RimWorld

RimWorld

Keyz' Allow Utilities
200 Comments
BlackLight Aug 29 @ 2:48am 
is that normal that cut/harvest grown and haul urgently has like 3 different arrows?
Thetaprime Aug 28 @ 9:11am 
Never mind, tried it. It's a big no.
Thetaprime Aug 28 @ 8:29am 
Does this work in 1.5 by any chance?
ZzZombo Aug 28 @ 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] Aug 27 @ 9:57am 
@zzzombo - no, it's a from-scratch alternative, with a focus on performance.
ZzZombo Aug 26 @ 7:31pm 
I don't understand, is this "Allow Tool" fork?
Runzu Aug 19 @ 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 Aug 17 @ 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] Aug 17 @ 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 Aug 16 @ 7:40pm 
@keyz182 Thank you! :slimetabby:
Codexvn Aug 16 @ 5:04am 
@keyz182 That's a great idea, I look forward to seeing it
keyz182  [author] Aug 16 @ 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 Aug 15 @ 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] Aug 15 @ 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 Aug 14 @ 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 Aug 14 @ 8:39am 
Thank you! ^_^
keyz182  [author] Aug 14 @ 8:14am 
@circle_red - actually fixed now.
circle_red Aug 14 @ 7:13am 
Still getting DefOf warning.
HugsLib Log [gist.github.com]
keyz182  [author] Aug 14 @ 6:52am 
And a fix for finish off and haul urgently settings not applying at game start.
keyz182  [author] Aug 14 @ 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 Aug 14 @ 3:28am 
I get a warning on uninitialized DefOf [gist.github.com].
SKEL Aug 13 @ 10:47am 
Harvest Grown order is also selecting trees for anyone else?
keyz182  [author] Aug 13 @ 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 Aug 12 @ 8:47pm 
I can confirm what the other two are saying below, no error log pops up so can't offer that sadly.
Ñupo Aug 12 @ 6:24pm 
Adding to what Spike88 said, Patient and Finish work are also tied. they're forced to be same priority.
Spike88 Aug 12 @ 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 Aug 12 @ 5:48pm 
great selection of qol tools. thanks for the mod!
-=GoW=-Dennis Aug 12 @ 4:00pm 
Cool mod! Does this have the hunt everything / draft hunting features of Allow Tool by chance?
polat.cal Aug 12 @ 1:54pm 
You are going fantastic @keyz182, keep up the good work!
Seananigans Aug 12 @ 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 Aug 12 @ 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] Aug 12 @ 7:25am 
Update:
[*] Fix harvest grown designation only targeting trees
keyz182  [author] Aug 12 @ 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] Aug 11 @ 1:25pm 
Hoping to have some time this week to run through some of the issues and request 👍
waghhhhhhhhhhhh Aug 11 @ 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 Aug 10 @ 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 Aug 9 @ 1:48pm 
Also having issues with it not working on plants like berries at all. Trees seem to work.
shawyer Aug 9 @ 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 Aug 9 @ 11:11am 
Yeah the harvest on screen seemed to work too. Just not the selector tool under orders for me.
Race9000 Aug 9 @ 11:07am 
Harvest all on map seems to work fine on anything, though.
AJarOfDirt Aug 9 @ 11:05am 
@Race9000 I don't have that mod installed so it is probably something else for both of us?
Race9000 Aug 9 @ 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 Aug 9 @ 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 Aug 8 @ 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 Aug 8 @ 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 Aug 8 @ 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] Aug 8 @ 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 Aug 8 @ 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 Aug 7 @ 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.
keyz182  [author] Aug 7 @ 7:10am 
@circle_red thanks - fixed