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Another alternative is to use a mod to set up defaults for new games so that you don't have to do this each time. I recommend 1trickPwnyta's Defaults, since it has defaults for nearly every setting in the game.
Do you mean that the option to hide those specific buttons in the settings don't appear after starting a new game?
And how did they revert? Are they showing again now? Or is the value wrong (checked when it shouldn't be)
https://steamcommunity.com/sharedfiles/filedetails/?id=3214957801
https://steamcommunity.com/sharedfiles/filedetails/?id=2880970348
(for the show building coverage function)
https://imgur.com/a/m34iukN
@坏蛋小土豆 ~ This fixes your issue ^.^
@VitaKaninen ~ Forgot to mention, the auto tree overlay is released
Currently, the tree overlay only shows up when ordering trees to be chopped, but the chopping command doesn't work on immature trees. We have to use the Plant Cut command to order those to be chopped down. So I have to constantly swap between the tree chopping command just the turn on the overlay, and then try to remember where the saplings are when I use the plant cut tool.
And while I am asking, would you also consider adding a cover overlay that works the same as the tree overlay, but just to show building fill percent? I can never remember which buildings offer the best cover for hiding behind, and I also use the Better Trees mod which hides the trees under my cursor, so I can't see them when moving my people around. Having a cover overlay would be really helpful in combat.
Thanks so much for taking up this mod!
I get the same error that is written in that UI whenever I create a growing zone in the log, but never after:
GetInspectString exception on Growing zone 1:
System.NullReferenceException: Object reference not set to an instance of an object
at TD_Enhancement_Pack.ZoneGrowingSizeCount.AppendFertileCount (System.String baseString, RimWorld.Zone_Growing zone) [0x0003a] in <d7ca852ede2f451eacebb024d03d6faf>:0
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.RimWorld.Zone_Growing.GetInspectString_Patch2(RimWorld.Zone_Growing)
at RimWorld.InspectPaneFiller.DrawInspectStringFor (Verse.ISelectable sel, UnityEngine.Rect rect) [0x00000] in <24d25868955f4df08b02c73b55f389fe>:0
I'll see if I can figure out what it could be, but the only other mod I use that has to do with Growing Zones is ReGrowth 2, which has integrated Smart Farming.
@Cythisia ~ That's what adds the fertility text to the growing zone box. Feel like it shouldn't be taking that long, but it also only runs when you've got a growing zone selected. Guessing it's a large zone that you're selecting?
@-=GoW=-Dennis ~ Glad you like it <3
My bad. So, uh... maybe an option to auto-highlight the pollution overlay when pumps, polux trees, etc. are selected?
@Darius Wolfe ~ Yeah, I can see that being useful. I'll add it to the list ^.^
@-=GoW=-Dennis ~ Not sure what you mean
Specifically, "match" tool for their ash growing zones.