now. Gonna be a week until I'm back.
velcroboy333  [author] Aug 14, 2023 @ 7:51am 
Yeah, I think I saw some other mods recently that could use a patch.I'll try to get something up this afternoon.
Scorpio Aug 14, 2023 @ 5:45am 
Cloud Strife Aug 8, 2023 @ 1:11pm 
Sure thing. Glad to have helped.
velcroboy333  [author] Aug 1, 2023 @ 10:03am 
OK, updated. Thanks for looking into that Cloud Strife.
velcroboy333  [author] Jul 28, 2023 @ 2:46pm 
Monday is probably the soonest I'll be able to look at it. But I'll make a reminder to do so.
Sawakiii Jul 28, 2023 @ 2:13pm 
is there any way to get the bug mentioned by cloud strife updated?
velcroboy333  [author] Jun 29, 2023 @ 7:54pm 
Thanks for the report. I am in the middle of moving and getting set up in my new place. I will look into this as soon as I can.
Cloud Strife Jun 29, 2023 @ 1:57pm 
I noticed while using this mod that trees only ever left behind smashed stumps instead of chopped stumps even though they're obviously being cut down. A bit of digging shows that in JobDriver_PlantWork_Trees , the value for PlantDestructionMode is set to Smash (when it should instead be set to Chop ), which seems to be the cause of the issue; I changed the value in a local copy and trees started leaving behind the right kind of stumps, so I'm pretty confident about it.
velcroboy333  [author] Mar 23, 2023 @ 7:26am 
Yes, there should be 2 jobs plant cut and tree chop. If you want them to chop trees, they'll need to have tree chop enabled.
KitsuneKito Mar 23, 2023 @ 4:57am 
mhhh i noticed that my construction people dont cut down trees in the way but do cut down bushes/berries etc. without being assinged to either... any idea? should i load this mod last or early ?
velcroboy333  [author] Mar 17, 2023 @ 3:55pm 
I'm away for a few more days. I will look when I get back. In the mean time could you post the full hugs log?
qux Mar 17, 2023 @ 12:38pm 
Hello ! I have a red error when a raid spawn, I think it's something with your mod (and maybe an other), all ennemy pawns have this error :
Roslyn did not have work settings initialized.
TreeChopSpeed.PlantUtility_PawnWillingToCutPlant_Job:Prefix

and :
Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at TreeChopSpeed.PlantUtility_PawnWillingToCutPlant_Job.Prefix RimWorld.PlantUtility.RimWorld.PlantUtility.PawnWillingToCutPlant_Job_Patch1(Verse.Thing,Verse.Pawn)

Do you have an idea ?
velcroboy333  [author] Jan 23, 2023 @ 7:40pm 
Sure, kinda been meaning to look into that mod anyway.
Gamuht Jan 23, 2023 @ 5:49pm 
Can you make a patch for Survival Tools? There's 1.4 version. Im playing that mod with a setting that makes it so you cant do certain jobs without the right tools. I think it could be a great fit with your primitive series.
Annabellee Nov 23, 2022 @ 8:42am 
thanks
velcroboy333  [author] Nov 23, 2022 @ 8:38am 
Fixed!
Annabellee Nov 23, 2022 @ 8:28am 
the patch for Medieval Madness: Tools of the Trade failed https://gist.github.com/HugsLibRecordKeeper/af13cc77751522df91602a9eaf9d009f
velcroboy333  [author] Nov 21, 2022 @ 10:57am 
Also, I finally fixed the More Monster Girls Enhanced bug.
velcroboy333  [author] Nov 21, 2022 @ 9:45am 
Thanks for the report. I haven't had much time to play around with Biotech yet. It's good to go with mechs now. I even added support for the Tiered Mechs mod. If there are other mods that need compat, please let me know.
Blooest Nov 20, 2022 @ 5:11pm 
Reporting that the separate workType prevents Agrihands from being able to chop trees. You'll need to patch it back into their def.
Cassus Oct 14, 2022 @ 1:34am 
Fantastic mod! Thank you!
Could you maybe do smth. similar with animal roping?

Btw. I tried out Fluffys worktab mod like 5 times and it always fkd up my game. It might work for a while but I bet it causes all kind of incompatibilities somehow.
velcroboy333  [author] Oct 13, 2022 @ 9:26am 
Updated for 1.4
VolatileGlitchAviator Jul 11, 2022 @ 3:16pm 
well sort of a conflict not sure, fluffys worktab expands the jobs so you can see what the sub classes are felling trees is apart of plant cutting.
VolatileGlitchAviator Jul 11, 2022 @ 3:06pm 
thanks for answering the question about a mod conflict.
velcroboy333  [author] Jul 11, 2022 @ 2:16pm 
Felling trees is not from this mod.
VolatileGlitchAviator Jul 11, 2022 @ 1:30pm 
In my work tab i have something called felling trees, and then this mod adds something called chopping trees im not sure if its a mod conflict or not but which one should i be using the one that comes with harvest plants for the new one that chops trees?
Uncle Nanny Jul 4, 2022 @ 8:23am 
Much appreciated!
velcroboy333  [author] Jul 4, 2022 @ 7:57am 
OK, I was able to reproduce this error and I'm looking into a fix for it. I made a fix for the Monster Girl mod a while back and that is still working for general tree chopping. This, for some reason, is tied specifically to clearing trees in a grow zone.
Uncle Nanny Jul 3, 2022 @ 2:16pm 
I keep getting this error on repeat when I have helper monsters from More Monster Girls Enhanced Patch:

Centaur208776 threw exception in WorkGiver GrowerHarvest: System.NullReferenceException: Object reference not set to an instance of an object
at TreeChopSpeed.PlantUtility_PawnWillingToCutPlant_Job.Prefix (System.Boolean& __result, Verse.Thing plant, Verse.Pawn pawn) [0x0001d] in <0c7aff206d08416d97fc985465f0137d>:0

I can post the full thing in a discussion thread if needed.
velcroboy333  [author] May 21, 2022 @ 8:35am 
Or actually JobDef "VBY_CutTreeDesignated"
qux May 21, 2022 @ 8:34am 
thanks I send a message to the author
velcroboy333  [author] May 21, 2022 @ 8:28am 
Taking a quick look, it seems it might be easier if the author of that mod would patch on their end. The JobGiverLogging is trying to use CutPlant and not the new job TreesChop defined by this mod.
qux May 21, 2022 @ 3:45am 
oh I found the problem it's with the ''logging'' event from this mod :
https://steamcommunity.com/sharedfiles/filedetails/?id=2554928098&searchtext=raid+extension
maybe a patch can fix that ?
qux May 21, 2022 @ 2:42am 
Hi !
I have an error when pawn spawn, maybe the error is the TreeChopspeed work type, what do you think ?
https://drive.google.com/file/d/1YRoLKFD6o2noB80Oy6PNLrE4ldQNVOel/view?usp=sharing
velcroboy333  [author] Mar 19, 2022 @ 10:44am 
Added. Thanks!
qux Mar 19, 2022 @ 8:35am 
velcroboy333  [author] Mar 4, 2022 @ 7:21am 
Thanks, I'll look into it. See if there's anything I can do on my end.
Phant0m5 Mar 3, 2022 @ 11:12pm 
The error appears to be an incompatibility with Rim73 - Performance and Optimisations. I've started a discussion thread with all the relevant information I could provide, but the short answer is the errors stop if you disable the Job Optimisation in Rim73's options menu.