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RimWorld => Mods => Releases => Topic started by: UnlimitedHugs on January 01, 2016, 04:46:25 AM

Title: [1.1] Allow Tool (3.8.4) - The Rimworld Multitool
Post by: UnlimitedHugs on January 01, 2016, 04:46:25 AM
Allow Tool

(http://i.imgur.com/6okUgU8.png)

Description:
A set of tools to make your life on the Rim a bit easier.
Easily forbid and unforbid items, select similar things, have things hauled urgently and affect the entire map with powerful new tool extensions.

(http://i.imgur.com/VMo1ZxK.png) (http://i.imgur.com/kvSlLjB.png)

Other features:

(http://i.imgur.com/qy73m82.png)  "Finish off" tool: allows to quickly and painlessly kill downed creatures.

Other notable features:

Usage
You can find the tools in the "Orders" menu.

Changelog
Code: [Select]
3.8.4: Minor fix
- Fixed a harmless error at load time if prisoners are present in the colony

3.8.3: Minor addition, Royalty tweaks
- Added "Unforbid prey" toggle to Drafted hunt tool
- Reinstated drafted hunting for royalty
- Disabled finishing off and attacking downed prey during drafted hunting for royalty

3.8.2: Rimworld 1.0 compatibility fix
- Fixed compatibility with Rimworld 1.0 after previous Royalty tweaks

3.8.1: Royalty fixes
- Disabled work types for nobles (Count and above): drafted hunting, urgent hauling, finish off
- Forced finish off orders may still be issued via the right-click menu

3.8.0: Updated for Rimworld 1.1
This and future releases are still compatible with Rimworld 1.0
- Fixed work type visibility settings having no effect
- Fancied up "Haul urgently" tool icon texture

3.7.1: Important fix
- Fixed a possible error a game load when prisoners are present in the colony

3.7.0: New tools, fixes
- Added "Harvest fully grown" tool
- Added "Strip mine" tool
- Added "Select similar in visible area" context menu entry
- Changed tool injection method to def patching
- Fixed RIMMSqol compatibility issue (disappearing tools)
- Fixed hidden work types becoming disabled due to changing mod set
- Fixed "no storage space" alert false positive for last hauled item
- Fixed "Select similar" designator working improperly after shift-picking
- Fixed context action hotkey activating invisible designators
- Context menu entries can now be toggled off individually in mod options
- Switched to vanilla allow/forbid icons by default
- Changing most mod options no longer requires reloading the game

3.6.3: Minor tweaks and fixes
- 'Cancel all of this type' now cancels both tile and thing designations
- Fixed inconsistent drafted hunt context menu actions when multiple colonists selected
- Fixed targetVersion warning on startup
- Added error handling to 'mine connected' for improved reliability
- Updated Spanish translation

3.6.2: Compatibility fix
- Fixed error when selecting a hovering shuttle from Save Our Ship 2

3.6.1: Minor addition, fixes
- Added "no free storage" alert to Haul Urgently, setting
- Fixed violence-incapable pawns being able to finish off animals
- Fixed recurring error when Finish off tool is disabled
- Fixed translation error in pawn right-click menu
- Fixed translation error in Drafted hunt control
- Updated Korean translation

3.6.0: Updated to 1.0, Minor additions
- Added "Chop all wood" and "Chop all wood in home area"
- Added Pick Up And Haul mod compatibility to Haul Urgently
- Updated Spanish translation

3.5.7: Minor fix
- Removed a leftover console trace

3.5.3: Compatibility update (B19)
- Removed Rearm Urgently tool

3.5.2: Compatibility update, tweak (B19)
- Removed Finish off melee requirement for animals

3.5.1: Important fix (B19)
- Fixed wiping of some vanilla designations

3.5.0:
- Added 'Drafted hunt' tool
- Added 'Rearm urgently' tool
- Added 'Harvest/Chop fully grown' tools
- Added right-click icon to all designators with menus
- Added fix for 'Cut' designator posing as 'Chop'
- Added setting to keep vanilla Forbid/Unforbid icons
- Replaced vanilla Forbid/Unforbid tools
- Replaced watermark, now appears on every Allow Tool entry
- 'Context action' hotkey will activate only Allow Tool options
- Added ModSync config

3.4.1: Minor fix
- Fixed 'Forbid selection' tool error

3.4.0: New tool extensions, fixes
- Added 'Cut all blighted plants' action
- Added 'Cancel all of this type' action
- Fixed conflict checker false positive
- Fixes for better mod compatibility

3.3.0: Updated to A18
- Finishing off a pawn will unforbid adjacent dropped items (optional)
- Added "Harvest plants in home area" context action
- "Mine connected" will now only expand to matching ore types
- Disabled context menus will no longer open
- Fixed rare loading time error
- Fixed conflict with Prison labor mod on existing saves

3.2.3: Minor fix, setting
- Fixed the "Finish off" work type getting disabled on existing games
- Added setting to show the normally hidden "Finnish off" work type in the Work tab

3.2.2: Important fix
- Another fix for existing games

3.2.1: Important fix
- Fixed error on loading existing saves

3.2.0: New tool
- Added the "Finish off" tool

3.1.2: Tool fix, usability improvements
- "Select similar" will now work properly after loading a game twice
- Tools on selected items can now be individually hidden
- The context action hotkey will now activate the first tool on selected items, if no tool is held
- Shift-clicking a tool on selected items will pick that tool up

3.1.1: New feature tweaks
- Context menu actions now properly respect fogged tiles
- Context action on "Select similar" on selected items should now work properly
- Added second "Haul urgently" context action for hauling all items on map
- Updated HugsLibChecker to correctly report missing library version

3.1.0: Tools on selected items, tool tweaks
- "Haul urgently" and "Select similar" tools will now appear for selected items
- Haul+ work type can now be hidden with a new setting
- "Mine connected" action will now consider selected ores as designated
- "Haul urgently" context action changed to mark only items visible on screen
- Added German translation
- Updated Russian translation

3.0.0: A17 update, new features
- New cover and description
- Added "Haul urgently" tool and work type
- Added "Select similar" tool
- Added right-click menus to most vanilla tools
- Assigned new hotkeys to all tools
- Tools "Allow", "Forbid" and "Allow all" now ignore fogged tiles
- Fixed missing settings for hiding individual tools
- Added settings for disabling individual right-click menu functions
- Removed "Mass select" tool
- Visual overhaul on tool icons

2.5.4: Minor fix
- Fixed global hotkeys no longer working after loading a game twice

2.5.3: Minor fix
- Designators are now injected at world load time to sidestep conflicts with other mods

2.5.2: Minor addition
- "Allow all" will now include only haulable items by default
- Hold Ctrl to include other things, such as buildings

2.5.1: Minor fix
- Fixed an error when returning to the main menu from the map
- Cleaned up some old update news

2.5.0: Updated to A16
- HugsLib library is now required an must be installed as a separate mod
- Mass Select tool will now select in fogged cells in Dev mode

2.4.5: Minor fix
- Updated HugsLib (settings order fix)

2.4.4: New translation
- Added Traditional Chinese translation

2.4.3: Translation fix
- Updated Chinese translation

2.4.2: Mod update news fix
- Updated HugsLib to 1.0.4

2.4.1: Translation fix
- French translation updated

2.4.0: New Mass Select feature
- Added "Select all of type" feature to Mass Select tool
- Added French translation

2.3.2: Compatibility fix
- Updated HugsLib to 1.0.3 (CaveworldFlora compat fix)

2.3.1: Translation fix
- Updated Chinese translation

2.3.0: Settings, Mass Select enhancement
- The mod is now dependent on HugsLib, which comes included
- Added in-game settings
- Mass select can now select things based on the current selection
- Mass select no longer works on fogged tiles
- New translations: Korean, Chinese, Russian

2.2.0
- Added Spanish translation

2.1.0 - 22.09.2016
- Unforbid everything will now skip rotten and desiccated corpses unless Shift is held.

2.0.1 - 14.09.2016
- Changed the "Mass select" default key to Y to avoid conflict with the "Build copy" button.

2.0.0 - 14.09.2016
- Most of the mod was rewritten for a cleaner codebase and better performance
- Added Forbid selection tool
- Added Unforbid everything tool
- Added Mass selection tool
- Added hotkeys for quick tool selection
- Tools have received custom textures

1.5.0 - 31.08.2016
- Recompiled for A15.

1.4.0 - 17.07.2016
- Ported to A14.

1.3.0 - 07.04.2016
- Recompiled for A13.

1.2.1 - 14.01.2016
- Selection size is now unlimited. Unforbid All The Things!

1.2 - 14.01.2016
- Community Core Library is no longer required.
- Even better compatibility with other mods.
- Added strings for translation.

1.1 - 02.01.2016
- Added Community Core Library dependency to play nice with other mods.

Source
Github (https://github.com/UnlimitedHugs/RimworldAllowTool)

Pack policy
Feel free to use and include wherever. Credit is optional.

Download
Latest for 1.0 (https://github.com/UnlimitedHugs/RimworldAllowTool/releases/latest)
All releases (https://github.com/UnlimitedHugs/RimworldAllowTool/releases)


HugsLib library (required): Latest (https://github.com/UnlimitedHugs/RimworldHugsLib/releases/latest)

Also available on the Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=761421485).
Title: Re: [A12] AllowTool (1.0) Easily unforbid items
Post by: skullywag on January 01, 2016, 04:48:27 AM
hnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnn

Now thats how you do a "happy new year im new". Welcome! :)
Title: Re: [A12] AllowTool (1.0) Easily unforbid items
Post by: UnlimitedHugs on January 01, 2016, 05:08:51 AM
Thanks! Nothing like some early spring cleaning to start your year ;D
Title: Re: [A12] AllowTool (1.0) Easily unforbid items
Post by: shahrukh on January 01, 2016, 09:18:15 AM
HOOO boy... this will be VERY helpfull.. specialy during tribes raid thanks !  :D
happy new year ;)
Title: Re: [A12] AllowTool (1.0) Easily unforbid items
Post by: Skissor on January 01, 2016, 10:12:28 AM
Oh boy what a mod. Lots of thanks Unlimited!
Title: Re: [A12] AllowTool (1.0) Easily unforbid items
Post by: Florius on January 01, 2016, 10:30:57 AM
Thank the lord, finally! And happy new year ^^
Title: Re: [A12] AllowTool (1.1) Easily unforbid items
Post by: UnlimitedHugs on January 01, 2016, 11:12:16 PM
A quick update for better compatibility. Community Core Library is now required, but the mod should now play nice with any other, no special downloads needed.
Remember to restart your game after visiting the Mods menu.
Title: Re: [A12] AllowTool (1.1) Easily unforbid items
Post by: Florius on January 01, 2016, 11:18:03 PM
A quick update for better compatibility. Community Core Library is now required, but the mod should now play nice with any other, no special downloads needed.
Remember to restart your game after visiting the Mods menu.

Awesome, even better then 2 versions! :)
Title: Re: [A12] AllowTool (1.1) Easily unforbid items
Post by: Kaballah on January 02, 2016, 01:10:06 AM
thank god for this

actually thank mod author
Title: Re: [A12d] AllowTool (1.1) Easily unforbid items
Post by: ttc on January 12, 2016, 04:52:03 AM
I can't seem to get this mod to work with eDB mod order or edb interface..  :( any chance of you looking into what the incompatibility might be?

Stripped all my mods out down to:
Core
CCL 0.12.4
Allow tool 1.1
(the allow button shows up)

Then I try adding in either of the following:
edb interface 3.1.2
edb mod order 1.6.1

As soon as I add either of those, the allow button disappears from the orders menu. Doesn't matter if I load them before or after the CCL/allow tool.
Title: Re: [A12d] AllowTool (1.1) Easily unforbid items
Post by: Skissor on January 12, 2016, 05:18:24 AM
It works for me with EDB interface and mod order. Strange.
Title: Re: [A12d] AllowTool (1.1) Easily unforbid items
Post by: skullywag on January 12, 2016, 10:01:24 AM
make sure you restart the game after adding a mod, always.
Title: Re: [A12d] AllowTool (1.1) Easily unforbid items
Post by: ttc on January 12, 2016, 04:55:53 PM
Wierd.. I definitely restarted the game (multiple times in fact as I was testing many different combinations and orders of mods) but it wouldn't work.

I might go home after work today and start from scratch - install the game again and re-download the mods and try again.
Title: Re: [A12d] AllowTool (1.1) Easily unforbid items
Post by: harpo99999 on January 12, 2016, 04:59:43 PM
I think that the allow tool should be loaded AFTER the other mods that have alterations to the orders menu
Title: Re: [A12d] AllowTool (1.1) Easily unforbid items
Post by: ttc on January 12, 2016, 07:43:46 PM
 
I think that the allow tool should be loaded AFTER the other mods that have alterations to the orders menu


Originally I added to the end of a very long list of mods but it didn't work, so I stripped out all mods and started building the list back up but got stuck at adding any other mod.

I'll do some more testing tonight.
Title: Re: [A12d] AllowTool (1.1) Easily unforbid items
Post by: UnlimitedHugs on January 13, 2016, 10:59:19 AM
Hey ttc, thank you for narrowing down your modlist.
I tried running the game with the mods you mentioned and the tool seems to be consistently working, whatever order I put the mods in.
Something I noticed is the button won't show up even if you just open the mods menu, without changing anything. A restart of the game fixes this. Apparently it's a CCL thing.

If all else fails, I posted the 1.0 version link in the Downloads section. You could edit the def file to make it work with mods that change the Orders menu, if you are using any.

Hope this helps.
Title: Re: [A12d] AllowTool (1.1) Easily unforbid items
Post by: UnlimitedHugs on January 13, 2016, 11:03:28 AM
I think that the allow tool should be loaded AFTER the other mods that have alterations to the orders menu

Load order should be irrelevant for 1.1- courtesy of CCL.
Title: Re: [A12d] AllowTool (1.2) Easily unforbid items
Post by: UnlimitedHugs on January 14, 2016, 07:55:35 AM
Update 1.2: The full circle update :D

This should take care of whatever compatibility issues people have been having.
Also, opening and closing the Mods menu no longer messes things up.
The new item count message can be disabled by editing the language file, if you so prefer.
Title: Re: [A12d] AllowTool (1.2.1) Easily unforbid items
Post by: UnlimitedHugs on January 14, 2016, 01:19:55 PM
Update 1.2.1
Bumped up the max selection size from the vanilla 50x50 all the way to infinity. Clever solutions may have been utilized. :)
Let me know, if things still work as they should.
Title: Re: [A12d] AllowTool (1.2.1) Easily unforbid items
Post by: Skissor on January 14, 2016, 05:17:19 PM
Thanks, Unlimited.
Title: Re: [A12d] AllowTool (1.2.1) Easily unforbid items
Post by: ttc on January 14, 2016, 06:56:21 PM
It's now working.. Thanks a lot!!
Title: Re: [A12d] AllowTool (1.2.1) Easily unforbid items
Post by: hoochy on January 15, 2016, 12:16:26 AM
Great mod! I have no idea why this isn't in the official game , it is one of those things which seems completely weird that its not there. Thanks again.
Title: Re: [A12d] AllowTool (1.2.1) Easily unforbid items
Post by: filippe999 on February 12, 2016, 06:01:42 PM
Thank god, great work
Title: Re: [A13] AllowTool (1.3) Easily unforbid items
Post by: UnlimitedHugs on April 06, 2016, 09:22:34 PM
Updated to 1.3
Just a new build for A13. Straight recompile, as everything seems to be working as expected.
Title: Re: [A13] AllowTool (1.3) Easily unforbid items
Post by: SynsPlayground on July 15, 2016, 10:42:14 PM
An absolute must have mod when you play on a huge map that keeps auto forbiding things that fall from the crash landing mod. NO MORE shall I unforbid every peice of food individualy!
Title: Re: [A13] AllowTool (1.3) Easily unforbid items
Post by: DaKoolAidMan on July 16, 2016, 07:06:30 PM
Anyword if this will be updated for A14?
Title: Re: [A14] AllowTool (1.4) Easily unforbid items
Post by: UnlimitedHugs on July 17, 2016, 03:53:36 AM
Updated to 1.4

Updated to work with A14. Enjoy :)
Title: Re: [A14] AllowTool (1.4) Easily unforbid items
Post by: Dakkon on July 17, 2016, 05:40:31 AM
ticks off the list of 'can't play Rimworld without mod X'
Title: Re: [A14] AllowTool (1.4) Easily unforbid items
Post by: Slye_Fox on July 17, 2016, 10:57:50 AM
Updated to 1.4

Updated to work with A14. Enjoy :)

Will you be adding it to the Steam Workshop?
Title: Re: [A14] AllowTool (1.4) Easily unforbid items
Post by: UnlimitedHugs on July 21, 2016, 04:34:32 PM
No can do, since I don't actually own the game on Steam.
Besides, I'd prefer not to contribute to Valve's closed ecosystem. Were Steam open source and DRM-free, I'd be all for it.
Title: Re: [A14] AllowTool (1.4) Easily unforbid items
Post by: BlueWinds on July 21, 2016, 10:02:53 PM
No can do, since I don't actually own the game on Steam.
Besides, I'd prefer not to contribute to Valve's closed ecosystem. Were Steam open source and DRM-free, I'd be all for it.

Double thumbs up for this, and a hug (I assume you don't mind).  8)

Also, super useful mod, thanks for creating/maintaining it. I like to explore the vanilla experience of new alphas for a bit... and this is always the mod that I miss most extensively when I do. Sure seems like a thing that should be in core.
Title: Re: [A14] AllowTool (1.4) Easily unforbid items
Post by: dismar on July 22, 2016, 12:23:28 AM
Thanks much for this. I missed it!
Title: Re: [A14] AllowTool (1.4) Easily unforbid items
Post by: UnlimitedHugs on July 22, 2016, 04:54:33 AM
Thank you for the support, BlueWinds. Gotta do what feels right, even when the odds are stacked the other way.
Title: Re: [A14] AllowTool (1.4) Easily unforbid items
Post by: Slye_Fox on July 26, 2016, 12:19:32 AM
No can do, since I don't actually own the game on Steam.
Besides, I'd prefer not to contribute to Valve's closed ecosystem. Were Steam open source and DRM-free, I'd be all for it.
Sorry, I don't understand what you mean by "closed ecosystem".
Title: Re: [A14] AllowTool (1.4) Easily unforbid items
Post by: jonbrant on July 26, 2016, 12:49:53 AM
Yaaaarrrrrrrrr. If that helps.
Title: Re: [A14] AllowTool (1.4) Easily unforbid items
Post by: UnlimitedHugs on July 26, 2016, 07:32:31 AM
Slye, it means Valve fully controls their game and mod delivery system. Meaning, they are profiting off of your content and can take it down without warning. They also control how you use their client, and are free to add whatever "feature" they deem necessary, rather than giving their players the choice in the matter.
Conversely, an "open" ecosystem would entail them allowing players to use alternative clients and alternative mod repositories (which they would not control). It can be done, and the PC gaming market would probably benefit from it as a whole. Of course, Valve would have to voluntarily yield some of their control in the service of their users- which is a lot to ask of a corporation.
On the bright side, Steam gives indie developers a viable distribution platform that is not very demanding, allowing innovative games to appear. We definitely have that going for us, which is nice.

jonbrant, yes, you could put it that way :D
Title: Re: [A14] AllowTool (1.4) Easily unforbid items
Post by: magik20 on August 30, 2016, 07:34:27 PM
is a a15 coming up soon? this is a great mod
Title: Re: [A14] AllowTool (1.4) Easily unforbid items
Post by: deliveryservice on August 30, 2016, 10:39:16 PM
PLEASE UPDATE to A15 I really want this :C I have no idea how to update it by myself.
Title: Re: [A15] AllowTool (1.5) Easily unforbid items
Post by: UnlimitedHugs on August 31, 2016, 06:33:47 AM
Updated to 1.5.0

New build for A15.
Title: Re: [A15] AllowTool (1.5) Easily unforbid items
Post by: timeandtherani on August 31, 2016, 01:37:11 PM
Thank you so much for your absolutely essential mod. 
Title: Re: [A15] AllowTool (1.5) Easily unforbid items
Post by: Slye_Fox on September 09, 2016, 06:34:56 AM
Just to let you know, someone has uploaded your mod to the Steam Workshop: https://steamcommunity.com/linkfilter/?url=https://ludeon.com/forums/index.php?topic=17218.0
Title: Re: [A15] AllowTool (1.5) Easily unforbid items
Post by: UnlimitedHugs on September 09, 2016, 09:28:55 AM
Well, the license puts this mod in the public domain, so they are within their rights.
If I do end up getting the game on Steam, I might make an official release.
Thanks for letting me know :)
Title: Re: [A15] AllowTool (1.5) Easily unforbid items
Post by: UnlimitedHugs on September 09, 2016, 09:38:47 AM
Regarding my previous rant about Steam and DRM- I am not expressly opposed to having the mod on the workshop. If people want to play the game on Steam, I'm not going to stand in their way.
As long as the mod is also available openly and for free, it's all good.
Title: Re: [A15] AllowTool (1.5) Easily unforbid items
Post by: Vassteel on September 09, 2016, 12:01:38 PM
Ya know, i just happen to have an extra copy of rimworld just sitting around in my inventory.  if ya happen to want it just let me know
Title: Re: [A15] AllowTool (1.5) Easily unforbid items
Post by: UnlimitedHugs on September 09, 2016, 12:41:56 PM
Ya know, i just happen to have an extra copy of rimworld just sitting around in my inventory.  if ya happen to want it just let me know

That's quite generous, I appreciate it :)
Sent you a PM.
Title: Re: [A15] AllowTool (1.5) Easily unforbid items
Post by: shimoistalri on September 09, 2016, 03:52:02 PM
Hey UnlimitedHugs. I'm the one sly was talking about that posted your mod to the workshop. I just wanted to let you know in case you have any issues with it and want me to take it down. I posted a link in the description to your mod on the forums and made sure people know i'm not the author. I only posted it so people can have access to it easier because some people don't trust third party mod distribution over the workshop and it would be nice for your mod to reach that audience as well. Regardless, what i'm saying is that if you want me to take it down let me know, if not, you can count on me to keep it updated and any information you want on there put there.
Title: Re: [A15] AllowTool (1.5) Easily unforbid items
Post by: UnlimitedHugs on September 09, 2016, 05:25:21 PM
- snip -

Heyo. I'm pleased that issues can still be resolved constructively, so thank you for coming to discuss this :)
At this point I decided to post my mods to the Workshop once I am able, including AllowTool. With Vassteels contribution that should hopefully be possible soon.
When I do, you could remove your version or leave it up- your decision. If possible, I would ask that you include "unofficial" or something similar in the title, so as to keep things clear for players.
In any case, no hard feelings here, as, it seems, we have the same purpose in this.
Title: Re: [A15] AllowTool (1.5) Easily unforbid items
Post by: shimoistalri on September 09, 2016, 07:14:50 PM
Im glad, as soon as I see/hear of it posted to the workshop I will change the name to "Allow Tool [Unofficial]" and inform everyone that the original author has posted a workshop version with a link to your mod, and in a reasonable amount of time take it off the workshop to avoid duplicates and make things simpler ^_^
Title: Re: [A15] AllowTool (1.5) Easily unforbid items
Post by: UnlimitedHugs on September 10, 2016, 03:36:34 PM
Well, there you go folks- the "official" AllowTool is now live on the workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=761421485).

Big shout out to Vassteel for making this possible.
Title: Re: [A15] AllowTool (1.5) Easily unforbid items
Post by: Arnold Rimmer on September 12, 2016, 11:59:54 PM
Hello there, UnlimitedHugs,
I feel exceptionally silly for bringing this up; after reading all the posts in this thread,
none of them mentions/suggests a "Disallow"-extension to your tool.
The second i saw this mod in action i thought
"Uhm... Why can i ONLY allow stuff with this and not do the other thing too?"
Is there some technical reason for that disability maybe?
Title: Re: [A15] AllowTool (1.5) Easily unforbid items
Post by: code99xx on September 13, 2016, 12:03:36 AM
Hello there, UnlimitedHugs,
I feel exceptionally silly for bringing this up; after reading all the posts in this thread,
none of them mentions/suggests a "Disallow"-extension to your tool.
The second i saw this mod in action i thought
"Uhm... Why can i ONLY allow stuff with this and not do the other thing too?"
Is there some technical reason for that disability maybe?

Im wondering this too, i actually just needed this feature myself and came here to see if there is such a thing, somewhere ...
Title: Re: [A15] AllowTool (1.5) Easily unforbid items
Post by: UnlimitedHugs on September 13, 2016, 12:25:38 AM
Hello there, UnlimitedHugs,
I feel exceptionally silly for bringing this up; after reading all the posts in this thread,
none of them mentions/suggests a "Disallow"-extension to your tool.
The second i saw this mod in action i thought
"Uhm... Why can i ONLY allow stuff with this and not do the other thing too?"
Is there some technical reason for that disability maybe?

Hello!
The mod was initially born as a post-raid cleanup tool- never occurred to me to do the opposite :)
I'll rectify that in the next release.
Thank you for the suggestion.
Title: Re: [A15] AllowTool (2.0.0) Easily unforbid items (new stuff!)
Post by: UnlimitedHugs on September 13, 2016, 10:20:54 PM
Updated to 2.0.0

Well hello there!
I went all out and rewrote the whole mod on a whim. 3 shiny new tools to play with, new textures, and global hotkeys for the tools. See the main post for details.
Title: Re: [A15] AllowTool (2.0.0) Easily unforbid items (new stuff!)
Post by: kaptain_kavern on September 13, 2016, 10:24:03 PM
Oh yes, "Unforbid all" button.
You're a life-saver :p Thanks a lot
Title: Re: [A15] AllowTool (2.0.1) Easily unforbid items (new tools!)
Post by: Arnold Rimmer on September 16, 2016, 05:57:58 AM
Hello there, UnlimitedHugs,
Whoa, slow down there, before we lose a great modder to a burnout ;)
The changes you made are wonderful!

*smiles* Thank you very much.

The "unforbid all on the whole map" had a funny result the last time i played,
on day one, out of nowh...somewhere, two of my colonists brought wagonloads full of silver in.
Title: Re: [A15] AllowTool (2.0.1) Easily unforbid items (new tools!)
Post by: UnlimitedHugs on September 16, 2016, 03:33:08 PM
Hello there, UnlimitedHugs,
Whoa, slow down there, before we lose a great modder to a burnout ;)
The changes you made are wonderful!

*smiles* Thank you very much.

The "unforbid all on the whole map" had a funny result the last time i played,
on day one, out of nowh...somewhere, two of my colonists brought wagonloads full of silver in.

Heyo
No worries, I don't push myself to make stuff, so it's all good- but I appreciate the thought.
Looks like the update already paid off for you :)
Title: Re: [A15] AllowTool (2.0.1) Easily unforbid items (new tools!)
Post by: Arnold Rimmer on September 21, 2016, 08:23:58 AM
UnlimitedHugs, yes, literally :)

I wonder, what do you think about a minor adjustment so the
"unforbid all" would -exclude- dead animalcorpses?

Later in the game when the foxes and the bears had their way
with the rats and does, i often see many skeletons lying around.

And  i -really- do not have the manpower to open up an archaeological
exhibit for those at my base when my people are busy collecting weapons
from the last 20 raids. :)
( they were too busy planting hay for the gazillion chickens that suddenly hatched )
Title: Re: [A15] AllowTool (2.0.1) Easily unforbid items (new tools!)
Post by: UnlimitedHugs on September 21, 2016, 08:47:44 AM
I wonder, what do you think about a minor adjustment so the
"unforbid all" would -exclude- dead animalcorpses?

Yeah, I guess that can be arranged.
I could exclude non-fresh bodies and skeletons unless shift is held.
Title: Re: [A15] AllowTool (2.0.1) Easily unforbid items (new tools!)
Post by: biship on September 21, 2016, 10:12:33 AM
Yes please add that exclude! I suddenly had pawns bring back skeletons from all over the map lol.
Title: Re: [A15] AllowTool (2.0.1) Easily unforbid items (new tools!)
Post by: Arnold Rimmer on September 21, 2016, 02:44:14 PM
Using [SHIFT] as a switch would work fine i think.
Guessing that it would be a rather rare situation that you
would -want to- collect all rotten and skeletal corpses
from the whole map, it would not be too tedious/annoying to
press an additional key. (compared to the other way round)
Also: [SHIFT] would work on win/mac AND *nix

By the way: -IS- it possible to have configurationfiles for mods -WITHOUT- CCL?
Title: Re: [A15] AllowTool (2.0.1) Easily unforbid items (new tools!)
Post by: UnlimitedHugs on September 21, 2016, 09:01:03 PM
By the way: -IS- it possible to have configurationfiles for mods -WITHOUT- CCL?

Config options are tricky without CCL. In my mods I've been putting them in the defs, but the downside is they get overwritten when you update. You also need to know they're there and how to edit them.
I've been debating making my own lightweight library with a settings screen and a few other amenities- perhaps I'll get around to that one day :)
Title: Re: [A15] AllowTool (2.1.0) Easily unforbid items (new tools!)
Post by: UnlimitedHugs on September 21, 2016, 10:22:09 PM
Updated to 2.1.0

Done and done. No more rotten stuff from all over the map.
Title: Re: [A15] AllowTool (2.2.0) Easily unforbid items (new tools!)
Post by: UnlimitedHugs on September 23, 2016, 11:28:47 PM
Updated to 2.2.0

Added Spanish translation, courtesy of GitHub user h771864.
Title: Re: [A15] AllowTool (2.2.0) Easily unforbid items (new tools!)
Post by: zmadz on October 08, 2016, 01:28:57 PM
hey love your mod and i now i am addicted to it in a15 but i started playing a14 again so i wanna know , is there an updated version of your mod for alpha 14 with allow all?
Title: Re: [A15] AllowTool (2.2.0) Easily unforbid items (new tools!)
Post by: UnlimitedHugs on October 08, 2016, 02:12:39 PM
hey love your mod and i now i am addicted to it in a15 but i started playing a14 again so i wanna know , is there an updated version of your mod for alpha 14 with allow all?

Here, I made you a quick build for A14. Enjoy :)

[attachment deleted by admin - too old]
Title: Re: [A15] AllowTool (2.2.0) Easily unforbid items (new tools!)
Post by: zmadz on October 08, 2016, 11:42:18 PM
thx a lot <3
Title: Re: [A15] AllowTool (2.3.0) Easily unforbid items (new tools!)
Post by: UnlimitedHugs on October 20, 2016, 02:39:52 PM
Updated to 2.3.0

Did some heavy restructuring to integrate the mod with my new library- designed to provide in-game settings and mod update news.
Other than that, Mass Select has received a very useful feature to make your life easier.
Also included are 3 new translations: Korean- contributed by vakong, Chinese- by cainiaowu, and Russian- by an anonymous, but oh so handsome devil.
Title: Re: [A15] AllowTool (2.3.0) Easily unforbid items (new tools!)
Post by: kaptain_kavern on October 20, 2016, 03:43:59 PM
Neat. thanks
Title: Re: [A15] AllowTool (2.3.0) Easily unforbid items (new tools!)
Post by: lc-soz on October 20, 2016, 06:43:44 PM
That last update made your mod even more awesome! I was tired of double clicking every wall to deconstruct power lines. Thank you a lot!
Title: Re: [A15] AllowTool (2.3.0) Easily unforbid items (new tools!)
Post by: UnlimitedHugs on October 20, 2016, 11:12:49 PM
That last update made your mod even more awesome! I was tired of double clicking every wall to deconstruct power lines. Thank you a lot!

Yeah, it's the conduits that drove me to this :D
I bet there are other neat uses for that tool though- looking forward to see what people come up with.
Title: Re: [A15] AllowTool (2.3.1) Easily unforbid items (new tools!)
Post by: onerous1 on October 21, 2016, 02:43:13 PM
Is the 2.1.0 version still available (github is down right now)? I'm having trouble with the newest version 2.3.0. I'm unable to load and saves with it installed and I foolishly deleted the older version.
Title: Re: [A15] AllowTool (2.3.1) Easily unforbid items (new tools!)
Post by: Wolf619 on October 21, 2016, 03:40:30 PM
I love this mod! I like making scenarios with lots of resources so i was spending a few minutes at the start of each game unforbidding everything.
Saves so much time! This should be in vanilla if you ask me!
Title: Re: [A15] AllowTool (2.3.1) Easily unforbid items (new tools!)
Post by: Seinne on October 21, 2016, 11:56:34 PM
Is the 2.1.0 version still available (github is down right now)? I'm having trouble with the newest version 2.3.0. I'm unable to load and saves with it installed and I foolishly deleted the older version.

Having the same issue since the update. I get a pop-up window stating that I have an error with map creation, either on initial creation or when I try to load a save. It doesn't matter where I put your mod in the load order either. Game works fine when I unload your mod.
Title: Re: [A15] AllowTool (2.3.1) Easily unforbid items (new tools!)
Post by: UnlimitedHugs on October 22, 2016, 12:15:02 AM
I love this mod! I like making scenarios with lots of resources so i was spending a few minutes at the start of each game unforbidding everything.
Saves so much time! This should be in vanilla if you ask me!

Glad you like. If it were in vanilla, though, I wouldn't be able to keep improving this for you, though :)

Is the 2.1.0 version still available (github is down right now)? I'm having trouble with the newest version 2.3.0. I'm unable to load and saves with it installed and I foolishly deleted the older version.
Having the same issue since the update. I get a pop-up window stating that I have an error with map creation, either on initial creation or when I try to load a save. It doesn't matter where I put your mod in the load order either. Game works fine when I unload your mod.

Hey folks, please send me your "RimWorld/RimWorldWin_Data/output_log.txt" file after the error happens, so I can figure out what broke.

GitHub seems to be working fine for me, but here's the old 2.1.0 version build.

[attachment deleted by admin due to age]
Title: Re: [A15] AllowTool (2.3.2) Easily unforbid items (new tools!)
Post by: UnlimitedHugs on October 22, 2016, 06:53:21 AM
Updated to 2.3.2

Resolved a conflict with Caveworld Flora. Let me know if that helped the map loading problem.
Title: Re: [A15] AllowTool (2.3.1) Easily unforbid items (new tools!)
Post by: ArguedPiano on October 22, 2016, 08:03:26 AM
Hey folks, please send me your "RimWorld/RimWorldWin_Data/output_log.txt" file after the error happens, so I can figure out what broke.

GitHub seems to be working fine for me, but here's the old 2.1.0 version build.

Yesterday whatever version you had out would crash on loading (i.e would reset all mods even if it was the only mod being loaded) but the newest version 2.3.2 is working fine for me now.
Thank you! This is one of the mods I dislike playing without!
Title: Re: [A15] AllowTool (2.3.2) Easily unforbid items (new tools!)
Post by: Seinne on October 22, 2016, 08:34:42 AM
That seemed to fix it, love this mod!

You asked in the WS if I saw red text in the crash report, but with this crash I never got that far, I just got a pop up window, like if you try and load a save without a dependent mod loaded, stating there was an error loading the map, and it would kick you back to main menu.

Anyways great work!
Title: Re: [A15] AllowTool (2.3.1) Easily unforbid items (new tools!)
Post by: UnlimitedHugs on October 22, 2016, 08:46:15 AM
Yesterday whatever version you had out would crash on loading (i.e would reset all mods even if it was the only mod being loaded) but the newest version 2.3.2 is working fine for me now.
Thank you! This is one of the mods I dislike playing without!

Even when it was the only mod? That's odd... but hey, as long as it's working now :P

That seemed to fix it, love this mod!

You asked in the WS if I saw red text in the crash report, but with this crash I never got that far, I just got a pop up window, like if you try and load a save without a dependent mod loaded, stating there was an error loading the map, and it would kick you back to main menu.

Anyways great work!

Yeah, I figured you got that dialog. Fortunately the game still writes the error to the log file. Un-fortunately, the file gets overwritten on each launch :)
Title: Re: [A15] AllowTool (2.3.2) Easily unforbid items (new tools!)
Post by: Litcube on October 22, 2016, 01:07:42 PM
Hi! Me again with silly suggestions. 

You know what'd be neat? Selecting everything on the map of the same type.

(e.g. select all metal chunks to click hauling)
Title: Re: [A15] AllowTool (2.3.2) Easily unforbid items (new tools!)
Post by: UnlimitedHugs on October 22, 2016, 01:38:56 PM
Hi! Me again with silly suggestions. 

You know what'd be neat? Selecting everything on the map of the same type.

(e.g. select all metal chunks to click hauling)

Hey :)
Yeah, the idea had crossed my mind. Very handy, until you accidentally select every piece of rock on the map and your game explodes ;D
It could work if it were limited to items, though.
Title: Re: [A15] AllowTool (2.3.2) Easily unforbid items (new tools!)
Post by: KTVSUN on October 22, 2016, 05:33:50 PM
Awesome update, this is such a great mod.

Thank you
Title: Re: [A15] AllowTool (2.4.0) Easily unforbid items (new tools)
Post by: UnlimitedHugs on October 23, 2016, 06:29:48 AM
Updated to 2.4.0

Well, looks like someone got their wish :D
Selecting every item or pawn of a certain type with one click is now a thing.
Also, kaptain-kavern contributed a very French translation. Thank you, monsieur.
Title: Re: [A15] AllowTool (2.4.0) Easily unforbid items (new tools)
Post by: Litcube on October 23, 2016, 09:52:03 AM
Nice!!
Title: Re: [A15] AllowTool (2.4.1) Easily unforbid items (new tools)
Post by: zmadz on October 24, 2016, 10:42:16 AM
amazing job, wouldn't it be easier to make a library a separate core mod that will be called by your other mods? also i am not sure if def positions is overwriting the position of the dash from valkyrie armor that you get with a mod isekawa moe gear.
Title: Re: [A15] AllowTool (2.4.1) Easily unforbid items (new tools)
Post by: UnlimitedHugs on October 24, 2016, 11:17:25 AM
amazing job, wouldn't it be easier to make a library a separate core mod that will be called by your other mods? also i am not sure if def positions is overwriting the position of the dash from valkyrie armor that you get with a mod isekawa moe gear.

Oh you bet it would be easier- but players would have to download and install a separate mod, as well as having to update every dependent mod each time I would release a new library version (as far as my research shows, at least.) So I chose to put in the extra effort so you guys don't have to :)
As for Moe Gears and Defensive Positions- works fine for me. Check if you're wearing the helmet, since it's the piece that displays the controls for the armor.
Title: Re: [A15] AllowTool (2.4.0) Easily unforbid items (new tools)
Post by: faltonico on October 24, 2016, 02:48:35 PM
Updated to 2.4.0

Selecting every item or pawn of a certain type with one click is now a thing.


You are so awesome!
I really HATED that i had to search for every cleaner bot one by one in the whole map, so I could draft them and get them out of harms way in a raid -_-'

Thanks a lot  ;D
Title: Re: [A15] AllowTool (2.4.1) Easily unforbid items (new tools)
Post by: kaptain_kavern on October 24, 2016, 02:57:26 PM
Have you tried double click? Should work for pawns as well in vanilla IIRC.
Title: Re: [A15] AllowTool (2.4.0) Easily unforbid items (new tools)
Post by: UnlimitedHugs on October 24, 2016, 03:57:07 PM
You are so awesome!
I really HATED that i had to search for every cleaner bot one by one in the whole map, so I could draft them and get them out of harms way in a raid -_-'

Thanks a lot  ;D

Glad to help ya out, bud :)
And Kaptian is right- double click could be quicker, as long as all the pawns are on your screen.
Title: Re: [A15] AllowTool (2.4.1) Easily unforbid items (new tools)
Post by: kaptain_kavern on October 24, 2016, 04:53:47 PM
Oh yes it was more about selecting all the droids/pawns like faltonico rather downing the idea/mod ;)

I find the mod nice (in fact it's not that often I do translations - because I always play in English - I have to really think the mod should be enjoyed by most  ;D )
Title: Re: [A15] AllowTool (2.4.1) Easily unforbid items (new tools)
Post by: UnlimitedHugs on October 24, 2016, 05:27:00 PM
Oh yes it was more about selecting all the droids/pawns like faltonico rather downing the idea/mod ;)

I find the mod nice (in fact it's not that often I do translations - because I always play in English - I have to really think the mod should be enjoyed by most  ;D )

Eh, no worries- the feature was meant as a more specialized selection tool anyway, mainly because of the 80 item limit in vanilla. I'd go for the double click for the colonists, too.
Title: Re: [A15] AllowTool (2.4.2) Easily unforbid items (new tools)
Post by: DavidMM18 on October 25, 2016, 04:47:14 PM
Could we get an option (in mod Settings) for the Unforbid everything tool to include things like rotting/desiccated animal/pawn corpses?
Title: Re: [A15] AllowTool (2.4.2) Easily unforbid items (new tools)
Post by: kaptain_kavern on October 25, 2016, 06:29:16 PM
Copy pasted from change log :

2.1.0 - 22.09.2016
- Unforbid everything will now skip rotten and desiccated corpses unless Shift is held.

I had not noticed as well, it's while doing the translation that I saw it in the code ^^
Title: Re: [A15] AllowTool (2.4.2) Easily unforbid items (new tools)
Post by: UnlimitedHugs on October 26, 2016, 03:55:10 AM
That would be correct.
It may have gone unnoticed, since that was before I had the option of spamming you guys with update news in-game :D
Title: Re: [A15] AllowTool (2.4.5) Easily unforbid items (new tools)
Post by: Vincent on November 16, 2016, 10:50:02 PM
Do you think it would be possible to make an option to allow everything all the time (for when you have a drop pod/daze) it would be dangerous to play with that (infestation  :P) but I think it would be a massive QoL improvment
Title: Re: [A15] AllowTool (2.4.5) Easily unforbid items (new tools)
Post by: UnlimitedHugs on November 16, 2016, 11:51:46 PM
Do you think it would be possible to make an option to allow everything all the time (for when you have a drop pod/daze) it would be dangerous to play with that (infestation  :P) but I think it would be a massive QoL improvment

I guess that would do more harm than good. All in all, dropped items getting auto-forbidden is a useful mechanic- it keeps the clueless haulers out of danger. You could assign a hotkey to the "Allow all" tool, though- no more clicking necessary.
Title: Re: [A16] AllowTool (2.5.1) Easily unforbid items
Post by: UnlimitedHugs on December 21, 2016, 04:17:48 PM
Updated to 1.5.1

Forgot to make the update post. Anyway, here's your A16 build, enjoy :)
Title: Re: [A16] AllowTool (2.5.2) Easily unforbid items
Post by: UnlimitedHugs on December 26, 2016, 08:56:40 AM
Updated to 2.5.2

"Allow all" will now include only haulable items- this should prevent unintentionally opening up forbidden doors.
Hold Ctrl to unforbid buildings, as well.
Title: Re: [A16] AllowTool (2.5.2) Easily unforbid items
Post by: Primal Lord on December 28, 2016, 07:08:56 PM
Here's where my laziness is going to shine lol, but would it be possible to add 2 functions that harvest and chop everything on the map that's at 100% growth respectively? That would be a super cool addition :)

Edit: Possibly even a claim all? :p
Title: Re: [A16] AllowTool (2.5.2) Easily unforbid items
Post by: etoire on December 28, 2016, 08:19:20 PM
Harvest/chop/claim all would be amazing for lazy me.

I've been experiencing some minor issues with allowtool not loading into my game at times. Restarting or fumbling with my mod order sorts it out, so I'm sure it's just a conflicting mod, but other than that the mod works perfectly fine. Thanks for all your hard work!
Title: Re: [A16] AllowTool (2.5.2) Easily unforbid items
Post by: UnlimitedHugs on December 28, 2016, 08:35:28 PM
Harvest/chop/claim all would be amazing for lazy me.

I'd rather not overflow the orders menu with buttons, but perhaps there's a more subtle way to do this. I'll think about it.

I've been experiencing some minor issues with allowtool not loading into my game at times.

There seems to be a conflict with one of TheUbie's mods at the moment. I'll investigate and let you know.
Title: Re: [A16] AllowTool (2.5.2) Easily unforbid items
Post by: etoire on December 28, 2016, 08:44:43 PM
Is it possible to make it a right click menu option on the currently existing Tool buttons?
Title: Re: [A16] AllowTool (2.5.2) Easily unforbid items
Post by: UnlimitedHugs on December 28, 2016, 08:49:36 PM
Is it possible to make it a right click menu option on the currently existing Tool buttons?

Yeah, that would be a workable approach.
Title: Re: [A16] AllowTool (2.5.2) Easily unforbid items
Post by: Primal Lord on December 28, 2016, 08:52:58 PM

I'd rather not overflow the orders menu with buttons, but perhaps there's a more subtle way to do this. I'll think about it.


Fair enough, if you do decide to / figure out how to include this in your mod, thanks for the mod by the way :), including haul all / plant cut all would definitely cause hangtimes so long it'd get mistaken for freezes (due to all the grass and rock chunks)
Title: Re: [A16] AllowTool (2.5.2) Easily unforbid items
Post by: UnlimitedHugs on December 28, 2016, 09:54:01 PM
Updated to 2.5.3

The issue of the missing buttons was caused by making changes to your Mods menu without restarting your game afterwards. TheUbie's mods were also involved.
Anyway, I made a quick fix on my end to avoid the problem in the future.
Title: Re: [A16] AllowTool (2.5.4) Easily unforbid items
Post by: gendalf on January 27, 2017, 12:59:58 PM
is there a way to change hotkeys used? 'I' conflicts with the planner.
Title: Re: [A16] AllowTool (2.5.4) Easily unforbid items
Post by: UnlimitedHugs on January 27, 2017, 03:49:50 PM
is there a way to change hotkeys used? 'I' conflicts with the planner.

Sure. See Settings > Keyboard configuration.
Title: Re: [A16] AllowTool (2.5.4) Easily unforbid items
Post by: Fukara on February 12, 2017, 08:07:26 AM
Hello everyone, i get this error

https://www.dropbox.com/s/j0k68zdr04dvebl/Immagine.png?dl=0

Heeeelp please
Title: Re: [A16] AllowTool (2.5.4) Easily unforbid items
Post by: UnlimitedHugs on February 12, 2017, 08:40:15 AM
Hello everyone, i get this error

Could you post a link to your full log? Press Ctrl+F12 after you see the error.
Title: Re: [A16] AllowTool (2.5.4) Easily unforbid items
Post by: Fukara on February 12, 2017, 02:33:15 PM
I solved the problem. Thanks anyway
Title: Re: [A16] AllowTool (2.5.4) Easily unforbid items
Post by: Belgrath on May 15, 2017, 11:51:47 PM
Hi.
Got to say this is a great mod. I'm wondering if this mod is going to work in A17?
I'm testing A17 at the moment and I can't get it to load.
Title: Re: [A16] AllowTool (2.5.4) Easily unforbid items
Post by: UnlimitedHugs on May 16, 2017, 08:39:03 AM
Hi.
Got to say this is a great mod. I'm wondering if this mod is going to work in A17?
I'm testing A17 at the moment and I can't get it to load.

Thank you, that's nice to hear.
I'm almost done with the A17 update- if you'd like, I could send you an early version for testing.
Title: Re: [A16] AllowTool (2.5.4) Easily unforbid items
Post by: Belgrath on May 19, 2017, 05:29:17 AM
I love testing things and watching them break   :P
Sure I'll test it for you
Title: Re: [A16] AllowTool (2.5.4) Easily unforbid items
Post by: someonesneaky on May 22, 2017, 06:54:23 AM
*raises hand*

Me too, please?
Title: Re: [A16] AllowTool (2.5.4) Easily unforbid items
Post by: UnlimitedHugs on May 22, 2017, 09:45:15 AM
*raises hand*
Me too, please?

Of course, step right up :D
PM'd you the link.
Title: Re: [A16] AllowTool (2.5.4) Easily unforbid items
Post by: vaguiners on May 24, 2017, 01:49:58 AM
please pm me
Title: Re: [A16] AllowTool (2.5.4) Easily unforbid items
Post by: Belgrath on May 24, 2017, 04:58:53 AM
I must say it works well in A17 now..
Title: Re: [A16] AllowTool (2.5.4) Easily unforbid items
Post by: jagula on May 24, 2017, 07:55:52 PM
Love this mod. I can't even play A17 without it, to be honest. Can't wait for the update.
Title: Re: [A16] AllowTool (2.5.4) Easily unforbid items
Post by: Fregrant on May 25, 2017, 12:11:01 AM
For unpatient testers: github have different "branches".
Title: Re: [A17] Allow Tool (3.0.0) Huge update! New tools, tool right-click actions
Post by: UnlimitedHugs on May 25, 2017, 08:14:26 AM
Updated to 3.0.0

Phew, what an update!
I am pleased to share with you the A17 version of Allow Tool- completely overhauled, and thoroughly awesome.
Lots of changes- most notably the "Select similar" and "Haul urgently" tools, as well as the new stock tool context menus.

I've also made some new cover images for the mod, so check them out in the main post.

Thank you everyone who took the time to test the mod before the A17 release.
Hugs out, and I hope you have a lovely time!
Title: Re: [A17] Allow Tool (3.0.0) Huge update! New tools, tool right-click actions
Post by: kaptain_kavern on May 25, 2017, 08:37:24 AM
Awesome !

Thank you
Title: Re: [A17] Allow Tool (3.0.0) Huge update! New tools, tool right-click actions
Post by: deathstar on May 27, 2017, 05:48:25 PM
Dude, hot damn! Loving all the new features, especially the integrated vein miner!
Title: Re: [A17] Allow Tool (3.0.0) Huge update! New tools, tool right-click actions
Post by: UnlimitedHugs on May 27, 2017, 06:23:22 PM
I had a blast working on this one :D
Can't take all the credit, though. Someone suggested the tool extensions months ago, and the idea has been with me ever since. Also, the Harmony library was essential in pulling off some of the crazy stuff needed to make this work :P
Title: Re: [A17] Allow Tool (3.0.0) Huge update! New tools, tool right-click actions
Post by: UnlimitedHugs on May 29, 2017, 07:59:06 AM
Updated to 3.1.0

Got a bit of a usability update for the new tools:
- "Haul urgently" and "Select similar" tools will now appear for selected items. This should make them more accessible and save a few clicks.
- The Haul+ work type can now be hidden with a new setting. Haul urgently will still work as expected, the job priority just won't be configurable.
- "Mine connected" action will now consider selected ores as designated. This allows to just select ore tiles for the contest menu action instead of marking them with the Mine tool.
- "Haul urgently" context action changed to mark only items visible on screen. This should make it applicable more often.

Remember to also grab at least HugsLib 3.1.0 to run this update.

Also, added the German translation contributed by Lauri7x3.
Title: Re: [A17] Allow Tool (3.0.0) Huge update! New tools, tool right-click actions
Post by: Fregrant on May 29, 2017, 08:44:27 AM
"- "Haul urgently" context action changed to mark only items visible on screen. This should make it applicable more often."
You have a point here. Though sometimes it was useful to mark all, to drag in a deteriorating scattered items after a raid and so on.
Title: Re: [A17] Allow Tool (3.0.0) Huge update! New tools, tool right-click actions
Post by: UnlimitedHugs on May 29, 2017, 08:57:34 AM
"- "Haul urgently" context action changed to mark only items visible on screen. This should make it applicable more often."
You have a point here. Though sometimes it was useful to mark all, to drag in a deteriorating scattered items after a raid and so on.

I could add back the "everything" mode by making a second context menu option. It's always better to keep already implemented features around if possible, so you make a good point.
Title: Re: [A17] Allow Tool (3.0.0) Huge update! New tools, tool right-click actions
Post by: Omnicide on May 29, 2017, 09:22:10 AM
I just wanted to let you know, changing to 3.1 from 3.0, this mod breaks my game. Would you like the error log?
Title: Re: [A17] Allow Tool (3.0.0) Huge update! New tools, tool right-click actions
Post by: UnlimitedHugs on May 29, 2017, 09:24:33 AM
I just wanted to let you know, changing to 3.1 from 3.0, this mod breaks my game. Would you like the error log?

Of course, please send it my way.
Title: Re: [A17] Allow Tool (3.0.0) Huge update! New tools, tool right-click actions
Post by: Omnicide on May 29, 2017, 09:37:53 AM
I just wanted to let you know, changing to 3.1 from 3.0, this mod breaks my game. Would you like the error log?

Of course, please send it my way.

I hope that is the correct way to post the error log. Long time lurker with few posts under my belt. Its been a while since i've posted to a forum. Seeing as how I enjoy your work, I figured I would do my part.
 
If there is a preferred way of submitting the log, please let me know, I would be happy to do it correctly.
 
Edit. Added your hugslib error log upload button link.
https://gist.github.com/f2fc44e4c5d8791bcde1d3c8649a331c
 
Edit. Updating your Mod Library fixed the issue. I had a suspicion that it may have been a dependency and noticed your prolific library's update.

[attachment deleted by admin due to age]
Title: Re: [A17] Allow Tool (3.0.0) Huge update! New tools, tool right-click actions
Post by: UnlimitedHugs on May 29, 2017, 10:03:03 AM
I hope that is the correct way to post the error log. Long time lurker with few posts under my belt. Its been a while since i've posted to a forum. Seeing as how I enjoy your work, I figured I would do my part.
 
If there is a preferred way of submitting the log, please let me know, I would be happy to do it correctly.
Edit. Added your hugslib error log upload button link.
https://gist.github.com/f2fc44e4c5d8791bcde1d3c8649a331c
Edit. Updating your Mod Library fixed the issue. I had a suspicion that it may have been a dependency and noticed your prolific library's update.

I do prefer the logs uploaded with the HugsLib publisher, but seems you already posted one :)
It was indeed because of the library version- though Allow Tool should have warned you with a popup about the dependency as you were starting the game. I'll look into that.
Thank you for taking the time to report this.
Title: Re: [A17] Allow Tool (3.0.0) Huge update! New tools, tool right-click actions
Post by: Omnicide on May 29, 2017, 10:13:14 AM
I hope that is the correct way to post the error log. Long time lurker with few posts under my belt. Its been a while since i've posted to a forum. Seeing as how I enjoy your work, I figured I would do my part.
 
If there is a preferred way of submitting the log, please let me know, I would be happy to do it correctly.
Edit. Added your hugslib error log upload button link.
https://gist.github.com/f2fc44e4c5d8791bcde1d3c8649a331c
Edit. Updating your Mod Library fixed the issue. I had a suspicion that it may have been a dependency and noticed your prolific library's update.

I do prefer the logs uploaded with the HugsLib publisher, but seems you already posted one :)
It was indeed because of the library version- though Allow Tool should have warned you with a popup about the dependency as you were starting the game. I'll look into that.
Thank you for taking the time to report this.

Of course, the least I could do as a user of your exceptional modifications  :)
Title: Re: [A17] Allow Tool (3.0.0) Huge update! New tools, tool right-click actions
Post by: Fregrant on May 29, 2017, 10:36:49 AM
"- "Haul urgently" context action changed to mark only items visible on screen. This should make it applicable more often."
You have a point here. Though sometimes it was useful to mark all, to drag in a deteriorating scattered items after a raid and so on.

I could add back the "everything" mode by making a second context menu option. It's always better to keep already implemented features around if possible, so you make a good point.
Yes, that sounds great. Though mod is good anyway  :D
Title: Re: [A17] Allow Tool (3.1.0) New tools, tool right-click actions
Post by: henk on May 29, 2017, 02:25:53 PM
"Hunt all animals" and "Harvest all plants" will designate animals and plants in undiscovered areas.
Title: Re: [A17] Allow Tool (3.1.1) New tools, tool right-click actions
Post by: UnlimitedHugs on May 29, 2017, 03:26:02 PM
Updated to 3.1.1

Just pushed a quick update to address the latest issues.
Context actions will now properly respect fogged tiles, and the context action on "Select similar" should now work properly.
I updated the checker to properly show a popup if HugsLib needs to be updated.
Also, I added a second context action to "Haul urgently"- it will haul everything on the map, just like it used to before today's update.

"Hunt all animals" and "Harvest all plants" will designate animals and plants in undiscovered areas.

Just fixed. I appreciate the report, though :)
Title: Re: [A17] Allow Tool (3.1.1) New tools, tool right-click actions
Post by: DenVildeHest on May 30, 2017, 11:11:01 AM
Could you add functionality for a global "cancel orders" and a "mine" hotkey? or even better just a hotkey to access the Orders and Zone/Area tabs in the architect menu.
Title: Re: [A17] Allow Tool (3.1.1) New tools, tool right-click actions
Post by: UnlimitedHugs on May 30, 2017, 01:54:25 PM
Could you add functionality for a global "cancel orders" and a "mine" hotkey? or even better just a hotkey to access the Orders and Zone/Area tabs in the architect menu.

Hotkeys are a bit tricky- between vanilla and my mods alone, there is not one free key left on the keyboard. Maybe on the numpad somewhere :P
I could extend the functionality of the "context action" key to have it activate the first context action on the selected items, if no tool is selected. Would that work for you?
Title: Re: [A17] Allow Tool (3.1.1) New tools, tool right-click actions
Post by: DenVildeHest on May 30, 2017, 03:20:05 PM
If I understand what you are proposing i.e. I want to mine out an area, so I select the first block and click the context action button, and then the block is set to mined that wouldn't be all that helpful as it only selects that block. and I would have to mark every block and click the context button for each. If it could give me the mining tool/the chop wood tool etc. when I select and use context action that would be mind blowing though! 
Title: Re: [A17] Allow Tool (3.1.1) New tools, tool right-click actions
Post by: UnlimitedHugs on May 30, 2017, 03:55:12 PM
If I understand what you are proposing i.e. I want to mine out an area, so I select the first block and click the context action button, and then the block is set to mined that wouldn't be all that helpful as it only selects that block. and I would have to mark every block and click the context button for each. If it could give me the mining tool/the chop wood tool etc. when I select and use context action that would be mind blowing though!

What I meant is- say, you select one or more ore tiles, press the context action key, and since you see the Mine button while having the ores selected, and Mine has a context action, it will activate "Mine connected" on the selected tiles.
But I understand now what you mean, and I'll keep that in mind- maybe I'll come up with something. Perhaps holding Shift while clicking the Mine button could summon the Mine tool instead, like you are proposing.
Title: Re: [A17] Allow Tool (3.1.1) New tools, tool right-click actions
Post by: DenVildeHest on May 31, 2017, 04:19:52 PM
I could extend the functionality of the "context action" key to have it activate the first context action on the selected items, if no tool is selected. Would that work for you?
While playing I thought about every time the above function would be useful and reduce mouse clicks or looking for hotkeys and it's quite a lot. If it's not too hard to implement I'd be interested in that functionality for sure.
Title: Re: [A17] Allow Tool (3.1.1) New tools, tool right-click actions
Post by: UnlimitedHugs on May 31, 2017, 04:53:13 PM
While playing I thought about every time the above function would be useful and reduce mouse clicks or looking for hotkeys and it's quite a lot. If it not too hard to implement I'd be interested in that functionality for sure.

That's good to know. I'll see if I can add it to the next update.
Title: Re: [A17] Allow Tool (3.1.1) New tools, tool right-click actions
Post by: DenVildeHest on May 31, 2017, 08:04:39 PM
Well I seem to have run into a bug that I can reproduce reliably, although It might be a conflict with other mods? I don't know. I moved your mod around in the loadorder a bit and I didn't change anything. It has to do with the select similar tool. It will work after reordering mods, or restarting the client(same thing i guess) upon first loading a game. But if I load a savegame afterwards it will bug out. I seem to remember some of the other hotkeys bugging out too but I haven't tested it. 
Output_log (https://pastebin.com/bi37z526)
Video of bug (https://www.youtube.com/watch?v=qn81XRmQKrk)
Title: Re: [A17] Allow Tool (3.1.2) New tools, tool right-click actions
Post by: UnlimitedHugs on June 01, 2017, 09:47:01 AM
Updated to 3.1.2

Got some fixes and improvements here:
- Select similar will no longer break after loading a game twice
- Tools on selected items can now be individually disabled in the settings
- Shift-clicking a tool on selected items will now pick that tool up
- The "Context action" hotkey will activate the action on the first visible tool, when no tool is selected. This can save you a few extra clicks, especially when mining: select an ore tile, and press the key (Equals by default). The ore patch will be marked using the context action, which is "Mine connected ores".

@DenVildeHest
Good report, thank you. Should be fixed in this patch.
Title: Re: [A17] Allow Tool (3.1.2) New tools, tool right-click actions
Post by: DenVildeHest on June 01, 2017, 06:15:01 PM
Thanks a bunch I'll give it a spin!
Edit:
Great update really minimizes all the clicking around in menus. 2 minor things I found so far;
1. Using the shift click on tool functionality on the "chop wood" tool will give you the "cut plants" tool. Expected behavior would be the "chop wood" tool.

2. Using the context action key on a tile marked for mining will cancel all orders on map. A better functionality in this case would be "mine connected ores" for mining. Although it is technically doing what it's supposed to as cancel is the first visible tool. Much less useful than the other functionality though.
   
Maybe It would be an idea to just not allow the "context action" hotkey to "see" the cancel tool, It might create some headaches for for people who have issued many orders and press the hotkey expecting another outcome.
It's also not a functionality you would want to use very often. Same deal if I have a tree selected for chopping/cutting. Using the "context action" hotkey cancels all orders on map. Would much rather have it use the context action of the "select similar" tool- "select similar things on map". I guess just leave it as it is if it's not easy to have the "context action" hotkey ignore the "cancel" tool.
-Sorry to be such a pain in the (_!_)
Title: Re: [A17] Allow Tool (3.2.1) New tool: Finish off
Post by: UnlimitedHugs on June 03, 2017, 01:12:16 PM
Updated to 3.2.1

Added a new tool: "Finish off".
It marks downed creatures to be quickly and painlessly murderized. This should be great for raid and hunting trip cleanup, as I feel it's much better than leaving someone to slowly expire or punching them repeatedly.
This was a complex addition, so do let me know if you run into any issues.

@DenVildeHest
Yeah, valid points. I'm not going any deeper down this rabbit hole, though :P
Let's leave good enough alone and move on to more fun things.
Title: Re: [A17] Allow Tool (3.2.1) New tool: Finish off
Post by: phoenixfire53 on June 03, 2017, 01:48:59 PM
UnlimitedHugs:

This update broke the "work" tab for me.  It will only show 1 colonist in the list.  This persists through all my saved games, but displays correctly when starting a new game.  Disabling Allow Tool solved the problem.
Title: Re: [A17] Allow Tool (3.1.2) New tools, tool right-click actions
Post by: SpaceDorf on June 03, 2017, 01:49:40 PM

2. Using the context action key on a tile marked for mining will cancel all orders on map. A better functionality in this case would be "mine connected ores" for mining. Although it is technically doing what it's supposed to as cancel is the first visible tool. Much less useful than the other functionality though.

This .. cancel all Blueprints may not be a option anybody wants .. ever ..
The Havoc this single click can cause is incredible so please just remove the option, or at least give it a dialog.
Title: Re: [A17] Allow Tool (3.2.1) New tool: Finish off
Post by: SpaceDorf on June 03, 2017, 01:50:58 PM
UnlimitedHugs:

This update broke the "work" tab for me.  It will only show 1 colonist in the list.  This persists through all my saved games, but displays correctly when starting a new game.  Disabling Allow Tool solved the problem.

This happens when workgivers are changed or new jobs are added mid-game, this has nothing to to with worktab .. the vanilla tab does not like this either :-D
Title: Re: [A17] Allow Tool (3.2.2) New tool: Finish off
Post by: phoenixfire53 on June 03, 2017, 02:18:21 PM
Oh okay.  So disabling and reenabling Allow Tool sorted me out so... never mind I guess!
Title: Re: [A17] Allow Tool (3.2.2) New tool: Finish off
Post by: UnlimitedHugs on June 03, 2017, 02:22:13 PM
Updated to 3.2.2

This should hopefully resolve the remaining cases of errors after loading a game.

@SpaceDorf
I'll see if I can add a confirmation to the Cancel thing in a future update.
As for the wortype thing, I'm aware of it- guess my first fix didn't quite cut it :P
Should work now, though.
Title: Re: [A17] Allow Tool (3.2.2) New tool: Finish off
Post by: SpaceDorf on June 03, 2017, 03:09:05 PM
Yeah I just noticed it had nothing to do with mining, but with tool-clicking on the mining designation.

But activating mining and than trying to vein-mine is quite dangerous :)

The Icon for Finish Off looks real nice.
Title: Re: [A17] Allow Tool (3.2.2) New tool: Finish off
Post by: Pichu0102 on June 04, 2017, 02:27:28 AM
What worktype is finish off a job under? My colonists never get around to it.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: UnlimitedHugs on June 04, 2017, 10:30:13 AM
Updated to 3.2.3

Released another fix to address colonists ignoring the Finish off orders on existing saves.

If you are having this problem, check the Mod Settings menu- I've added a setting to show the (normally hidden) work type, so that it can be toggled for individual colonists.

The Icon for Finish Off looks real nice.

Thank you ^_^
I also quite like it. Looks like the practice is paying off.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: deathstar on June 04, 2017, 03:19:00 PM
Love the new addition, again a feature you'd think would be in the base game. I always hated how you had to get someone with a knife to stab an incapacitated animal or person a good 20 times before they die...
Title: Re: [A17] Allow Tool (3.2.2) New tool: Finish off
Post by: SpaceDorf on June 05, 2017, 07:35:13 AM
Updated to 3.2.2

@SpaceDorf
I'll see if I can add a confirmation to the Cancel thing in a future update.


I just found out, that I can disable the option in the mods menu, which is good enough for me ;D
Thanks you for that.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: UnlimitedHugs on June 05, 2017, 10:34:56 AM
Love the new addition, again a feature you'd think would be in the base game. I always hated how you had to get someone with a knife to stab an incapacitated animal or person a good 20 times before they die...

It does make it easier emotionally- for someone who is sensitive this can be a deal breaker.
Many lives were lost during the testing phase of the tool, but I rest easy knowing that they gave their pawn lives for a good cause :)

I just found out, that I can disable the option in the mods menu, which is good enough for me ;D
Thanks you for that.

Oh hey, that works too. I'll strike that one off my list.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: Plasmatic on June 05, 2017, 02:15:28 PM
Absolutely ADORE the mod, makes life so much easier with something as simple as Allow all!

Finish off is a HUGE boon when it comes to manhunter packs too, though I would wish it would auto mark the corpse as allowed when it's dead.. But I'm assuming that's on the todo list :)

The other things I could think of right now is the context menu's having a button for within the home area only, like "Harvest all within Home" or "Haul all within Home".
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: UnlimitedHugs on June 05, 2017, 02:31:46 PM
Absolutely ADORE the mod, makes life so much easier with something as simple as Allow all!

Finish off is a HUGE boon when it comes to manhunter packs too, though I would wish it would auto mark the corpse as allowed when it's dead.. But I'm assuming that's on the todo list :)

The other things I could think of right now is the context menu's having a button for within the home area only, like "Harvest all within Home" or "Haul all within Home".

Auto-allow might work, though it's not something you would want in every case. I'd rather err on the safe side. Also, I heard there was a mod specifically for allowing forbidden items :)

The "all in home area" is a nice idea. I'll keep it in mind, maybe something will come of it.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: onerous1 on June 14, 2017, 10:04:30 PM
Has anyone had the problem with combat not ending when using the finishing off tool? I constantly hear combat music and friendlies have shown up multiple times long after any danger has been eliminated. I do have a long mod list and just want to double check. I also suspect the wolf pack mod...
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: Antaios on June 14, 2017, 10:30:29 PM
Has anyone had the problem with combat not ending when using the finishing off tool? I constantly hear combat music and friendlies have shown up multiple times long after any danger has been eliminated. I do have a long mod list and just want to double check. I also suspect the wolf pack mod...

The unending combat music, random friendlies arriving, and no option to name your colony bugs all seem to trace back to there being an unopened ancient shrine with hostile mechanoids in it. Try checking for any nasties in your shrines.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: onerous1 on June 15, 2017, 09:08:55 PM
The unending combat music, random friendlies arriving, and no option to name your colony bugs all seem to trace back to there being an unopened ancient shrine with hostile mechanoids in it. Try checking for any nasties in your shrines.

Are you serious? That ancient shrine is deep in the mountain at the edge of the map. Thanks for the info. That's annoying. Now I have to figure out which mod spawned the shrine deep in the mountain. Apparently, ancient dangers can spawn deep in the mountain. C'est le Rimworld.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: giannikampa on July 05, 2017, 02:40:30 PM
good mod just discovered
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: faltonico on July 19, 2017, 12:52:35 AM
Hi!
I'm loving the new features! Just when i thought it wouldn't be possible to improve the mod any further. Great job!

I had an error pop up though, but i can't relate it to anything in particular happening in the map, and it only occurred once:
Code: [Select]
[AllowTool][ERR] Exception during PrepareContextMenus: System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
  at System.Collections.Generic.List`1+Enumerator[Verse.Designator].VerifyState () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1+Enumerator[Verse.Designator].MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[Verse.DesignationCategoryDef,Verse.Designator].MoveNext () [0x00000] in <filename unknown>:0
  at AllowTool.Context.DesignatorContextMenuController.PrepareContextMenus () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
AllowTool.Context.DesignatorContextMenuController:PrepareContextMenus()
AllowTool.AllowToolController:WorldLoaded()
HugsLib.HugsLibController:OnPlayingStateEntered()
HugsLib.Patches.Game_FinalizeInit_Patch:WorldLoadedHook()
Verse.Game:FinalizeInit_Patch1(Object)
Verse.Game:InitNewGame()
Verse.Root_Play:<Start>m__850()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
I am having some random GUI errors from time to time, does this has to do with it?

Keep up the good work pal, I really appreciate it!
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: UnlimitedHugs on July 19, 2017, 12:05:25 PM
Hi! I'm loving the new features! Just when i thought it wouldn't be possible to improve the mod any further. Great job!
I had an error pop up though, but i can't relate it to anything in particular happening in the map, and it only occurred once:

Hey :)
Glad you're putting the new stuff to work.
As for the error, looks like you caught a rare one caused by Rimworld loading things in different threads. I'll make a fix in the next update. I would say it's unlikely that this would cause further errors, though.
Some logs of those would help, if you want to investigate.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: Little Hell on July 19, 2017, 12:42:20 PM
Very useful mod, and I love the Finish off animation.

Can I suggest something? I don't know if anyone suggested it already, I'm too lazy to check, but anyway; a 'harvest all plants like this on map'? So you can, for example, harvest all the wild healroot without harvesting the berries or vice versa.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: UnlimitedHugs on July 19, 2017, 12:54:33 PM
Can I suggest something? I don't know if anyone suggested it already, I'm too lazy to check, but anyway; a 'harvest all plants like this on map'? So you can, for example, harvest all the wild healroot without harvesting the berries or vice versa.

You're in luck- this can already be done with the "Select similar" tool. Select a healroot, then use the right-click menu action on Select similar. Bam, all healroot selected. Now just click "Harvest", and you're good to go.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: Little Hell on July 19, 2017, 01:53:59 PM
You're in luck- this can already be done with the "Select similar" tool. Select a healroot, then use the right-click menu action on Select similar. Bam, all healroot selected. Now just click "Harvest", and you're good to go.

Wow, that's an interesting combination... why I didn't thought that before...

Thanks! I said nothing then. I will Finish off some raiders to compensate my stupidity.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: LuminaryXion on July 26, 2017, 07:45:08 AM
I keep getting an error :(


Quote
Mod RimworldAllowTool-3.2.3 has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.17.1557</targetVersion>
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator212:MoveNext()
Verse.<>c__Iterator212:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: SpaceDorf on July 26, 2017, 07:55:52 AM
You're in luck- this can already be done with the "Select similar" tool. Select a healroot, then use the right-click menu action on Select similar. Bam, all healroot selected. Now just click "Harvest", and you're good to go.
Another great combination is select similiar for ores if you are looking for specific ores on your map .. and then mark them with the planning tool,

or on small encounter maps select similiar then mine adjectent ores ..

Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: UnlimitedHugs on July 26, 2017, 10:18:39 AM
I keep getting an error :(

Make sure you installed the mod correctly. Your folder structure should look something like: Rimworld/Mods/AllowTool/About/About.xml
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: LuminaryXion on July 29, 2017, 05:13:25 AM
Your folder structure should look something like: Rimworld/Mods/AllowTool/About/About.xml

That was it! The zip folder had an extra 2 layers of weird stuff in it. All better now, thank you!
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: faltonico on August 12, 2017, 02:01:02 AM
The lag when selecting several items is massive, like "omg my pc is a bout to explode" kind of lag, it doesn't even have to be many items... Is there a way to reduce that on my side other than not using the select similar tool?
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: UnlimitedHugs on August 12, 2017, 03:10:02 PM
The lag when selecting several items is massive, like "omg my pc is a bout to explode" kind of lag, it doesn't even have to be many items... Is there a way to reduce that on my side other than not using the select similar tool?

Indeed there is! I have included a setting for that in the usual Mod Options menu.
I think the vanilla limit is around 60 items, for reference.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: faltonico on August 12, 2017, 09:51:09 PM
The lag when selecting several items is massive, like "omg my pc is a bout to explode" kind of lag, it doesn't even have to be many items... Is there a way to reduce that on my side other than not using the select similar tool?

Indeed there is! I have included a setting for that in the usual Mod Options menu.
I think the vanilla limit is around 60 items, for reference.
Thank you for pointing that out!
Question though... why 60? and why the lag in the first place? there was a mod in A16 that removed the 80 selection limit and you could select everything on screen: https://ludeon.com/forums/index.php?topic=31716.msg327902#msg327902 i didn't have any trouble with that.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: faltonico on August 13, 2017, 02:17:10 AM
new post for new issue.
I got this one after generating a new map via huglibs generate map feature on start:
Code: [Select]
[AllowTool][ERR] Exception during PrepareContextMenus: System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
  at System.Collections.Generic.List`1+Enumerator[Verse.Designator].VerifyState () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1+Enumerator[Verse.Designator].MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[Verse.DesignationCategoryDef,Verse.Designator].MoveNext () [0x00000] in <filename unknown>:0
  at AllowTool.Context.DesignatorContextMenuController.PrepareContextMenus () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
AllowTool.Context.DesignatorContextMenuController:PrepareContextMenus()
AllowTool.AllowToolController:WorldLoaded()
HugsLib.HugsLibController:OnPlayingStateEntered()
HugsLib.Patches.Game_FinalizeInit_Patch:WorldLoadedHook()
Verse.Game:FinalizeInit_Patch1(Object)
Verse.Game:InitNewGame()
Verse.Root_Play:<Start>m__850()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: UnlimitedHugs on August 13, 2017, 08:59:04 AM
Question though... why 60? and why the lag in the first place? there was a mod in A16 that removed the 80 selection limit and you could select everything on screen: https://ludeon.com/forums/index.php?topic=31716.msg327902#msg327902 i didn't have any trouble with that.

The limit is due to how selection and command buttons (the ones that appear for select items) are implemented in Rimworld. At some point someone said "Eh, good enough" and moved on to other things- which is generally a smart move.
As for the mod, I'll have to take that apart sometime.

new post for new issue.
I got this one after generating a new map via huglibs generate map feature on start:

Yep, known issue- its safe to ignore for now. Fix still pending.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: faltonico on August 13, 2017, 10:09:22 AM
I checked the code of that other mod, it has a detour that is no longer supported by hugslib, you said how to make the translation to harmony patch, but i really didn't get how to do it (i got lost in the prefix or postfix part xDD).
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: IWannaChaos on August 13, 2017, 12:05:56 PM
I like this mod even more after I replaced the Finish Off audio with the "Finish Him!" line from Mortal Kombat :D
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: maculator on September 21, 2017, 01:55:51 PM
Just wanted to say thanks for the haul+ part. Was looking for that kind of thing for a long time. I disabled everything but the haul urgently part of the mod, so I cant say how the other stuff plays (exept a few mintes seeing what it does), but the haul+ part is the best thing in the world.

I was thinking about a "Everything+"-Zone. Like you set the zone and everything in it wich gives work will be priority number 1.
But even while I have no idea bout modding I can asume this would be problematic because it essentially doubles the amount of things the game has to sort and determine wich to handle when.
Well thinking and asking is free, so concider this my free thoughts.
And this my free asking:
At some point would you concider pushing just the haul+ as a mod?

Cheers and thanks again for this awsome mod and the lib of course!
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: UnlimitedHugs on September 21, 2017, 03:24:53 PM
Just wanted to say thanks for the haul+ part. Was looking for that kind of thing for a long time. I disabled everything but the haul urgently part of the mod, so I cant say how the other stuff plays (exept a few mintes seeing what it does), but the haul+ part is the best thing in the world.

I was thinking about a "Everything+"-Zone. Like you set the zone and everything in it wich gives work will be priority number 1.
But even while I have no idea bout modding I can asume this would be problematic because it essentially doubles the amount of things the game has to sort and determine wich to handle when.
Well thinking and asking is free, so concider this my free thoughts.
And this my free asking:
At some point would you concider pushing just the haul+ as a mod?

Cheers and thanks again for this awsome mod and the lib of course!

A generic high-priority tool is a good idea- something I considered myself, as well. Unfortunately, due to the way jobs are currently assigned, it would come at a significant performance cost. Every marked tile would have to constantly be checked for every work type... by each colonist. There are ways of optimizing this, but it would require a fair amount of work.
Also, there is the issue of detecting when work has been done and the mark can be removed. Simple for mining or hauling items, but problematic for, say, a workbench.

Splitting off priority hauling into a separate mod is not worth it, in my opinion. There is a good deal of overheard associated with maintaining a mod, including cover art, steam and forum page management, publishing releases- the works. Making features optional is an easier way of going about it, I find.

I appreciate your comment.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: maculator on September 21, 2017, 04:26:47 PM
Aww thats sad. But since I'm a huge Kerbal Spaceprogram addict I know the struggle with only using one CPU-Core, and constant mod breaking updates aswell^^ Well micromanaging my hauling with haul+ and dedicated zones works pretty well, just would've been nice to have a zone that does this by itself.
One last question:
How does haul+ interact with other mods that alter hauling? Like "Cooks can refuel", "Hand me that brick", "Refactored Workpriorities", etc..
Since I'm not a coder I'm always scared that I screw stuff up if I put in to many mods of that kind because they could interference with each other.
A "Workpriorities Master Mod" would be great to have, all those mods put in one pack with options.
Edit: To specify whats going on in my mind:
In my mind, the one of a non-modder/coder, haul+ is a worktype and the tool provides the orders for the workers. So one could patch the "refuel stove", "haul perishables", "haul material to blueprints", etc. to be a "haul+ worktype" so its only one worktype for all and less drama for everyone.
A set of options to toggle functions and BAM my dream mod is done!
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: UnlimitedHugs on September 21, 2017, 05:24:01 PM
Aww thats sad. But since I'm a huge Kerbal Spaceprogram addict I know the struggle with only using one CPU-Core, and constant mod breaking updates aswell^^ Well micromanaging my hauling with haul+ and dedicated zones works pretty well, just would've been nice to have a zone that does this by itself.
One last question:
How does haul+ interact with other mods that alter hauling? Like "Cooks can refuel", "Hand me that brick", "Refactored Workpriorities", etc..
Since I'm not a coder I'm always scared that I screw stuff up if I put in to many mods of that kind because they could interference with each other.
A "Workpriorities Master Mod" would be great to have, all those mods put in one pack with options.
Edit: To specify whats going on in my mind:
In my mind, the one of a non-modder/coder, haul+ is a worktype and the tool provides the orders for the workers. So one could patch the "refuel stove", "haul perishables", "haul material to blueprints", etc. to be a "haul+ worktype" so its only one worktype for all and less drama for everyone.
A set of options to toggle functions and BAM my dream mod is done!

As far as I know, there are no conflicts with any other mods. Rimworld is fairly modular internally, so it's generally not difficult to stay out of each others way.

A catch-all mod sounds nice conceptually, but it's still a lot of work. Authors would have to agree to surrender their work or cooperate, and I don't know which one of the two is worse :D
There is always room for improvement, but with hundreds of man-hours required to produce good work it's essential to know how to pick your battles.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: Nekokon on September 21, 2017, 05:54:51 PM
^ For your problem I think you can use Fluffy's Work Tab, it breaks down every single job groups into small jobs (including extra jobs from mods). For example, you can manually set "haul to blue print" higher than everything else so your builder/hauler can haul everything first, then process to work on all of them. The only down side is there're too many small jobs and no export/import function, so when things go haywire and you need to change workers around you will have to set priority for all of them again.

For the other issue, I'm not sure how the code for priorities works, but I guess it would be like: send job check after current job done (or partly done, in case of crafting) in priority order > if one is found, process to the new job and skip the rest > prioritize closest location (bench to craft, or tile to work, or item to haul) in the same work group. Since it skips the rest of the job, it also disregard if there's any possible job closer and just go across the map to finish the higher priority one and that's the main problem.
So if we can't just force check all possible jobs (performance issue), how about forcing a single distance check after it passes the "pick a job" phase ? It would be: check for job > find one > look for closest location > distance check if it's higher than what we set > if it's not, process to the job like normal (skip the rest); but if it's higher than the value set > discard said job, process to the next one in priority order.
There might be problem if there're too many jobs queued around the same area, but it can be easily take care of since 1. we usually (and are recommended to) set only a few specific jobs for each pawn; and 2. we can manually prioritize pawns to do specific job somewhere far away, and it will keep working around that area until everything's done or when told to go somewhere else again.
Another problem would be when they finished everything in 1 area far away from other jobs and all distance checks ended up fail and pawn goes into idle, we can disable check only for idle pawn. Even better if we can manually change distance check in game for each pawn like the slider in work benches.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: UnlimitedHugs on September 21, 2017, 06:42:44 PM
For the other issue, I'm not sure how the code for priorities works, but I guess it would be like: send job check after current job done (or partly done, in case of crafting) in priority order > if one is found, process to the new job and skip the rest > prioritize closest location (bench to craft, or tile to work, or item to haul) in the same work group. Since it skips the rest of the job, it also disregard if there's any possible job closer and just go across the map to finish the higher priority one and that's the main problem.
So if we can't just force check all possible jobs (performance issue), how about forcing a single distance check after it passes the "pick a job" phase ? It would be: check for job > find one > look for closest location > distance check if it's higher than what we set > if it's not, process to the job like normal (skip the rest); but if it's higher than the value set > discard said job, process to the next one in priority order.
There might be problem if there're too many jobs queued around the same area, but it can be easily take care of since 1. we usually (and are recommended to) set only a few specific jobs for each pawn; and 2. we can manually prioritize pawns to do specific job somewhere far away, and it will keep working around that area until everything's done or when told to go somewhere else again.
Another problem would be when they finished everything in 1 area far away from other jobs and all distance checks ended up fail and pawn goes into idle, we can disable check only for idle pawn. Even better if we can manually change distance check in game for each pawn like the slider in work benches.

Could work, but you'd have to manually send each colonist to the work area first. Also, needs have higher priority than work, so they would soon loose interest in the area and return home.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: maculator on September 26, 2017, 05:07:50 PM
Well if been testing the tool the past days and added "select similar" to my list of parts I'll use constantly. However: I only got the haul+ worktype, the haul+ tool and the select similar tool activated and I stil can rightclick the select similar tool and select the whole map.
I got my problems figuring out all the meanings of the different options since I'm german but as far as I understand thats an option I can disable (wich I have). So it actually shouldn't show.

And I noticed my guy are now hauling perishables before anything else. Since I got no other mod that alters work related stuff I guess it must be a feature of allow tool?
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: Canute on September 27, 2017, 04:50:27 AM
The "select the whole map" is from another mod.
https://ludeon.com/forums/index.php?topic=34797.0
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: UnlimitedHugs on September 27, 2017, 05:16:00 AM
I only got the haul+ worktype, the haul+ tool and the select similar tool activated and I stil can rightclick the select similar tool and select the whole map.
And I noticed my guy are now hauling perishables before anything else. Since I got no other mod that alters work related stuff I guess it must be a feature of allow tool?

Nice catch, I'll fix the context menu disabling in the next update- right now it just seems to hide the right click icon.
As for the perishables- Allow Tool should not affect any haul priorities outside of Haul Urgently.

The "select the whole map" is from another mod.
https://ludeon.com/forums/index.php?topic=34797.0

Select Similar is definitely an Allow Tool feature, since I distinctly remember writing it myself :)
Guess the other mod's author didn't know about it, so he made his own.
But hey, it's all good- I don't mind.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: maculator on September 28, 2017, 04:44:05 AM
The "select the whole map" is from another mod.
https://ludeon.com/forums/index.php?topic=34797.0
That mod you linked just adds tools to the right click menu.
[...] This also works with AllowTool and its custom right-clickable items.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: SpaceDorf on October 16, 2017, 08:13:15 AM
@UnlimitedHugs

I actually played Rimworld for a while today and I though the Ultimate convenience addtion for the AllowTool would be to assign "Haul Urgently" automatically to pre-defined items right on drop/creation.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: Kori on October 16, 2017, 01:49:10 PM
@UnlimitedHugs

I actually played Rimworld for a while today and I though the Ultimate convenience addtion for the AllowTool would be to assign "Haul Urgently" automatically to pre-defined items right on drop/creation.

 :o
+111
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: UnlimitedHugs on October 19, 2017, 04:01:12 PM
I actually played Rimworld for a while today and I though the Ultimate convenience addtion for the AllowTool would be to assign "Haul Urgently" automatically to pre-defined items right on drop/creation.

That's a neat idea. I'll think about it.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: BlackSmokeDMax on October 19, 2017, 07:57:07 PM
I actually played Rimworld for a while today and I though the Ultimate convenience addtion for the AllowTool would be to assign "Haul Urgently" automatically to pre-defined items right on drop/creation.

That's a neat idea. I'll think about it.

If you do implement that, please make it optional if possible. I micro early hauling, and then just allow all.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: UnlimitedHugs on October 19, 2017, 08:17:59 PM
If you do implement that, please make it optional if possible. I micro early hauling, and then just allow all.

Of course.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: SpaceDorf on October 20, 2017, 03:42:05 AM
If you do implement that, please make it optional if possible. I micro early hauling, and then just allow all.

Read the suggestion again .. I would like a list, to which I can add Items ( like berries )
that get assigned the "Haul Urgently" Labor when they drop.

Everything about this is absolute player controlled micro. If you change your mind, remove everything from the list and you are back to vanilla settings.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: BlackSmokeDMax on October 20, 2017, 08:35:05 AM
If you do implement that, please make it optional if possible. I micro early hauling, and then just allow all.

Read the suggestion again .. I would like a list, to which I can add Items ( like berries )
that get assigned the "Haul Urgently" Labor when they drop.

Everything about this is absolute player controlled micro. If you change your mind, remove everything from the list and you are back to vanilla settings.

Ah, yeah that sounds better. By "pre-defined" thought you meant a list built into the mod. Think you may want to change that to "user-defined".
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: SpaceDorf on October 20, 2017, 08:44:22 AM
You are right, the point who does the defining is very important ;D

I just presumed that a good tool enables me to define things, but it is Me, the player/user, who does the defining. Of course there can be presets, like expensive Items or food Items that spoil quickly, but even those should be open to changes.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: Canute on October 20, 2017, 08:53:56 AM
A window like the modlist,
you can see all haul priorites and move them up/down and can assign categories/item to auto. marked for haul urgenty.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: Nightinggale on October 20, 2017, 09:45:44 AM
There are tools for priority already, like Please Haul Perishables (http://steamcommunity.com/sharedfiles/filedetails/?id=933645080) and HaulpriorityRedux (http://steamcommunity.com/sharedfiles/filedetails/?id=725714675). Both work by adding new jobs with higher priority and then make haulers haul a subset of items while leaving the vanilla haul unmodified. In other words just like Haul Urgently. The difference is that they are part of the Haul category, meaning it's just priority between haul tasks and unrelated to priority regarding non-haul tasks, that is, unless you use Fluffy's worktab to change priority of each job inside Haul. All 3 mods mentioned here works well together.

Having said that, I certainly would prefer a user configurable priority system. It could be implemented as say 5 jobs and then a menu to set which item belongs to which job, effectively giving 5 priority levels. Perhaps the lowest should be the unmodified vanilla function for all items, which will ensure that you will not end up forgetting to add a certain item to any of the jobs. Defaults and preset buttons could make this act like with Please Haul Perishables as it hauls items, which rot first.

The problem with the predefined system is that it's fixed and not all games are the same. For instance my current game I have way more wood than I need (like 4k and I still have only 3 colonists). However I only have 3 steel, meaning I want to haul steel rather than wood even if wood deteriorates and steel don't. Sure I can mark steel for urgent haul, but then I would have to do that every single time the miner makes a new one. However in my last game I was overflowing with steel and certainly wouldn't want steel to have top priority.

In this talk, I will also point out something, which might be important for some players/games: where are animals trained for hauling in all this? Hauling bots? Will they be able to use the same priority list? Are they simply using the Haul category or are they hauling based on vanilla haul job?
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: kubolek01 on October 20, 2017, 10:17:24 AM
There are tools for priority already, like Please Haul Perishables (http://steamcommunity.com/sharedfiles/filedetails/?id=933645080) and HaulpriorityRedux (http://steamcommunity.com/sharedfiles/filedetails/?id=725714675). Both work by adding new jobs with higher priority and then make haulers haul a subset of items while leaving the vanilla haul unmodified. In other words just like Haul Urgently. The difference is that they are part of the Haul category, meaning it's just priority between haul tasks and unrelated to priority regarding non-haul tasks, that is, unless you use Fluffy's worktab to change priority of each job inside Haul. All 3 mods mentioned here works well together.

Having said that, I certainly would prefer a user configurable priority system. It could be implemented as say 5 jobs and then a menu to set which item belongs to which job, effectively giving 5 priority levels. Perhaps the lowest should be the unmodified vanilla function for all items, which will ensure that you will not end up forgetting to add a certain item to any of the jobs. Defaults and preset buttons could make this act like with Please Haul Perishables as it hauls items, which rot first.

The problem with the predefined system is that it's fixed and not all games are the same. For instance my current game I have way more wood than I need (like 4k and I still have only 3 colonists). However I only have 3 steel, meaning I want to haul steel rather than wood even if wood deteriorates and steel don't. Sure I can mark steel for urgent haul, but then I would have to do that every single time the miner makes a new one. However in my last game I was overflowing with steel and certainly wouldn't want steel to have top priority.

In this talk, I will also point out something, which might be important for some players/games: where are animals trained for hauling in all this? Hauling bots? Will they be able to use the same priority list? Are they simply using the Haul category or are they hauling based on vanilla haul job?
Urgent hauling is a separate job. Not sure if bots will obey these orders. It's near to Flick in priorities.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: Nightinggale on October 20, 2017, 11:05:59 AM
Urgent hauling is a separate job. Not sure if bots will obey these orders. It's near to Flick in priorities.
I know that  ;) I was referring to the concept used by the other mods mentioned, which is to add jobs inside the Haul category. I'm quite sure bots and animals do not look at Haul Urgently as it's a totally different job.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: SpaceDorf on October 20, 2017, 11:12:43 AM
Steam mods don't count.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: Nightinggale on October 20, 2017, 12:42:26 PM
Steam mods don't count.
Please Haul Perishables has a direct download link on the steam page. The other one... well who cares? It's not like it's that important anyway. My main point is actually to tell that it has been done, how it works and how it's possible to copy a proven working concept to make something even better, like a priority list, which can be changed using an ingame UI.

We can quickly agree that steam workshop sucks for modding. It stores in (steam library)/workshop/contents/gameID/modID. GameID for Rimworld is 294100. The mod IDs for the mods in question are 933645080 and 725714675. It's clearly not intended to be read by humans and that's a minor issue compared to the fact that downloading the mods requires owning the steam version. There are other issues as well, but steam bashing is off topic here.

I feel like all this talk about steam and placement of Urgent Hauling derails the thread from what I actually wrote, which is a concept plan for how to make a system for user defined hauling priorities. I would much rather get back to that topic.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: Canute on October 20, 2017, 01:13:10 PM
So long he don't post it at the forum, it is invisble for me and other who don't like Steam.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: UnlimitedHugs on October 20, 2017, 07:23:41 PM
Having said that, I certainly would prefer a user configurable priority system. It could be implemented as say 5 jobs and then a menu to set which item belongs to which job, effectively giving 5 priority levels.

A good idea, but it's also important to consider how it would mesh with urgent hauling. Outright replacement would be a loss, and adding it as a separate system would increase complexity for the benefit of a small percentage of users. So, a separate mod may be better indicated for such a feature.

In this talk, I will also point out something, which might be important for some players/games: where are animals trained for hauling in all this? Hauling bots? Will they be able to use the same priority list? Are they simply using the Haul category or are they hauling based on vanilla haul job?

Animals do only vanilla hauling. As for bots, that depends on the implementation- if the bot is counted as a colonist by the game, they will also pick up urgent hauling jobs.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: SpaceDorf on October 23, 2017, 05:37:57 AM
I feel like all this talk about steam and placement of Urgent Hauling derails the thread from what I actually wrote, which is a concept plan for how to make a system for user defined hauling priorities. I would much rather get back to that topic.

I haven't even started bashing steam, and I restrained myself in doing so since I got my steam key over a year ago ..
Sometimes the one or other remark slips through .. sorry for that.
What I meant with my remark was, that Steam-Only Mods ( should have specified that )
are not readily available for the whole comunity.

Now Back to topic as you wish.
Adding priorities to hauling jobs sounds like a good idea,
but the way pawn select jobs would require subjobs or different worktypes like priority
hauling.
Thats why I suggested a List that can be modified by the user and should only contain the items that really should be hauled immediatly.
In your case steel,raw food in case of harvest season, weapons and bodies in case of raider christmas.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: Nightinggale on October 23, 2017, 10:26:21 AM
I haven't even started bashing steam, and I restrained myself in doing so since I got my steam key over a year ago ..
Sometimes the one or other remark slips through .. sorry for that.
What I meant with my remark was, that Steam-Only Mods ( should have specified that )
are not readily available for the whole comunity.
I agree it's an issue that steam isn't for everyone. As for the rest regarding steam, read post #9 https://ludeon.com/forums/index.php?topic=36046.0 (https://ludeon.com/forums/index.php?topic=36046.0)
You do have a point that I didn't explicitly mention that Please Haul Perishables (http://marvinkosh.omniloth.net/my-rimworld-alpha-17-mods/please-haul-perishables/) has a direct download link on the steam page and point well taken. Now I provided a non-steam link, which I didn't know about until today. It looks like the source code is missing though  :-\


Adding priorities to hauling jobs sounds like a good idea,
but the way pawn select jobs would require subjobs or different worktypes like priority
hauling.
Thats why I suggested a List that can be modified by the user and should only contain the items that really should be hauled immediatly.
In your case steel,raw food in case of harvest season, weapons and bodies in case of raider christmas.
I think we agree more than you realize. My plan is a number of jobs, all under the Haul category, meaning most people will not see them as multiple jobs. Then there is a GUI where you can place items in groups, one group for each category. When a pawn wants to haul, it will go through the jobs using the normal priority approach. All jobs will do the same, try vanilla haul and for each item, return false (or however it's detected as can't haul) unless it's in the list for the job in question. This is what Please Haul Perishables does, hence the reason why I linked to it.

The ability to make saved lists, or presets sounds interesting and yeah harvest season and winter might not require the same priorities. For instance hauling dead animals are more urgent when they aren't frozen outside.

From what I can tell, your plan is to make a list where you place all item and then you let the user reorder using a GUI. The question is then what? How do you plan the job code to actually handle this?
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: Canute on October 23, 2017, 10:45:06 AM
I haven't even started bashing steam, and I restrained myself in doing so since I got my steam key over a year ago ..
Sometimes the one or other remark slips through .. sorry for that.
What I meant with my remark was, that Steam-Only Mods ( should have specified that )
are not readily available for the whole comunity.
I agree it's an issue that steam isn't for everyone. As for the rest regarding steam, read post #9 https://ludeon.com/forums/index.php?topic=36046.0 (https://ludeon.com/forums/index.php?topic=36046.0)
You do have a point that I didn't explicitly mention that Please Haul Perishables (http://marvinkosh.omniloth.net/my-rimworld-alpha-17-mods/please-haul-perishables/) has a direct download link on the steam page and point well taken. Now I provided a non-steam link, which I didn't know about until today. It looks like the source code is missing though  :-\
It is more the problem, why does is should look at these steam-page when i don't want to use steam.
Sure i could use the search function from the workshop, but who cares, i am just a stupid-lazy troll who don't like steam ! :-)
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: AABB4510 on October 23, 2017, 01:22:24 PM
 :)
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: PGMP1979 on November 01, 2017, 05:01:26 PM
Have anyone tested the A17 in the unstable A18 ?
I was wondering if it was working even if it was partially.
Title: Re: [A17] Allow Tool (3.2.3) New tool: Finish off
Post by: UnlimitedHugs on November 01, 2017, 05:10:55 PM
Have anyone tested the A17 in the unstable A18 ?
I was wondering if it was working even if it was partially.

Nope, it's borked. The update is forthcoming, though.
Title: Re: [A18] Allow Tool (3.3.0)
Post by: UnlimitedHugs on November 05, 2017, 07:37:15 AM
Updated to 3.3.0

Hello gents.
The A18 update is done, along with a few tweaks and minor additions that have been requested.
Please report any issues you may find. Hope you have a good time :)

The workshop build will be updated when A18 is officially released.
Title: Re: [A18] Allow Tool (3.3.0)
Post by: Mistrornge on November 05, 2017, 10:09:54 AM
Help a newb.  How do you select an entire vein of ore?  right clicking seem to close the select tool.  I think I am missing an important step.
Thank you,
Title: Re: [A18] Allow Tool (3.3.0)
Post by: UnlimitedHugs on November 05, 2017, 10:20:57 AM
Help a newb.  How do you select an entire vein of ore?  right clicking seem to close the select tool.  I think I am missing an important step.
Thank you,

Heyo.
The simplest way is to select an ore tile and right-click the "Mine" tool at the bottom of the screen, then click the "Mine connected ores" that pops up.
Or even easier- select a tile, then press the Equals key- which activates the context menu action on the first tool.
Title: Re: [A18] Allow Tool (3.3.0)
Post by: Mistrornge on November 05, 2017, 10:43:52 AM
Found it.  NM
Title: Re: [A18] Allow Tool (3.3.0)
Post by: faltonico on November 05, 2017, 12:57:27 PM
Did you manage to improve the multiple item selection performance of the A18 version?
Title: Re: [A18] Allow Tool (3.3.0)
Post by: UnlimitedHugs on November 05, 2017, 01:32:34 PM
Did you manage to improve the multiple item selection performance of the A18 version?

Here's the thing. I looked over the source of the mod you linked, and literally all it does is allow you to select more than 80 items. No performance tweaks that I could detect.
Here's a follow-up question, though- are you experiencing a lag spike at the moment of selection, or a generally low frame rate when a lot of items are selected?
Title: Re: [A18] Allow Tool (3.3.0)
Post by: faltonico on November 05, 2017, 07:15:33 PM
Did you manage to improve the multiple item selection performance of the A18 version?

Here's the thing. I looked over the source of the mod you linked, and literally all it does is allow you to select more than 80 items. No performance tweaks that I could detect.
Here's a follow-up question, though- are you experiencing a lag spike at the moment of selection, or a generally low frame rate when a lot of items are selected?
The moment I select it freezes for an instant, and then terrible terrible lag when having stuff selected. The more items i can select at the same time (by tweaking the mod options) the worst it gets.
So I was really surprised that I would be having lag only because i was selecting stuff, in A16 when using that other mod i could select over 1000 things on the map without lag.

Edit: Attached image from A16 xD

[attachment deleted by admin: too old]
Title: Re: [A18] Allow Tool (3.3.0)
Post by: UnlimitedHugs on November 05, 2017, 08:07:41 PM
The moment I select it freezes for an instant, and then terrible terrible lag when having stuff selected. The more items i can select at the same time (by tweaking the mod options) the worst it gets.
So I was really surprised that I would be having lag only because i was selecting stuff, in A16 when using that other mod i could select over 1000 things on the map without lag.

I did some more testing, and looks like Select Similar is causing most of the issue here. If performance is critical, you can disable it in the "Tools on selected items" section (remember to restart). It won't cause any issues just sitting in the Orders category.
I'll see if I can figure out a way to optimize it a bit.
Title: Re: [A18] Allow Tool (3.3.0)
Post by: PGMP1979 on November 05, 2017, 10:16:02 PM
THANK YOU SO MUCH FOR THE UPDATE !!!
Omg, i missed this mod so much on my Early A18 gameplay.
tytytytyty  ;D ;D ;D
Title: Re: [A18] Allow Tool (3.3.0)
Post by: faltonico on November 05, 2017, 10:57:29 PM
The moment I select it freezes for an instant, and then terrible terrible lag when having stuff selected. The more items i can select at the same time (by tweaking the mod options) the worst it gets.
So I was really surprised that I would be having lag only because i was selecting stuff, in A16 when using that other mod i could select over 1000 things on the map without lag.

I did some more testing, and looks like Select Similar is causing most of the issue here. If performance is critical, you can disable it in the "Tools on selected items" section (remember to restart). It won't cause any issues just sitting in the Orders category.
I'll see if I can figure out a way to optimize it a bit.
I stopped playing because of performance, any little optimization you can do would be appreciated even more.
Title: Re: [A18] Allow Tool (3.3.0)
Post by: Kalre on November 06, 2017, 03:13:47 AM
Please please please update Defensive positions :(
Title: Re: [A18] Allow Tool (3.3.0)
Post by: UnlimitedHugs on November 06, 2017, 04:26:13 AM
Please please please update Defensive positions :(

It's on my list, no worries :)
Title: Re: [B18] Allow Tool (3.3.0)
Post by: PreDiabetic on December 08, 2017, 01:05:25 AM
Sometimes I forget to use Allow All and waste lots of dead animals on map. Is there map to make any animal that died or pod drop auto Allow (Unforbid) ?
Title: Re: [B18] Allow Tool (3.3.0)
Post by: UnlimitedHugs on December 08, 2017, 01:11:00 AM
Sometimes I forget to use Allow All and waste lots of dead animals on map. Is there map to make any animal that died or pod drop auto Allow (Unforbid) ?

Not at this time. But and option to not automatically forbid anything could make for a good addition.
Title: Re: [B18] Allow Tool (3.3.0)
Post by: Canute on December 08, 2017, 02:24:03 AM
But in that case, you need to add the option "Forbid allways" too.
To prevent things at your colony to get unforbid.
Title: Re: [B18] Allow Tool (3.3.0)
Post by: UnlimitedHugs on December 08, 2017, 02:43:04 AM
But in that case, you need to add the option "Forbid allways" too.
To prevent things at your colony to get unforbid.

Well, it would just prevent newly dropped things from being automatically forbidden, the way I see it. Buildings and existing things wouldn't be affected.
Title: Re: [B18] Allow Tool (3.3.0)
Post by: Zalpha on December 10, 2017, 09:19:02 PM
This is a core mod I can't play without. Absolutely love it. Select similar is my fav to out of the lot but there all equally as useful.

Is there a chance I could some how Select all similar based off of one of the type across the whole map. I just started using this mod and only just now thought of doing this. I have been using this tool, selecting something then dragging across the map a few times. Would be great with one click.
Title: Re: [B18] Allow Tool (3.3.0)
Post by: hamof on December 11, 2017, 05:15:12 AM
This is a core mod I can't play without. Absolutely love it. Select similar is my fav to out of the lot but there all equally as useful.

Is there a chance I could some how Select all similar based off of one of the type across the whole map. I just started using this mod and only just now thought of doing this. I have been using this tool, selecting something then dragging across the map a few times. Would be great with one click.

Right click the "select similar" button, and it should be an option.
Title: Re: [B18] Allow Tool (3.3.0)
Post by: TryB4Buy on December 28, 2017, 02:27:47 PM
AllowTool (or Defensive potion) seems to PREVENT Self-Tend. I had a nice screen shot of an unrestricted colonist with self-tend on and a flu that needs treating next to a medicine. The allow tool menu says "Draft, Defensive position, Select Similar, - Select similar things on map" but there is NO "Tend to x pawn's name".

However, when I draft the colonist I can "Prioritize tending to 'title, name of pawn'". Is this intended?
Title: Re: [B18] Allow Tool (3.3.0)
Post by: UnlimitedHugs on December 28, 2017, 11:21:44 PM
AllowTool (or Defensive potion) seems to PREVENT Self-Tend. I had a nice screen shot of an unrestricted colonist with self-tend on and a flu that needs treating next to a medicine. The allow tool menu says "Draft, Defensive position, Select Similar, - Select similar things on map" but there is NO "Tend to x pawn's name".
However, when I draft the colonist I can "Prioritize tending to 'title, name of pawn'". Is this intended?

What do you mean by "The allow tool menu"? Self-tending should not appear as a button, unless another mod adds it.
I have tested with both mods, and neither prevents self-tending, both automatically and via the right-click menu. Might be another mod causing the problem- try disabling everything but Allow Tool and see if the issue persists.
Title: Re: [B18] Allow Tool (3.3.0)
Post by: TryB4Buy on December 29, 2017, 01:18:11 AM
I mean when I 1) select a colonist & 2) right click the colonist. A little context menu pops up with Draft Select Similar and Sleect similar things on map. It has Allow Tool written in faint letters behind the line that says draft.

In vanilla when you right click a colonist with that colonist selected, there is an option to treat the colonist if the colonist is treatable...
Title: Re: [B18] Allow Tool (3.3.0)
Post by: UnlimitedHugs on December 29, 2017, 01:24:55 AM
I mean when I 1) select a colonist & 2) right click the colonist. A little context menu pops up with Draft Select Similar and Sleect similar things on map. It has Allow Tool written in faint letters behind the line that says draft.
In vanilla when you right click a colonist with that colonist selected, there is an option to treat the colonist if the colonist is treatable...

Allow Tool doesn't add any of those things to the colonist right click menu. I'd wager it's one of your other mods doing some funny business.
Title: Re: [B18] Allow Tool (3.3.0)
Post by: Sarge on January 05, 2018, 02:38:29 PM
@OP

I have been led to your door with my request (https://ludeon.com/forums/index.php?topic=37981.0;topicseen).
Title: Re: [B18] Allow Tool (3.3.0)
Post by: UnlimitedHugs on January 06, 2018, 03:30:20 AM
@OP
I have been led to your door with my request (https://ludeon.com/forums/index.php?topic=37981.0;topicseen).

Well, as @SpaceDorf mentioned, Haul Urgently is already implemented.
As for multiple levels of urgency, I would be open to that- as long as it can be done in an unobtrusive and simple fashion. Perhaps by pressing the +/- keys while holding the tool, then designating the items.
Title: Re: [B18] Allow Tool (3.3.0)
Post by: Harry_Dicks on January 06, 2018, 04:16:05 AM
@OP
I have been led to your door with my request (https://ludeon.com/forums/index.php?topic=37981.0;topicseen).

Well, as @SpaceDorf mentioned, Haul Urgently is already implemented.
As for multiple levels of urgency, I would be open to that- as long as it can be done in an unobtrusive and simple fashion. Perhaps by pressing the +/- keys while holding the tool, then designating the items.

I was thinking more like work priority levels. You left click/right click on haul urgently button to make it go up/down in levels. So all priority 1 haul urgentlies go first, followed by 2, etc.
Title: Re: [B18] Allow Tool (3.3.0)
Post by: Sarge on January 06, 2018, 09:37:13 AM
Thanks, it sounds great. I hope others have a need for it as much as I do.
Title: Re: [B18] Allow Tool (3.3.0)
Post by: Harry_Dicks on January 06, 2018, 02:11:19 PM
Thanks, it sounds great. I hope others have a need for it as much as I do.

Sometimes you don't realize how much you need something, until someone says something! Thinking about my last mountain base this would've been super helpful. Say we ran out of steel and I want to get it back very soon, but we just did a harvest and I need the perishables to come in first. This would be awesome for designating everything at once. I have a real problem, where I will say, "ok after the perishables come in, remember to haul urgently the steel!" and of course, I never, ever remember that stuff. My RimWorld games are just a constant list of finding more crap to do, forgetting half the list, and hopefully remembering to do it before it's too late!
Title: Re: [B18] Allow Tool (3.3.0)
Post by: ESKOR on January 06, 2018, 03:24:55 PM
Hi all!
One question, this mod have an option like   right click in an object --> "move to (SPECIFIC) stopckpile ? " ignoring the priorities of stockpiles, of course.

THANKS
Title: Re: [B18] Allow Tool (3.3.0)
Post by: Harry_Dicks on January 06, 2018, 03:28:19 PM
Hi all!
One question, this mod have an option like   right click in an object --> "move to (SPECIFIC) stopckpile ? " ignoring the priorities of stockpiles, of course.

THANKS

The only thing I can think of is QOLTweaksPacks, but it is in the process of being updated at the moment and that feature isn't working properly. You would have to forbid that item anyway when you drop it into a stockpile of lesser importance, because otherwise it would always have a hauling job to the more important stockpile.
Title: Re: [B18] Allow Tool (3.3.0)
Post by: crusader2010 on January 06, 2018, 05:11:43 PM
Hello. I'm noticing something strange with the "Haul urgently". It rarely seems to consider the stacks of items as the normal "Haul" job does. What I mean is, considering 3 stacks of the same item near each other, "haul urgently" will make 3 pawns go after them, one after each stack, instead of sending just one (which could easily carry all).

Is there any way to force this "stacking" behavior?
Title: Re: [B18] Allow Tool (3.3.0)
Post by: Harry_Dicks on January 06, 2018, 05:27:51 PM
Hello. I'm noticing something strange with the "Haul urgently". It rarely seems to consider the stacks of items as the normal "Haul" job does. What I mean is, considering 3 stacks of the same item near each other, "haul urgently" will make 3 pawns go after them, one after each stack, instead of sending just one (which could easily carry all).

Is there any way to force this "stacking" behavior?

I'm curious as to how the taking multiple stacks works normally. I'm thinking that maybe, say you hit haul urgently 3 stacks of 10 potatoes each. I think maybe all 3 of the hauling jobs get assigned to 3 different pawns, before any one single pawn can get there to haul their stack, and pickup the extra nearby stacks before that job gets assigned to a different pawn.
Title: Re: [B18] Allow Tool (3.3.0)
Post by: ESKOR on January 06, 2018, 06:18:13 PM

The only thing I can think of is QOLTweaksPacks, but it is in the process of being updated at the moment and that feature isn't working properly. You would have to forbid that item anyway when you drop it into a stockpile of lesser importance, because otherwise it would always have a hauling job to the more important stockpile.

QOLTweaksPacks, yeah thanks, im looking for that. Im waiting for stable b18 mod version ok. THANKS!
Title: Re: [B18] Allow Tool (3.3.0)
Post by: wwWraith on January 06, 2018, 06:45:31 PM
Hello. I'm noticing something strange with the "Haul urgently". It rarely seems to consider the stacks of items as the normal "Haul" job does. What I mean is, considering 3 stacks of the same item near each other, "haul urgently" will make 3 pawns go after them, one after each stack, instead of sending just one (which could easily carry all).

Is there any way to force this "stacking" behavior?

I'm curious as to how the taking multiple stacks works normally. I'm thinking that maybe, say you hit haul urgently 3 stacks of 10 potatoes each. I think maybe all 3 of the hauling jobs get assigned to 3 different pawns, before any one single pawn can get there to haul their stack, and pickup the extra nearby stacks before that job gets assigned to a different pawn.
Afaik picking up (and reserving) nearby stacks fires after the pawn took the first stack. So when you use "haul urgently", most probably several pawns will want to haul and so will reserve one stack for each pawn. The same occurs with the common hauling, too, it's just not so visible. As a workaround I'd suggest to designate only 1 stack for hauling urgently, this way only 1 pawn will go for it and other stacks nearby will remain unreserved and available to be taken with the first.
Title: Re: [B18] Allow Tool (3.3.0)
Post by: Sarge on January 06, 2018, 09:36:08 PM
Thanks, it sounds great. I hope others have a need for it as much as I do.

Sometimes you don't realize how much you need something, until someone says something! Thinking about my last mountain base this would've been super helpful. Say we ran out of steel and I want to get it back very soon, but we just did a harvest and I need the perishables to come in first. This would be awesome for designating everything at once. I have a real problem, where I will say, "ok after the perishables come in, remember to haul urgently the steel!" and of course, I never, ever remember that stuff. My RimWorld games are just a constant list of finding more crap to do, forgetting half the list, and hopefully remembering to do it before it's too late!

This is exactly it and it happens constantly to me and it is also multiple things.

I want the steel in quick but it's just a few but then they need to grab the veggies I just harvested cause I'll be low on food by then, but by that time the seeds will be deteriorating and I can't risk losing that cause 'Seeds Please' and by that time I'll be low on wood and need some in my stockpile to fuel ovens etc.

It never ends.
Title: Re: [B18] Allow Tool (3.3.0)
Post by: Harry_Dicks on January 06, 2018, 10:24:50 PM
Hello. I'm noticing something strange with the "Haul urgently". It rarely seems to consider the stacks of items as the normal "Haul" job does. What I mean is, considering 3 stacks of the same item near each other, "haul urgently" will make 3 pawns go after them, one after each stack, instead of sending just one (which could easily carry all).

Is there any way to force this "stacking" behavior?

I'm curious as to how the taking multiple stacks works normally. I'm thinking that maybe, say you hit haul urgently 3 stacks of 10 potatoes each. I think maybe all 3 of the hauling jobs get assigned to 3 different pawns, before any one single pawn can get there to haul their stack, and pickup the extra nearby stacks before that job gets assigned to a different pawn.
Afaik picking up (and reserving) nearby stacks fires after the pawn took the first stack. So when you use "haul urgently", most probably several pawns will want to haul and so will reserve one stack for each pawn. The same occurs with the common hauling, too, it's just not so visible. As a workaround I'd suggest to designate only 1 stack for hauling urgently, this way only 1 pawn will go for it and other stacks nearby will remain unreserved and available to be taken with the first.

Yes I was thinking about how I explained it poorly. Pretty much, say you've got 3x 10 stacks of potatoes on the other side of map, and your 3 pawns at your base. You then press haul urgently on the 3 stacks. Soon a pawn A will get done with their current job, then get the first haul urgently job, and start heading towards the other side of the map. Then, well before A can get to the first stack, pawn B finishes their current job, and gets assigned to haul the second stack, and starts heading there. Same thing happens with pawn C. So now you've got 3 pawns going from your base all the way across the map to get 3 stacks of 10 potatoes each, something 1 pawn could have easily done. The reason why pawn A doesn't grab the second or third stacks, is because pawns B and C are already on their way, they have claimed those jobs already, and they won't be overwrote unless you do it manually.
Title: Allow Tool Mod
Post by: Tagdor8 on January 10, 2018, 02:25:07 PM
Just started using the allow tool mod and when it started it said something about using the Ctrl button, but I cant work out what it does. Can anyone enlighten me?


Moderator's edit (Calahan) - Moved here from GD. Please can you post mod specific questions in the corresponding threads for those mods and not in General Discussion. Thanks.
Title: Re: Allow Tool Mod
Post by: UnlimitedHugs on January 10, 2018, 09:33:32 PM
Just started using the allow tool mod and when it started it said something about using the Ctrl button, but I cant work out what it does. Can anyone enlighten me?

Some of the tools have additional functionality when holding Ctrl or the other modifier keys. If you hover over the tool, you will get a description of what it does with and without the keys.
Title: Re: [B18] Allow Tool (3.3.0)
Post by: docssy on January 21, 2018, 10:27:49 PM
AllowTool has "O" set as the multi select same type button, which conflicts with the default "Hunt" key assignment of "O"
Title: Re: [B18] Allow Tool (3.3.0)
Post by: UnlimitedHugs on January 22, 2018, 01:03:01 AM
AllowTool has "O" set as the multi select same type button, which conflicts with the default "Hunt" key assignment of "O"

Yep, I'm out of free keys though, so feel free to reassign it to your liking in the Keyboard configuration menu.
Title: Re: [B18] Allow Tool (3.3.0)
Post by: BlackSmokeDMax on January 31, 2018, 04:22:59 PM
Hi, have a request for expanding on some tools.

Would be great if there were a tool that we could use to drag to harvest the plants/trees/etc. that are "Ready to Harvest", meaning fully grown.

Whether that is a separate button from the current crops and tree buttons or another selection of right clicking on the current buttons wouldn't really matter.

This would then give us the options of:
Standard dragging of "cut plants" that harvests everything no matter the maturity.
Standard dragging of "harvest plants" that harvests any plant that is mature enough to provide items from harvesting.
Standard dragging of "chop wood" that harvests any tree that is mature enough to provide wood from harvesting.
New dragging of "harvest plants" that *only* picks "ready to harvest" plants.
New dragging of "chop wood" that *only* picks "ready to harvest" trees.

*Plus your current "all plants" and "all home area plants" tools

Thanks for your consideration! And thanks for a mod that provides tools that are hard to play without these days!
Title: Re: [B18] Allow Tool (3.3.0)
Post by: Harry_Dicks on January 31, 2018, 05:05:12 PM
Would be great if there were a tool that we could use to drag to harvest the plants/trees/etc. that are "Ready to Harvest", meaning fully grown.

I can't even remember, but if you drag the harvest tool over a group of crops, will it harvest all of them, regardless of their growth percent? If that's the case, then this would be a really great tool addition.

Say you've got a cold snap or something coming in, and you need to get what crops you can inside ASAP, but all of the plants are at different growth stages. This would be great to get your farmers to the fields to quickly get only the crops worth their time.

Speaking of growing/sowing issues, I wish there was a "sow all in this area" kind of tool. Say I want to select a pawn and then right click on a field to have him sow a plant. This will only do one plant at a time, and you will have to right click every single freaking cell, and then left click the sow now button. I just give up if I need to do this for a bigger zone. I know you could do some sort of zone and/or work order fumblings and changing arounds, but I don't like to mess with my work priorities much at all once I have them setup how I like them. This is because I will change too many things for a temporary situation, and then it is impossible for me to remember how I had things before, and I would end up spending wasted time trying to slowly fix my work priorities again. Thinking about it, that might be a fun idea for a mod, if you could save and load different work tab setups.
Title: Re: [B18] Allow Tool (3.3.0)
Post by: UnlimitedHugs on February 01, 2018, 02:08:16 AM
Hi, have a request for expanding on some tools.
- snip -

So it would only harvest 100% grown plants? Seems reasonable.
No promises, but I'll keep it in mind.

Speaking of growing/sowing issues, I wish there was a "sow all in this area" kind of tool.

That would probably fall into the category of a generic "prioritize work here" tool. It's been requested a lot, and I have a general idea of how to make that happen. Lotsa work, though.
Maybe I'll get around to it someday.
Title: Re: [B18] Allow Tool (3.3.0)
Post by: kubolek01 on February 01, 2018, 03:15:56 AM
I think that cancelling orders would have a "Cancel all of this category" mass order. I often make a wrong mass order, and I have to remove all of them, instead of only the type the mistake I made in.
Title: Re: [B18] Allow Tool (3.3.0)
Post by: Harry_Dicks on February 01, 2018, 03:29:23 AM
Speaking of growing/sowing issues, I wish there was a "sow all in this area" kind of tool.

That would probably fall into the category of a generic "prioritize work here" tool. It's been requested a lot, and I have a general idea of how to make that happen. Lotsa work, though.
Maybe I'll get around to it someday.

Makes sense. I wasn't necessarily implying that I think you should make this an additional tool. Buuuut, I did think this might be this best place to post about this type of feature.. ::)
Title: Re: [B18] Allow Tool (3.3.0)
Post by: UnlimitedHugs on February 01, 2018, 04:05:51 AM
I think that cancelling orders would have a "Cancel all of this category" mass order. I often make a wrong mass order, and I have to remove all of them, instead of only the type the mistake I made in.

That's a good idea. I guess something would need to be selected for it to work, though.
Title: Re: [B18] Allow Tool (3.3.0)
Post by: BlackSmokeDMax on February 01, 2018, 09:49:56 AM
Hi, have a request for expanding on some tools.
- snip -

So it would only harvest 100% grown plants? Seems reasonable.
No promises, but I'll keep it in mind.

Thanks, appreciate you considering it!
Title: Re: [B18] Allow Tool (3.3.0)
Post by: kubolek01 on February 01, 2018, 04:24:01 PM
I think that cancelling orders would have a "Cancel all of this category" mass order. I often make a wrong mass order, and I have to remove all of them, instead of only the type the mistake I made in.

That's a good idea. I guess something would need to be selected for it to work, though.
That's what I meant. So hope it will appear one day.
Title: Re: [B18] Allow Tool (3.3.0)
Post by: Blue9 on February 03, 2018, 12:09:29 PM
Quote

Speaking of growing/sowing issues, I wish there was a "sow all in this area" kind of tool.

That would probably fall into the category of a generic "prioritize work here" tool. It's been requested a lot, and I have a general idea of how to make that happen. Lotsa work, though.
Maybe I'll get around to it someday.

Brainzz//Pardeike's "achtung!" mod has that feature alongisde others. Maybe you can check it out there!. It has the "harvest/sow this zone" also the "clean this zone".
leaving link just in case: https://github.com/pardeike/RimWorld-Achtung-Mod.

Love your mod btw. Allowtool is a must have, should be vanilla.
Cheers!
Title: Re: [B18] Allow Tool (3.3.0)
Post by: Harry_Dicks on February 03, 2018, 01:27:42 PM
I want to try out Achtung! but I've been hearing a lot of issues about how the new "autocombat" feature on it is causing a lot of lag issues for people. Even if they aren't using it, just pulling up a context menu with it on there has caused them problems.

Until then, it's not too big a deal for me. Thank you for info about it, though, as I did not know that feature was included! I did see the "clean this area" and I thought it was great. Maybe I overlooked the other part, or forgot - MOD OVERLOAD! ::)
Title: Re: [B18] Allow Tool (3.3.0)
Post by: Canute on March 06, 2018, 04:43:16 AM
I have a request for the next release.
The "finish off" work's on all downed pawn, but there exist a few mod they let the pawn down for a short time, and you could easiely kill them then.
I suggest to do a HP check, so you only can finish downed pawn with less then 50% HP.
Title: Re: [B18] Allow Tool (3.3.0)
Post by: wwWraith on March 06, 2018, 06:07:59 AM
I suggest to do a HP check, so you only can finish downed pawn with less then 50% HP.

I don't think that the HP threshold has decent relation with determining if the player wants the pawn dead or alive.

1. I'd mostly keep alive pawns which I'd want to capture and recruit (with good stats or other factors) or release (if I want to improve relationships with their faction) or use as a source of blood for my vampires (those who won't escape easily) or harvest their organs/implants, etc. etc. Also considering my food/space/time resources.
2. If the pawn has low HP, I might prefer not to waste our time on finishing him/her as most probably (s)he will die soon anyway.
3. If (s)he has high HP, I might want to finish him/her because (s)he could represent a potentional danger.

So there are too many circumstances for trying to decide automatically.
Title: Re: [B18] Allow Tool (3.3.0)
Post by: Canute on March 06, 2018, 07:32:56 AM
Cult of Madness Sleeper totem
Rim of Magic , Grapple
...
all these things/abilities let pawn be downed without any damage even a thrumbo.
Then the "finish off" is a very strong thing to kill enemies pretty fast.
Sure it is pretty easy to cut the throat on a incap./unco. pawn, but i think just at some balancing.

Title: Re: [B18] Allow Tool (3.3.0)
Post by: Umbreon117 on March 06, 2018, 10:09:14 AM
Cult of Madness Sleeper totem
Rim of Magic , Grapple
...
all these things/abilities let pawn be downed without any damage even a thrumbo.
Then the "finish off" is a very strong thing to kill enemies pretty fast.
Sure it is pretty easy to cut the throat on a incap./unco. pawn, but i think just at some balancing.
If I recall correctly, you can set it to need a minimum melee skill.
Title: Re: [B18] Allow Tool (3.3.0)
Post by: UnlimitedHugs on March 08, 2018, 09:02:49 AM
I have a request for the next release.
I suggest to do a HP check, so you only can finish downed pawn with less then 50% HP.

I suppose I could add that as an option. I would need to verify that creatures always end up with less than 50% when downed under normal circumstances.
Title: Re: [B18] Allow Tool (3.4.0)
Post by: UnlimitedHugs on April 06, 2018, 12:38:33 AM
Updated to 3.4.0

Got some minor additions for you guys.
Also, a load order issue with What Is My Purpose should now be resolved, and the Rimworld Conflict Checker should no longer find issues between Allow Tool and Defensive Positions.

Peace.
Title: Re: [B18] Allow Tool (3.4.0)
Post by: Mehni on April 06, 2018, 04:03:07 AM
Code: [Select]
Tried to SetForbidden on non-Forbiddable Thing Megaspider39452
Verse.Log:Error(String)
RimWorld.ForbidUtility:SetForbidden(Thing, Boolean, Boolean)
AllowTool.AllowToolUtility:ToggleForbiddenInCell(IntVec3, Map, Boolean)
AllowTool.Designator_Forbid:DesignateSingleCell(IntVec3)
AllowTool.Designator_SelectableThings:DesignateMultiCell(IEnumerable`1)
Verse.DesignatorManager:ProcessInputEvents()
RimWorld.MapInterface:HandleMapClicks()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

Also happens with plants and stuff.

How to repro: use the (Un)Forbid Selection on cells containing multiple items, some of them which can't be set to be forbidden. Blueprints and plants, pawns walking over items, stuff like that.
Title: Re: [B18] Allow Tool (3.4.1)
Post by: UnlimitedHugs on April 06, 2018, 05:50:50 AM
Updated to 3.4.1

Thank you, Mehni :)
Should be fixed now.
Title: Re: [B18] Allow Tool (3.4.1)
Post by: Dignal on May 07, 2018, 10:42:32 PM
Hey I've been experiencing a certain bug, when Rim of Madness Vampires and Allow Tool are both enabled im unable to right click finish off things, it doesn't even show me the option any suggestions?
Title: Re: [B18] Allow Tool (3.4.1)
Post by: UnlimitedHugs on May 08, 2018, 11:58:51 AM
Hey I've been experiencing a certain bug, when Rim of Madness Vampires and Allow Tool are both enabled im unable to right click finish off things, it doesn't even show me the option any suggestions?

Confirmed. I'll have to run some tests to pin down the cause- this one's a bit tricky.
Thanks for letting me know.
Title: Re: [B18] Allow Tool (3.4.1)
Post by: Canute on May 08, 2018, 12:15:45 PM
Must be based on the Vampire's, they can't even go on toilet or use wash bucket's from the hygiene mod.
Title: Re: [B18] Allow Tool (3.4.1)
Post by: UnlimitedHugs on May 09, 2018, 07:27:51 AM
@Dignal
I submitted a fix to Jec- once Vampires updates, you should be good to go.
By the way, well done on narrowing down the conflict to a single mod- not a trivial thing these days :)
Title: Re: [B18] Allow Tool (3.4.1)
Post by: Dignal on May 09, 2018, 01:13:49 PM
Thank you for the extremely fast answer, narrowing down was the least I could do.
Title: Re: [B18] Allow Tool (3.4.1)
Post by: UnlimitedHugs on June 28, 2018, 01:11:25 PM
Updated to 3.5.0

Hello gents :)
You may have noticed the upcoming release of Rimworld 1.0- so I did my part and made some cool new additions to Allow Tool myself. For now this is a testing build- if you're trying out 1.0 and would like to test Allow Tool as well, grab the download below.
I'm interested in how you're finding the new additions, especially the new "Drafted hunting"- whether it's performing as expected and you're finding it useful.
Have a good time!

Allow Tool for 1.0 (testing) (https://github.com/UnlimitedHugs/RimworldAllowTool/releases/tag/v3.5.2)
Title: Re: [B18] Allow Tool (3.4.1)
Post by: Madman666 on June 28, 2018, 02:17:37 PM
This. Is. Amazing. A tool to chop\harvest down only fully grown stuff... You're a miracle worker.
Title: Re: [B18] Allow Tool (3.4.1)
Post by: Oblitus on June 28, 2018, 02:28:24 PM
Looks like it breaks "Smooth surface" designations.

Edit: not only... At least mine designations as well.
Title: Re: [B18] Allow Tool (3.4.1)
Post by: UnlimitedHugs on June 28, 2018, 02:55:26 PM
Looks like it breaks "Smooth surface" designations.
Edit: not only... At least mine designations as well.

Updated to 3.5.1
Thank you, should be fixed now. I updated the download link in the post.
Title: Re: [B18] Allow Tool (3.4.1)
Post by: BlackSmokeDMax on June 28, 2018, 03:02:44 PM
This. Is. Amazing. A tool to chop\harvest down only fully grown stuff... You're a miracle worker.

Yess!! Thanks so much UnlimitedHugs!!
Title: Re: [B18] Allow Tool (3.4.1)
Post by: DariusWolfe on June 28, 2018, 03:03:01 PM
Yes!

This is one of the mods I've missed most since updating to 1.0.

Looks like some good additions. I'll get back to playing here a bit later and let you know my thoughts.
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: Oblitus on June 28, 2018, 05:06:22 PM
Finish Off does not work:
Code: [Select]
JobDriver threw exception in initAction for pawn Arrin driver=JobDriver_FinishOff (toilIndex=3) driver.job=(FinishOffPawn (Job_1043212) A=Thing_Turkey352649) lastJobGiver=Verse.AI.ThinkNode_QueuedJob
System.MissingMethodException: Method not found: 'Verse.DamageInfo..ctor'.
  at AllowTool.JobDriver_FinishOff+<>c__DisplayClass4.<MakeNewToils>b__3 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00214] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:455
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobUtility.cs:22)
Verse.AI.JobDriver:TryActuallyStartNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:459)
Verse.AI.JobDriver:ReadyForNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:363)
Verse.AI.JobDriver:DriverTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:289)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:131)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:541)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:125)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:297)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:261)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:505)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)

Also, melee requirement makes no sense in 1.0 since one-hit melee kill is vanilla way for hunters to deal with downed targets.
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: DariusWolfe on June 28, 2018, 06:58:42 PM
Finish off almost seems redundant now that hunting has a built-in finish off option; No more attacking until they die, just walk over and finish them off as part of hunting.

That said, I've also noticed that Finish Off isn't working.

Edit: Oh, it also appears that I can't toggle on the "only target designated animals" for Drafted Hunting; I was a bit surprised when they started blowing up random boomrats instead of the bear I was going after. Other than that, really, really like this feature.
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: UnlimitedHugs on June 29, 2018, 11:11:37 AM
Updated to 3.5.2
Looks like the game updated and a few things broke. Should be fixed, I updated the link.
I also removed the Finish off skill requirement for animals. I think it's worth keeping for humanlikes- it takes a lot more to put down one of those :P
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: Kranzius on July 23, 2018, 10:04:50 AM
Several Failures today. Maybe because of the latest patch (1.0.1973).

My Mod list: Hug´s, Allow Tool, Quality Builder

Here the failurelogs:

RimWorld 1.0.1973 rev1171
Verse.Log:Message(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:49)
RimWorld.VersionControl:LogVersionNumber() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Version\VersionControl.cs:83)
Verse.Root:CheckGlobalInit() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:82)
Verse.Root:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:38)
Verse.Root_Entry:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:16)

ReflectionTypeLoadException getting types in assembly AllowTool: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/Assembly.cs:371
  at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModAssemblyHolder.cs:100

Loader exceptions:
   => System.TypeLoadException: Could not load type 'AllowTool.Context.MenuProvider_Rearm+<ListMenuEntries>d__2' from assembly 'AllowTool, Version=3.5.2.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type 'RimWorld.WorkGiver_RearmTraps' from assembly 'Assembly-CSharp, Version=1.0.6754.31473, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type 'RimWorld.Designator_RearmTrap' from assembly 'Assembly-CSharp, Version=1.0.6754.31473, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<PotentialWorkThingsGlobal>d__0' from assembly 'AllowTool, Version=3.5.2.0, Culture=neutral, PublicKeyToken=null'.

Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.ModAssemblyHandler:AssemblyIsUsable(Assembly) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModAssemblyHolder.cs:115)
Verse.ModAssemblyHandler:ReloadAll() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModAssemblyHolder.cs:86)
Verse.ModContentPack:ReloadContent() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModContentPack.cs:133)
Verse.LoadedModManager:LoadModContent() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:104)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:37)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Could not find a type named AllowTool.JobDriver_FinishOff
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.ParseHelper:FromString(String, Type) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\ParseHelper.cs:72)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:91)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:292)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:123)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:235)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:51)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Could not find a type named AllowTool.JobDriver_RearmUrgently
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.ParseHelper:FromString(String, Type) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\ParseHelper.cs:72)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:91)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:292)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:123)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:235)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:51)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Could not find a type named AllowTool.WorkGiver_HaulUrgently
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.ParseHelper:FromString(String, Type) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\ParseHelper.cs:72)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:91)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:292)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:123)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:235)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:51)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Could not find a type named AllowTool.WorkGiver_RearmUrgently
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.ParseHelper:FromString(String, Type) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\ParseHelper.cs:72)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:91)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:292)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:123)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:235)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:51)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Could not find a type named AllowTool.WorkGiver_FinishOff
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.ParseHelper:FromString(String, Type) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\ParseHelper.cs:72)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:91)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:292)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:123)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:235)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:51)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Failed to find RimWorld.RecordDef named TrapsRearmed. There are 66 defs of this type loaded.
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DefDatabase`1:GetNamed(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\DefDatabase.cs:166)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenGeneric.cs:33)
Verse.GenDefDatabase:GetDef(Type, String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\DefDatabase.cs:209)
RimWorld.DefOfHelper:BindDefsFor(Type) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\DefOf.cs:61)
RimWorld.DefOfHelper:RebindAllDefOfs(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\DefOf.cs:30)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:149)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Type ModInitializer probably needs a StaticConstructorOnStartup attribute, because it has a field obj of type GameObject. All assets must be loaded in the main thread.
Verse.Log:Warning(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:59)
Verse.StaticConstructorOnStartupUtility:ReportProbablyMissingAttributes() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\StaticConstructorOnStartup.cs:58)
Verse.PlayDataLoader:<DoPlayLoad>m__2() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:282)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:489)
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:402)
Verse.LongEventHandler:LongEventsUpdate(Boolean&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:257)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:38)
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: UnlimitedHugs on July 23, 2018, 10:33:40 AM
Updated to 3.5.3

Heads up, unstable branch updated and broke a few things.
Trap rearming was entirely removed from the game, which also marks the tragic croaking of one of our own:

Code: [Select]
   ________________
  /                \
  |   Here lies    |
  | Rearm Urgently |
  |   2018 - 2018  |
  |                |
  |       RIP      |
 _|________________|_
/                    \
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: Kranzius on July 23, 2018, 11:20:12 AM
That was fast. Thank you for your help and this "must-have" Mod.

P.S. Cant download it. Is the Link broken?
Title: Re: [1.0] Allow Tool (3.5.3)
Post by: Syrchalis on July 23, 2018, 12:56:24 PM
I reported the bug via discord to hugs after the version got updated and mentioned the trap rearm being removed so he could quickly fix it. I sadly don't have much C# skills yet, so I wasn't going to try to mess with that one.
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: UnlimitedHugs on July 23, 2018, 01:27:40 PM
That was fast. Thank you for your help and this "must-have" Mod.
P.S. Cant download it. Is the Link broken?

Link seems to work fine. Try this one (https://github.com/UnlimitedHugs/RimworldAllowTool/releases/download/v3.5.3/AllowTool_3.5.3.zip).

I reported the bug via discord to hugs after the version got updated and mentioned the trap rearm being removed so he could quickly fix it. I sadly don't have much C# skills yet, so I wasn't going to try to mess with that one.

Our generous bug bounty program has you covered: (https://www.pngonly.com/wp-content/uploads/2017/05/Cookie-Clipart-PNG.png)
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: Syrchalis on July 23, 2018, 04:16:19 PM
Cookie, yay.

Thanks for the quick update, while you can remove allow tool and just get a few errors, playing without it can be annoying in some cases. Though at least you can finish any animal off without the mod now, thanks to hunting downed animals now being an actual cut-execute.

Blighted plants, vein mining (no vein miner mod is updated to 1.0) among other things are commonly used by me.
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: bluestealth on July 23, 2018, 11:32:54 PM
Hello,

I am still getting log errors for this mod under build
RimWorld 1.0.1974 rev541

https://git.io/fN4ZJ

The relevant flags:

Thanks for the continued support of your mods, Hugs.
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: Kranzius on July 24, 2018, 03:45:36 AM
Yeah, same failure logs with the recent update. Dont know why Tynan tweaking the "Haul urgently" settings.
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: rawrfisher on July 24, 2018, 03:57:22 AM
The haul worktype in general has optimization issues and has since A14.  Maybe he is adding the haul urgently in a future build but its not vanilla currently
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: UnlimitedHugs on July 24, 2018, 09:52:55 AM
Updated to 3.5.4

Another fix for the latest update.
This is a waste of time- I may discontinue updates until 1.0 is officially out.

Still, I appreciate the reports, guys.
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: BlackSmokeDMax on July 24, 2018, 10:33:09 AM
Updated to 3.5.4

Another fix for the latest update.
This is a waste of time- I may discontinue updates until 1.0 is officially out.

Still, I appreciate the reports, guys.

Would not blame you. Ended up going back to vanilla playback for now. Mods breaking too often to be worth it. Guess I'll just put on my big boy pants and deal with it until 1.0 is stable.
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: Kranzius on July 24, 2018, 12:00:28 PM
Updated to 3.5.4

Another fix for the latest update.
This is a waste of time- I may discontinue updates until 1.0 is officially out.

Still, I appreciate the reports, guys.

Unlimited Hugs for UnlimitedHugs.  ;D
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: rawrfisher on August 02, 2018, 12:08:08 AM
JobDriver threw exception in initAction for pawn Rissa driver=JobDriver_FinishOff (toilIndex=3) driver.job=(FinishOffPawn (Job_1455685) A=Thing_Human311291) lastJobGiver=RimWorld.JobGiver_Work
System.MissingMethodException: Method not found: 'RimWorld.TaleRecorder.RecordTale'.
  at AllowTool.JobDriver_FinishOff+<>c__DisplayClass4_0.<MakeNewToils>b__1 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x0022f] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:461
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobUtility.cs:22)
Verse.AI.JobDriver:TryActuallyStartNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:465)
Verse.AI.JobDriver:ReadyForNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:364)
Verse.AI.JobDriver:DriverTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:290)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:131)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:559)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:125)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:303)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:267)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:512)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)

Started getting this error with the latest update.  Triggers when the finish off job is preformed but since the target normally is bleeding to death its not somthing I would say is important. 
output log?  https://git.io/fNKUO

I just looked and it was applying damage the pawn just didnt wanna die...
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: Syrchalis on August 02, 2018, 02:50:13 AM
I think it only needs a recompile.
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: rawrfisher on August 02, 2018, 08:36:53 AM
Maybe.  I dont know enough about C# to really be talking about code lol
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: UnlimitedHugs on August 02, 2018, 10:28:11 AM
Updated to 3.5.5

Fixed up for latest unstable build.
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: SamhainJack on August 11, 2018, 07:04:04 PM
Everything on my end is working ok except the draft hunting. Amazing feature that was always on my wishlist. Hope it gets fixed with you next update  :)
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: UnlimitedHugs on August 12, 2018, 01:57:29 AM
Everything on my end is working ok except the draft hunting. Amazing feature that was always on my wishlist. Hope it gets fixed with you next update  :)

Yep, looks like it. Thanks, I'll get it fixed up for the next update.
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: Selfea on August 15, 2018, 12:57:38 AM
The version id has been changed from 1.0 to 0.19, breaking all 1.0 mods :( I know you said you might not update this further, but I'm desperately missing Haul urgently, so I'm asking anyway if it's likely to be updated for the new version id?
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: UnlimitedHugs on August 15, 2018, 03:09:00 AM
The version id has been changed from 1.0 to 0.19, breaking all 1.0 mods :( I know you said you might not update this further, but I'm desperately missing Haul urgently, so I'm asking anyway if it's likely to be updated for the new version id?

Are the mods actually broken, though? They are marked as red in the mods list, but last I checked they're still (mostly) functional. Or has that changed?
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: Selfea on August 15, 2018, 08:55:45 AM
Well, now I feel like a total noob. I didn't realise I could still use mods that were red! Yes, it does seem to be working. Thanks for that, and sorry for the confusion!
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: UnlimitedHugs on August 16, 2018, 07:28:40 AM
Well, now I feel like a total noob. I didn't realise I could still use mods that were red! Yes, it does seem to be working. Thanks for that, and sorry for the confusion!

No worries. It rarely works but it's nice that it's allowed- saved me a few releases.
It's the evil red errors you gotta watch out for ⛔️
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: JessiBeau on August 24, 2018, 07:15:20 AM
Is anyone else having an issue with the right click (such as on select similar items, mine connected ores etc) not working?
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: Rikku5 on August 24, 2018, 07:52:54 AM
Is anyone else having an issue with the right click (such as on select similar items, mine connected ores etc) not working?
yeah, i already try to play and i cant use right click :( hope they fix it quickly
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: rawrfisher on August 24, 2018, 10:44:21 AM
Ok so that issues already been reported
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: UnlimitedHugs on August 25, 2018, 08:43:00 AM
Updated to 3.5.6

Ding-ding, order up! 🔔
Another fix-up for unstable- this should fix the issues with the right-click menus, as well as the Dreaded Red Color™ in the Mods menu. Also, if you use ModSync, it should detect Allow Tool updates automatically from now on.
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: rawrfisher on August 25, 2018, 12:29:43 PM
Just a manditory heckling.

I think you forgot to hide the debug logs lol
That aside I do really like the options this mod gives. 
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: UnlimitedHugs on August 26, 2018, 06:46:09 AM
Updated to 3.5.7
I think you forgot to hide the debug logs lol

Oh snap, now you know all the secrets :D
Fixed.
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: rawrfisher on August 26, 2018, 09:51:43 AM
Updated to 3.5.7
I think you forgot to hide the debug logs lol

Oh snap, now you know all the secrets :D
Fixed.

Well I must admit they were quite helpful debugging a few errors unrelated to your mods.
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: rawrfisher on August 28, 2018, 02:59:28 PM
Code: [Select]
System.NullReferenceException: Object reference not set to an instance of an object
at HugsLib.Settings.SettingHandle`1<bool>.op_Implicit (HugsLib.Settings.SettingHandle`1<bool>) <0x0000f>
at AllowTool.PartyHuntController.TryGetGizmo (Verse.Pawn) <0x00032>
at AllowTool.Patches.Pawn_GetGizmos_Patch.InsertPartyHuntGizmo (Verse.Pawn,System.Collections.Generic.IEnumerable`1<Verse.Gizmo>&) <0x00012>
at (wrapper dynamic-method) Verse.Pawn.GetGizmos_Patch8 (object) <0x00056>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&) <0x00175>

Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1, Gizmo&)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI()
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

Anyone free to translate this error?  I cant draft colonists without losing the ability to undraft

Note: NEVER try reading error reports when half asleep lol
 https://git.io/fAs2s
Compleatly missed 2 relevent lines which are included in my output log
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: UnlimitedHugs on August 29, 2018, 05:19:58 AM
Anyone free to translate this error?  I cant draft colonists without losing the ability to undraft

Not sure if already solved, but Allow Tool is loaded twice here.
Title: Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
Post by: rawrfisher on August 29, 2018, 08:56:06 AM
Lol so it was just me making a mistake
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: UnlimitedHugs on August 29, 2018, 12:53:14 PM
With B19 officially released, I have bumped the GitHub release to official and updated the Steam page of the mod.
Since I haven't posted a breakdown of the new additions during the unstable release, here it is:


Thanks for testing during unstable, folks. I'm just crossing my fingers and hoping that nothing broke since the last time we tested it :)
Have a great B19, everyone!
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: drd23 on September 02, 2018, 02:17:28 AM
I assume all the red errors on starting the game that "AllowTool already has short hash" don't matter?

Code: [Select]
RimWorld 0.19.2009 rev486
Verse.Log:Message(String, Boolean)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

AllowTool_2_3_0 already has short hash.
Verse.Log:Error(String, Boolean)
Verse.ShortHashGiver:GiveShortHash_Patch1(Def, Type)
Verse.ShortHashGiver:GiveAllShortHashes()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

AllowTool_2_4_0 already has short hash.
Verse.Log:Error(String, Boolean)
Verse.ShortHashGiver:GiveShortHash_Patch1(Def, Type)
Verse.ShortHashGiver:GiveAllShortHashes()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

AllowTool_3_0_0 already has short hash.
Verse.Log:Error(String, Boolean)
Verse.ShortHashGiver:GiveShortHash_Patch1(Def, Type)
Verse.ShortHashGiver:GiveAllShortHashes()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

AllowTool_3_2_0 already has short hash.
Verse.Log:Error(String, Boolean)
Verse.ShortHashGiver:GiveShortHash_Patch1(Def, Type)
Verse.ShortHashGiver:GiveAllShortHashes()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

AllowTool_3_4_0 already has short hash.
Verse.Log:Error(String, Boolean)
Verse.ShortHashGiver:GiveShortHash_Patch1(Def, Type)
Verse.ShortHashGiver:GiveAllShortHashes()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

AllowTool_3_5_0 already has short hash.
Verse.Log:Error(String, Boolean)
Verse.ShortHashGiver:GiveShortHash_Patch1(Def, Type)
Verse.ShortHashGiver:GiveAllShortHashes()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: Canute on September 02, 2018, 02:59:36 AM
drd23,
how many allow tools did you installed ?
Just download the latest version and install these.
Don't forget to delete previously version before you copy/unzip them.
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: drd23 on September 03, 2018, 10:47:10 PM
drd23,
how many allow tools did you installed ?
Just download the latest version and install these.
Don't forget to delete previously version before you copy/unzip them.
It's subscribed through Steam so I would assume that it removes the old ones when it updates?

It doesn't appear to affect anything in game though
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: UnlimitedHugs on September 04, 2018, 06:40:33 AM
drd23, how many allow tools did you installed ?
It's subscribed through Steam so I would assume that it removes the old ones when it updates?
It doesn't appear to affect anything in game though

Those are actually the update feature items that appear in-game. One of your mods is causing some (or all) xml defs to be loaded twice, which is producing these messages.
If you post a log (Ctrl+F12) I'll take a look, maybe something will stand out. But as long as things are working fine, I won't insist :)
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: drd23 on September 04, 2018, 10:24:51 AM
One of your mods is causing some (or all) xml defs to be loaded twice, which is producing these messages.
If you post a log (Ctrl+F12) I'll take a look, maybe something will stand out. But as long as things are working fine, I won't insist :)
That might explain why it's taken so much longer to load up in the last few days.  ???

Here's the log - https://git.io/fABYP Thanks for having a look for me.
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: UnlimitedHugs on September 05, 2018, 09:27:02 AM
That might explain why it's taken so much longer to load up in the last few days.  ???
Here's the log - https://git.io/fABYP Thanks for having a look for me.

Hm, no other problems that I can see, and too many mods to try and reproduce. If you like, you can try to reduce the number of mods and see which one is to blame. I could take it form there.
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: drd23 on September 05, 2018, 10:42:05 AM
 :-[  Turns out the problem was that I had somehow subscribed to and activated HugsLib twice in Steam (one was 1st and the other was right in the middle).  I've disabled the second one and the "Short Hash" messages have disappeared.

Thanks for your great mods and your time looking at my stupid mistake for me
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: errer on September 05, 2018, 12:09:47 PM
Getting the following error on load with RimWorld 0.19.2017:

Code: [Select]
[HugsLib][ERR] AllowTool caused an exception during OnDefsLoaded: System.MissingMethodException: Method not found: 'Verse.Translator.Translate'.
  at AllowTool.AllowToolController.DefsLoaded () [0x00000] in <filename unknown>:0
  at HugsLib.HugsLibController.OnDefsLoaded () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: UnlimitedHugs on September 05, 2018, 12:44:36 PM
:-[  Turns out the problem was that I had somehow subscribed to and activated HugsLib twice in Steam (one was 1st and the other was right in the middle).  I've disabled the second one and the "Short Hash" messages have disappeared.

I see! Well, no worries- at least now I know how to diagnose this specific issue.

Getting the following error on load with RimWorld 0.19.2017:

Are you still on the unstable branch on Steam? Switch back to "NONE", and you should be good.
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: Mistrornge on September 07, 2018, 02:28:18 PM
Running B19 2017
With Allow Tool 3.5.7 installed I am unable to open Architect>Orders tab.  What happens is when I click Orders the entire Architect menu disappears and will not come back. 
I narrowed it to Allow Tool by and adding and removing various mods until the problem disappeared. 
Need any other info?
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: BlackSmokeDMax on September 07, 2018, 03:01:24 PM
Running B19 2017
With Allow Tool 3.5.7 installed I am unable to open Architect>Orders tab.  What happens is when I click Orders the entire Architect menu disappears and will not come back. 
I narrowed it to Allow Tool by and adding and removing various mods until the problem disappeared. 
Need any other info?

I thought Tynan said that build was for testing translations. If you aren't doing that, just switch to the stable build.

That unstable branch is breaking a lot of mods. Maybe every one that uses translations??
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: Bulltank on September 07, 2018, 09:05:12 PM
Same problem, same version. Stable version is B18, but B19 rules, Imma wait for Allow Tool to be on B19 :)
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: BlackSmokeDMax on September 07, 2018, 09:07:23 PM
Same problem, same version. Stable version is B18, but B19 rules, Imma wait for Allow Tool to be on B19 :)

Allow tool IS on B19, just the stable version of B19, not the new unstable version that is for testing translations.

Opt out of all Betas and you will be on stable B19 and allow tool works.
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: UnlimitedHugs on September 08, 2018, 02:02:06 PM
Allow tool IS on B19, just the stable version of B19, not the new unstable version that is for testing translations.
Opt out of all Betas and you will be on stable B19 and allow tool works.

Hey, I appreciate it. It's nice to know I don't have to rule out every little thing myself :)
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: SYDWAD on September 13, 2018, 07:34:51 PM
The "rimworld base" download is out of date.
(sorry if already said)
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: UnlimitedHugs on September 14, 2018, 06:42:28 AM
The "rimworld base" download is out of date.
(sorry if already said)

I don't manage that one- you'd have to message the site owner.
The download link in the main post is always up to date, though.
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: Goranchero on September 14, 2018, 06:49:57 AM
Any chance to add order to chop all trees in same manner as harvest all plants or haul everything?
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: Adsixnine on September 14, 2018, 07:05:08 AM
Thanks much for this.  :D
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: UnlimitedHugs on September 14, 2018, 07:28:00 AM
Any chance to add order to chop all trees in same manner as harvest all plants or haul everything?

Maybe. In the meanwhile, you can always use Select Similar + Chop to get the same effect.
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: Canute on September 14, 2018, 09:24:46 AM
Currently the function for veil mining, blight cutting, full grown tree's arn't very intuitiv to use.
Vein miner at last work's very good, even when i allways looked at the wrong icon for that feature. I allways looked at the select similar icon (since this icon came from this mod), it took ages for myself to check the Mine icon for a right click funktion.

Cut blight, similar to Vein miner, i allways looked at the select similar before.

But the function for cut full grown tree only give you a selector and don't select anything self.
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: bigheadzach on September 14, 2018, 10:23:28 AM
Have you tried More Harvest Designators? It adds specific "harvest mature plants/chop mature trees only" buttons. So first select all trees with Allow Tool, then use this button on the selected trees and it will only designate the mature trees for chop.
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: Canute on September 14, 2018, 11:48:44 AM
Nope,
but thats a good suggestion to bad hugs didn't made this last step.

Edit: i just tryed it, and it didn't work. The new designator don't show up when you select tree's.
They work at the same way like Allow tool and you can select mature tree's with a selector.
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: UnlimitedHugs on September 14, 2018, 02:04:11 PM
Currently the function for veil mining, blight cutting, full grown tree's arn't very intuitiv to use.
Vein miner at last work's very good, even when i allways looked at the wrong icon for that feature. I allways looked at the select similar icon (since this icon came from this mod), it took ages for myself to check the Mine icon for a right click funktion.
Cut blight, similar to Vein miner, i allways looked at the select similar before.
But the function for cut full grown tree only give you a selector and don't select anything self.

True, ideally you would have separate buttons for these 3 functions- but we also want to avoid cluttering the interface. I feel pretty good about how things are laid out right now, even though there is always room for improvement.
Also, there is something to be said about progressively discovering advanced tools- not everything needs to be in plain sight.
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: rawrfisher on September 15, 2018, 11:59:51 AM
Am I the only one having issues getting the haul urgently designation to stick when trying to move items from one stockpile to another?
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: Orange_Mushroom on September 22, 2018, 08:09:01 AM
Can you tell what's going on please?
mod not working

[HugsLib][ERR] AllowTool caused an exception during OnDefsLoaded: System.MissingMethodException: Method not found: 'Verse.Translator.Translate'.
  at AllowTool.AllowToolController.DefsLoaded () [0x00000] in <filename unknown>:0
  at HugsLib.HugsLibController.OnDefsLoaded () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

load.
hugslib
Miscellaneous 'CORE'
Misc. MapGenerator
Allow Tool
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: crusader2010 on October 04, 2018, 04:46:13 PM
@UnlimitedHugs

I would like to make two suggestions about things that are currently annoying for me:

1. When selecting a colonist corps, the "Haul urgently" keyboard shortcut is the same as the one to "Strip" the corpse. Not sure why, but this makes the corpses unable to be hauled urgently, unless stripped first (and even after stripping, the corpse appears haulable but nothing happens unless I cancel every job from it, then use the menu to haul it urgently). Not sure if the key shortcut is the reason for the conflict but it's a start.

Also, would love an option to actually change this key to something else (or simply change it from "O") :)

2. I'm unable to always "mine connected ores" from the menu. I have to click a resource tile on the map, then right click the mine button and choose the option. Is there any way to make it the default choice?

In my current game it also happened that one tile of uranium didn't get selected by the "mine connected ores" tool. The pattern in which the cluster was mined by a pawn was like this ( 1 -> 5), with number 5 not being selected by the tool:

[5] [3] [1]
[  ] [4] [2]

Thank you for a great mod!
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: shentino on October 04, 2018, 11:33:45 PM
Please update for 1.0?
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: xion1088 on October 06, 2018, 09:55:22 PM
Can you make "haul urgently" ignore things like food on prisons?
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: SYDWAD on October 08, 2018, 05:04:00 PM
Can you make "haul urgently" ignore things like food on prisons?
Why not just not select the food in the prison? or make a stockpile for the food in there?
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: xion1088 on October 08, 2018, 11:00:47 PM
Can you make "haul urgently" ignore things like food on prisons?
Why not just not select the food in the prison? or make a stockpile for the food in there?

I want to haul the food out, not put them in a stockpile inside the prison.
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: 5thHorseman on October 08, 2018, 11:58:17 PM
Can you make "haul urgently" ignore things like food on prisons?
Why not just not select the food in the prison? or make a stockpile for the food in there?
I want to haul the food out, not put them in a stockpile inside the prison.
You said you wanted it to ignore food in prisons. Did you mean "not ignore"?
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: xion1088 on October 09, 2018, 09:56:49 AM
Can you make "haul urgently" ignore things like food on prisons?
Why not just not select the food in the prison? or make a stockpile for the food in there?
I want to haul the food out, not put them in a stockpile inside the prison.
You said you wanted it to ignore food in prisons. Did you mean "not ignore"?
Yeah maybe I worded it wrong, my bad but anyways It would be nice to have "Haul urgently" to work on prisons.
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: crusader2010 on October 09, 2018, 12:53:37 PM
I think I may have found another strange-ish thing (apart from the one with the mining designation), but not sure whether it's intended or not.

After using "haul urgently" on a piece of rock that is far away from the main part of my colony, there is no right click menu on that object. Nothing shows up when right clicking the designated object. So, for example, I cannot order another pawn to pick it up and haul it. I do suspect that the object is already assigned to a pawn before I right click it (i.e. the pawn is going towards the object to haul it).

I'm using many other mods, including "pick up and haul". Could it be some bad interaction between these two ?
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: bigheadzach on October 09, 2018, 01:42:07 PM
Just to cover bases, is the rock located within your pawns' current allowed area?
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: crusader2010 on October 09, 2018, 04:08:06 PM
Just to cover bases, is the rock located within your pawns' current allowed area?

I think so. Their currently allowed area is "unrestricted".
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: UnlimitedHugs on October 13, 2018, 04:43:04 AM
Am I the only one having issues getting the haul urgently designation to stick when trying to move items from one stockpile to another?

I'll check it out.

Can you tell what's going on please?

You should switch from the testing branch back to default. Although, shouldn't matter at this point.

Can you make "haul urgently" ignore things like food on prisons?

Not sure I got the point of this. If you're marking something to be hauled urgently, isn't that what you intend to do?

- snip -

1. I'm flat out of free keys. However, you can redefine everything to your liking in Options > Keyboard Configuration. I'd love to have shortcuts with modifier keys, but for now this'll have to do.
2. I'll check it out. Have you tried the "context action" key (Equals) after selecting a piece of ore?
3. I'll check the missing selection, as well.

I think I may have found another strange-ish thing (apart from the one with the mining designation), but not sure whether it's intended or not.

Tough to say without the ability to reproduce the issue. I'm using the vanilla hauling logic in haul urgently (just in a controlled order), so I doubt the issue is caused by a mod interaction- at least with Allow Tool.
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: xion1088 on October 13, 2018, 10:50:18 AM
Hugs what I mean by

Quote
Can you make "haul urgently" ignore things like food on prisons?

Is to being able to haul food items out of prison cells, sometimes prisoners are all downed and they leave their food on the floor to root or if you're playing with Hospitality visitors sometimes will drop their food gifts inside prisons and will end up rooting, so it would be nice that "Haul Urgently" ignored the "Reserved for prisoners" thing on prisoner food so colonist can haul it out of there, I hope you understand my idea better now, I worded it wrong the first time, also sorry for posting this suggestion on the HugsLib topic.
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: crusader2010 on October 13, 2018, 11:28:18 AM
1. I'm flat out of free keys. However, you can redefine everything to your liking in Options > Keyboard Configuration. I'd love to have shortcuts with modifier keys, but for now this'll have to do.
2. I'll check it out. Have you tried the "context action" key (Equals) after selecting a piece of ore?
3. I'll check the missing selection, as well.
4. Tough to say without the ability to reproduce the issue. I'm using the vanilla hauling logic in haul urgently (just in a controlled order), so I doubt the issue is caused by a mod interaction- at least with Allow Tool.

1. Ok, I'll change the keys for that and see if it happens again :)

2. I may not have been clear enough with my explanation. The "mine connected" option is there when right clicking a tile with minable ore. I'm basically asking for a quicker way to select all the connected ores (something in the lines of the old VeinMiner - choose the mine vein action, click on an ore tile, every minable ore gets selected). Maybe a separate button for the "mine connected" action.

3. The missing selection isn't happening all the time (it happened during neolithic tech level mostly). Not sure what triggers it though, but from what I've seen, the tiles that don't get selected seem to be "undiscovered" initially (i.e. more than 2-3 tiles away from a piece of mountain that you can select), something like in a fog of war. It's the only noticeable thing I could find. Right now I'm using a mining sonar that I move from place to place to find ores deep into the mountains. For now the selection worked fine and didn't miss any tiles.

4. I've tested it again and it seems fine. Again not sure what triggers the right-click menu to not show up on an item marked to be hauled urgently. I'm sure it happened more during the neolithic/medieval tech level, but doubt that's leading anywhere. Will let you know if I notice it again.

EDIT: for no. 4, it seems to be more generalized. If a wall blueprint is reserved by a pawn and I want to select another one to build it, I don't get any menu on right-click. Same thing happens for hauling. For crafting benches it seems to be fine though.

Thanks :)
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: zmadz on October 14, 2018, 02:26:35 AM
perfect as always, just want to see strip mining, same soil select zone if possible, keep up the good work :)
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: Canute on October 14, 2018, 02:59:08 AM
zmadz,
strip mining = select ore, right click at the mining symbol, mine all connected ore.
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: crusader2010 on October 14, 2018, 10:48:44 AM
1. I'm flat out of free keys. However, you can redefine everything to your liking in Options > Keyboard Configuration. I'd love to have shortcuts with modifier keys, but for now this'll have to do.

Thanks for the tip! I found that using the key "H" doesn't conflict with anything. H makes sense from Haul and you cannot Haul something that can be Harvested so... no conflict :D
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: UnlimitedHugs on October 15, 2018, 07:08:04 AM
- snip -

Oh, gotcha. Since I'm using the vanilla hauling code, however, I can't make that change unless I implement some custom hauling code on my side. So, I'll have to pass on this one.

1. 2. 3. 4.

I appreciate the clarifications.
On number one, you can just click an ore tile and press the Equals key- no need to even pull out the mine tool. Seems super quick to me.
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: xion1088 on October 15, 2018, 12:27:04 PM
Damn, was really wishing my idea would be easier to implement :'( :'( Thanks anyways for listening.
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: zmadz on October 18, 2018, 12:33:22 PM
Hugs u made me so addicted to allow tool that i can't play vanilla now xD
Title: Re: [B19] Allow Tool (3.5.7) - The Rimworld Multitool
Post by: Sixdd on October 18, 2018, 05:18:52 PM
How goes the update to 1.0? I'm really missing haul urgently.
Title: Re: [1.0] Allow Tool (3.6.0) - The Rimworld Multitool
Post by: UnlimitedHugs on October 19, 2018, 02:31:47 AM
Updated to 3.6.0 (https://github.com/UnlimitedHugs/RimworldAllowTool/releases/tag/v3.6.0)

1.0 update is done, grab it while it's hot.
Some minor additions along the way:

@crusader2010
I've looked through the code and here's what I found:
On #3, turns out it's a feature, who knew :D It prevents the player from sniffing out hidden resources by simply selecting fogged rock and clicking "mine connected". So, at least one ore tile has to be exposed for the tool to work.
No idea on #4. Must be a vanilla issue, since Haul Urgently shares that part of the hauling code.
Title: Re: [1.0] Allow Tool (3.6.0) - The Rimworld Multitool
Post by: crusader2010 on October 19, 2018, 04:52:33 AM
Thanks mate! The issue with #3 was that the ores were connected to other (visible) ore tiles. Probably the way in which the pawn mined them made it such that a section of the tiles fulfilled the condition about sniffing out resources, at a certain point in the mining process.

For #4 it could've been some bad interaction with "pick up and haul". When I'll migrate to 1.0 i'm gonna see if it happens again.

So should "pick up and haul" be loaded before haul urgently?
Title: Re: [1.0] Allow Tool (3.6.0) - The Rimworld Multitool
Post by: Angelix on October 19, 2018, 05:19:03 AM
Found bug. If i disable "Show tool: Finish off" option in "Enable or disable tools" i got this exception for every colonist.
Code: [Select]
Nadezhda threw exception in WorkGiver FinishOff: System.InvalidOperationException: Invalid ThingRequest ThingRequest(group Undefined)
  at Verse.ListerThings.ThingsMatching (ThingRequest req) [0x00000] in <filename unknown>:0
  at Verse.GenClosest.ClosestThingReachable (IntVec3 root, Verse.Map map, ThingRequest thingReq, PathEndMode peMode, TraverseParms traverseParams, Single maxDistance, System.Predicate`1 validator, IEnumerable`1 customGlobalSearchSet, Int32 searchRegionsMin, Int32 searchRegionsMax, Boolean forceGlobalSearch, RegionType traversableRegionTypes, Boolean ignoreEntirelyForbiddenRegions) [0x00000] in <filename unknown>:0
  at RimWorld.JobGiver_Work.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
RimWorld.JobGiver_Work:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Also got this on new game with only hugslib and allow tool mods. Allow Tool version is 3.6.0
Title: Re: [1.0] Allow Tool (3.6.0) - The Rimworld Multitool
Post by: UnlimitedHugs on October 19, 2018, 07:27:07 AM
Thanks mate! The issue with #3 was that the ores were connected to other (visible) ore tiles. Probably the way in which the pawn mined them made it such that a section of the tiles fulfilled the condition about sniffing out resources, at a certain point in the mining process.
For #4 it could've been some bad interaction with "pick up and haul". When I'll migrate to 1.0 i'm gonna see if it happens again.
So should "pick up and haul" be loaded before haul urgently?

If it happens again, do grab a screenshot- always easier to have something to work with.
Load order should not matter.

Found bug. If i disable "Show tool: Finish off" option in "Enable or disable tools" i got this exception for every colonist.

Interesting. I'll investigate sometime soon- for now, uh, just keep it enabled, I guess :)
Title: Re: [1.0] Allow Tool (3.6.0) - The Rimworld Multitool
Post by: bigheadzach on October 25, 2018, 11:24:08 PM
3.6.0 works fine except that right-clicking the Select More or Mine buttons doesn't bring up the "select all on map" option like it used to. Has this feature changed at all for 1.0?

Code: [Select]
<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>2059</buildNumber>
  <activeMods>
    <li>MOD-E</li>
    <li>Core</li>
    <li>HugsLib</li>
    <li>JecsTools</li>
    <li>ModManager</li>
    <li>ModSyncRW</li>
    <li>Miscellaneous_Core</li>
    <li>GiddyUpCore</li>
    <li>Rah's Bionics and Surgery Expansion</li>
    <li>AllowTool</li>
    <li>Vegetable Garden</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Miscellaneous_MapGenerator_FactionBase</li>
    <li>Miscellaneous_MapGenerator Urban</li>
    <li>Miscellaneous_Robots</li>
    <li>Robots_PlusPlus_Misc_Robots_Xtension</li>
    <li>Miscellaneous_MAI</li>
    <li>Miscellaneous_BeeAndHoney</li>
    <li>Miscellaneous_Incidents</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>10_DESurgeries4RBSE</li>
    <li>Flamethrower</li>
    <li>Grenade Launcher</li>
    <li>Small Shelf</li>
    <li>WildAnimalSex</li>
    <li>EfficientUtilities</li>
    <li>RainWashesAwayFilth</li>
    <li>Playable Settlers Faction</li>
    <li>SteelIsIron</li>
    <li>ConsolidatedTraits</li>
    <li>MoreTraitSlots</li>
    <li>RimFridge</li>
    <li>SaveStorageSettings</li>
    <li>ShowHair</li>
    <li>TradingSpot</li>
    <li>VGP_Canning</li>
    <li>VGP_Garden_Drinks</li>
    <li>VGP_Fabric</li>
    <li>VGP_Garden_Gourmet</li>
    <li>VGP_Medicine</li>
    <li>VGP_Tools</li>
    <li>VGP_More Veggies</li>
    <li>VGP_Soylent Production</li>
    <li>VGP_Trees_Flowers</li>
    <li>VGP CoffeeTeaDrugs</li>
    <li>Share The Load</li>
    <li>SmartMedicine</li>
    <li>Simple Sidearms</li>
    <li>ShelfRenamer</li>
    <li>SnapOut</li>
    <li>SparklingWorlds Full Mod</li>
    <li>RimworldDisasterTornado</li>
    <li>RazorWire</li>
    <li>RF - Advanced Bridges</li>
    <li>RF - Concrete</li>
    <li>RF - Editable Backstories</li>
    <li>RF - Fertile Fields</li>
    <li>RF - Fishing</li>
    <li>RF - Packed Lunches</li>
    <li>RF - Pawns are Capable!</li>
    <li>RF - Rational Romance</li>
    <li>RF - Tribal Pawn Names</li>
    <li>RF - Tribal Raiders</li>
    <li>RF - Wild Cultivation</li>
    <li>SYR_DoorMats</li>
    <li>SYR_GlowingHealroot</li>
    <li>SYR_HarvestYieldPatch</li>
    <li>SYR_ProstheticIcons</li>
    <li>SYR_ProstheticTable</li>
    <li>SYR_SetUpCamp</li>
    <li>T-MoreFloors</li>
    <li>ForbiddableDebris</li>
    <li>MemorableAuroras</li>
    <li>ProfitableWeapons</li>
    <li>ProperShotguns</li>
    <li>RangedStaggerRebalanced</li>
    <li>StuffedFlaks</li>
    <li>TargetingModes</li>
    <li>TurretExtensions</li>
    <li>TETurretExpansion</li>
    <li>UseThatSniperScope</li>
    <li>VisiblePants</li>
    <li>WatermillTweaks</li>
    <li>A_Dog_Said</li>
    <li>Achtung</li>
    <li>AlphaAnimals</li>
    <li>AnimalTab</li>
    <li>AnimalsLogic</li>
    <li>architect-icons</li>
    <li>AreaUnlocker</li>
    <li>AvoidFriendlyFire</li>
    <li>ImprovedWorkbenches</li>
    <li>BetterMiniMap</li>
    <li>Blueprints</li>
    <li>BoomMod</li>
    <li>CameraPlus</li>
    <li>Collapser</li>
    <li>ColonyManager</li>
    <li>ColorCodedMoodBar</li>
    <li>ConduitDeconstructMod</li>
    <li>CraftingQualityRebalanced</li>
    <li>DefensivePositions</li>
    <li>DesignatorShapes</li>
    <li>DoorsExpanded</li>
    <li>DrawABead</li>
    <li>Dubs Mint Menus</li>
    <li>EdBPrepareCarefully</li>
    <li>ExpandedRoofing</li>
    <li>ExtendedInspectData</li>
    <li>FashionRIMsta</li>
    <li>Firestarter</li>
    <li>FluffyBreakdowns</li>
    <li>FollowMe</li>
    <li>WhatTheHack</li>
    <li>battlemounts</li>
    <li>GiddyUpCaravan</li>
    <li>GiddyUpMechanoids</li>
    <li>GiddyUpRideAndRoll</li>
    <li>TechAdvancing</li>
    <li>TD Enhancement Pack</li>
    <li>HardworkingAnimals</li>
    <li>HeatMap</li>
    <li>Hospitality</li>
    <li>Bubbles</li>
    <li>JustIgnoreMePassing</li>
    <li>LabelsOnFloor</li>
    <li>MapRenderer</li>
    <li>Meals On Wheels</li>
    <li>MedicalTab</li>
    <li>MendAndRecycle</li>
    <li>Mining Priority</li>
    <li>Moody</li>
    <li>More Faction Interaction</li>
    <li>MoreHarvestDesignators</li>
    <li>More Vanilla Turrets</li>
    <li>MoreVanillaTurretsTEPatch</li>
    <li>NamesGalore</li>
    <li>PickUpAndHaul</li>
    <li>P-Music</li>
    <li>Power Logic</li>
    <li>RT_Fuse</li>
    <li>RT_PowerSwitch</li>
    <li>PowerSwitch</li>
    <li>QualityCooldown</li>
    <li>QualityBuilder</li>
    <li>RangeFinder</li>
    <li>Realistic Rooms</li>
    <li>RelationsTab</li>
    <li>RemoteTech</li>
    <li>Replace Stuff</li>
    <li>ResearchTree</li>
    <li>ReverseCommands</li>
    <li>RimHUD</li>
    <li>RIMkea</li>
    <li>RimQuest</li>
    <li>Rimsenal Vanilla</li>
    <li>Room Food</li>
    <li>RoomSense</li>
    <li>RunAndGun</li>
    <li>SafelyHiddenAway</li>
    <li>SameSpot</li>
    <li>SeasonalWeather</li>
    <li>StuffedFloors</li>
    <li>SupplyAndDemand</li>
    <li>BirdsAndBees</li>
    <li>The Price Is Right</li>
    <li>Therapy</li>
    <li>Toolboxifier</li>
    <li>MarvsUghYouGotMe</li>
    <li>VergeOfGalaxy-B19.0</li>
    <li>Wall Light</li>
    <li>WheresTheGravelGrayscale</li>
    <li>While You're Up</li>
    <li>WorkTab</li>
    <li>ShowModDesignators</li>
    <li>PrepareLanding</li>
    <li>ConfigurableMaps</li>
    <li>RF - Archipelagos</li>
    <li>RF - Permafrost</li>
    <li>AnimalAlerts</li>
    <li>RF - Smooth Stone Walls</li>
    <li>FoodRestrictions</li>
    <li>NightVision</li>
  </activeMods>
</ModsConfigData>
Title: Re: [1.0] Allow Tool (3.6.0) - The Rimworld Multitool
Post by: Canute on October 26, 2018, 03:51:27 AM
No this feature is still there, but only work on the "Select similar" button.
The Mine button is for "Mine connected ore"

Does the "Select similar things on the map" appear on other things like chunks, then i would point at Mining Priority mod.
Title: Re: [1.0] Allow Tool (3.6.0) - The Rimworld Multitool
Post by: bigheadzach on October 27, 2018, 11:46:41 AM
Just confirmed: selecting a single block of unmined steel, rightclicking on Mine does nothing.
selecting a single berry bush, rightclicking on Select Similar does nothing.

I'm sure it's a mod conflict, but hoping something in that list stands out.
Title: Re: [1.0] Allow Tool (3.6.0) - The Rimworld Multitool
Post by: Canute on October 27, 2018, 12:22:01 PM
Does any error (red text) show up at the error window ?
Title: Re: [1.0] Allow Tool (3.6.0) - The Rimworld Multitool
Post by: bigheadzach on October 27, 2018, 02:49:05 PM
Not at all. Nothing in the error logs from app load onward. I am wondering if it might be related to the lag I experience when I select one or more objects. Ultimately I'll remove AT temporarily to find out, but I'm hoping it's something else related to selections.
Title: Re: [1.0] Allow Tool (3.6.0) - The Rimworld Multitool
Post by: Canute on October 27, 2018, 04:15:39 PM
Then you prolly got a mod conflict with another mod.
But without hint you need to try it out itself.
At first you should test on a new colony if the problem remain.
Then deactivate half of your mods beside Allowtool and hugslib.
Until you can narrow it down.
Use the hugslib quickstart function to create new colonies (developer mode on, then one of the icons on top).
Yeah i know, very time intensive with your mod count.

Maybe UnlimitedHugs got a better idea.
Title: Re: [1.0] Allow Tool (3.6.0) - The Rimworld Multitool
Post by: UnlimitedHugs on November 02, 2018, 11:08:14 AM
Just confirmed: selecting a single block of unmined steel, rightclicking on Mine does nothing.
selecting a single berry bush, rightclicking on Select Similar does nothing.
I'm sure it's a mod conflict, but hoping something in that list stands out.

Try right-clicking the tools again, then publish your log for me using Ctrl+F12- I'll take a look.
Title: Re: [1.0] Allow Tool (3.6.0) - The Rimworld Multitool
Post by: bigheadzach on November 02, 2018, 11:23:08 AM
Actually, this ended up being a conflict with an outdated version of Rainbeau's Smooth Stone Walls that I was erroneously using, and also contributed to a lag cascade whenever multiple objects were selected. Uninstalling and updating that mod removed this issue.

Thanks though!
Title: Re: [1.0] Allow Tool (3.6.0) - The Rimworld Multitool
Post by: Warforyou on November 05, 2018, 12:06:58 PM
I just had an idea...
Is there a way to force raiders to finish off downed colonists near them?
Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: UnlimitedHugs on November 06, 2018, 02:13:53 AM
Updated to 3.6.1 (https://github.com/UnlimitedHugs/RimworldAllowTool/releases/tag/v3.6.1)

A roundup of fixes for the issues you guys reported.
There is a minor addition, as well: I added an alert that is shown when there is no free storage space for things marked to be hauled urgently. Can be turned off in the Mod Settings window.

I just had an idea...
Is there a way to force raiders to finish off downed colonists near them?
I'll pass on that one- you wouldn't want to lose your prized, power-armor-wrapped justice machine to some random whacko with a knife.
Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: Haxonex on November 08, 2018, 08:46:04 PM
Hi made this translation to polish.
I don't really know how to move on this forum and where send it to so I will post it here c:
https://github.com/SaskeHaxon/AllowTool-polish
Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: UnlimitedHugs on November 09, 2018, 11:19:03 AM
Hi made this translation to polish.
I don't really know how to move on this forum and where send it to so I will post it here c:
https://github.com/SaskeHaxon/AllowTool-polish

If you make a pull request on GitHub you'll get the credit for the contribution. Otherwise I'll just include it manually in the next update.
Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: publicuser on November 10, 2018, 12:19:02 AM
Add some Simplified Chinese translations which untranslated based on existing translation, by master_wu. In attachment
Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: UnlimitedHugs on November 11, 2018, 12:16:47 PM
Add some Simplified Chinese translations which untranslated based on existing translation, by master_wu. In attachment

Cheers, I'll include these in the next update.
Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: NoCanDo on November 14, 2018, 05:31:40 AM
Urgent Haul is awesome, but any way to add Urgend Sow for field workers?
Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: bigheadzach on November 14, 2018, 08:49:48 AM
Grow+?
Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: NoCanDo on November 14, 2018, 04:33:00 PM
ya!
Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: Canute on November 14, 2018, 04:36:18 PM
Or just use WorkTab and give sowing a higher priority for your pawn's.

Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: nachtfalter on January 12, 2019, 04:27:42 PM
bump!
thank goodness there is still a modder providing a priority hauling mod.
thank you. thank you very much!
Why isnt this in vanilla?!
Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: UnlimitedHugs on January 16, 2019, 12:44:48 PM
Urgent Haul is awesome, but any way to add Urgend Sow for field workers?

A generic "prioritize work" tool would be quite a bit of work, and would impact game performance a bit.
I think Fluffy made a mod to prioritize specific areas for a given work type, if that suits your needs.

bump!
thank goodness there is still a modder providing a priority hauling mod.
thank you. thank you very much!
Why isnt this in vanilla?!

My pleasure!
Well, at least the original unforbid tool made it into vanilla, so I think my work here is done 8)
Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: pinpi on February 08, 2019, 07:34:34 PM
Do pawns need a weapon equipped for "Finish off"? Can they use a gun?
Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: Dr_Zhivago on February 08, 2019, 08:19:48 PM
Urgent Haul is awesome, but any way to add Urgend Sow for field workers?
A generic "prioritize work" tool would be quite a bit of work, and would impact game performance a bit.
I think Fluffy made a mod to prioritize specific areas for a given work type, if that suits your needs.

Achtung has a nice "Force Work" tool.

Do pawns need a weapon equipped for "Finish off"? Can they use a gun?

It's dependent on Melee skill (I think maybe 6 or 8?), other than that anyone can do it.
Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: pinpi on February 08, 2019, 11:25:34 PM
I see. Do you think it would be simple for the average person to make a patch to require a weapon?
Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: Canute on February 09, 2019, 03:21:32 AM
Since any range weapon got a mellee attachment it is a mellee weapon too.

And there are other ways to finish off creatures, like breaking their neck. That's prolly why the pawn's need a min. mellee skill.
Ok it would be stupid for a human to break an elephant's neck. :-)

Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: UnlimitedHugs on February 14, 2019, 09:06:18 AM
Do pawns need a weapon equipped for "Finish off"? Can they use a gun?

In the interest of simplicity, no weapon is required. You could assume everyone carries a pocket knife.
Also, the 6 melee requirement is optional and does not apply to animals.
Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: SineSwiper on February 22, 2019, 02:31:19 PM
Any chance of a compatibility patch for Zetrith's Multiplayer mod?  According to the Zetrith compatibility list here:

https://docs.google.com/spreadsheets/d/1jaDxV8F7bcz4E9zeIRmZGKuaX7d0kvWWq28aKckISaY/edit#gid=0

"Forbid, unforbid, select similar, haul urgently and finish off doesn't work."  Is that still true?
Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: jimship on February 22, 2019, 07:42:21 PM
Any chance of a compatibility patch for Zetrith's Multiplayer mod?
+1 would love this on multiplayer
Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: Lethe on February 23, 2019, 03:13:43 PM
My pleasure!
Well, at least the original unforbid tool made it into vanilla, so I think my work here is done 8)

No, it's not. :x Don't leave us~

Congrats on having unforbid tool make it to vanilla!
Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: UnlimitedHugs on February 25, 2019, 02:29:07 AM
Any chance of a compatibility patch for Zetrith's Multiplayer mod?  According to the Zetrith compatibility list here:
https://docs.google.com/spreadsheets/d/1jaDxV8F7bcz4E9zeIRmZGKuaX7d0kvWWq28aKckISaY/edit#gid=0
"Forbid, unforbid, select similar, haul urgently and finish off doesn't work."  Is that still true?

If someone wants to contribute a compatibility patch, I'd be down with that.
Otherwise I'll see if I can segment out some time to make one myself. It's probably not a trivial fix and will take some research. I wish Zetrith had some guidelines for making things compatible, but I guess we'll have to work with what's available.

No, it's not. :x Don't leave us~
Congrats on having unforbid tool make it to vanilla!

No rest for the wicked, eh? :D
Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: ludeon.kia on March 02, 2019, 01:45:51 PM
Having an issue with Allow Tool, right-clicking does nothing.  Still has the icon showing the option to right-click.  Right clicking else-where works just fine.  Any ideas?

https://git.io/fhA9p
Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: UnlimitedHugs on March 03, 2019, 05:51:53 AM
Having an issue with Allow Tool, right-clicking does nothing.  Still has the icon showing the option to right-click.  Right clicking else-where works just fine.  Any ideas?
https://git.io/fhA9p

I'm fairly sure it's a conflict with "A RimWorld of Magic". I'll poke the author for a fix- in the meantime turning off the mod should fix things.
Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: ludeon.kia on March 03, 2019, 08:24:59 PM
Tried disabling (and unsubscribing) from "A RimWorld of Magic", plus a few other recent mods, to no avail.  Was hopeful since the magic mod was a recent addition, but disabling didn't help.  I guess it's about time I rebuild my mod list and see if I come across the conflict.  I'll update if I find it.
Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: Lupin III on March 20, 2019, 10:41:20 AM
Would it be possible to add a "build urgently" command? Sometimes I want a certain thing built right now and micro managing pawns and forcing them to continue building a thing becomes quite tedious. I tried fluffy's priority area mod, but with that my pawns just started to idle after some time even when there was a lot of work to be done in non priority areas. Not to mention that having to set up an area (and delete it afterwards) just to build a single thing is a little bit annoying.
Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: brucethemoose on April 04, 2019, 09:56:40 PM
Any chance of a compatibility patch for Zetrith's Multiplayer mod?  According to the Zetrith compatibility list here:
https://docs.google.com/spreadsheets/d/1jaDxV8F7bcz4E9zeIRmZGKuaX7d0kvWWq28aKckISaY/edit#gid=0
"Forbid, unforbid, select similar, haul urgently and finish off doesn't work."  Is that still true?

If someone wants to contribute a compatibility patch, I'd be down with that.
Otherwise I'll see if I can segment out some time to make one myself. It's probably not a trivial fix and will take some research. I wish Zetrith had some guidelines for making things compatible, but I guess we'll have to work with what's available.

No, it's not. :x Don't leave us~
Congrats on having unforbid tool make it to vanilla!

No rest for the wicked, eh? :D

There's an unofficial API now:

https://steamcommunity.com/sharedfiles/filedetails/?id=1681596707

In fact, the same user appears to have patched Allow Tool on GitHub: https://github.com/Pecius/RimworldAllowTool/commit/c5630ac5d8c503a9649d2758e6f42ac885c04dd4
Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: UnlimitedHugs on April 05, 2019, 05:20:06 AM
Would it be possible to add a "build urgently" command? Sometimes I want a certain thing built right now and micro managing pawns and forcing them to continue building a thing becomes quite tedious. I tried fluffy's priority area mod, but with that my pawns just started to idle after some time even when there was a lot of work to be done in non priority areas. Not to mention that having to set up an area (and delete it afterwards) just to build a single thing is a little bit annoying.

A general purpose "do urgently" command would be handy, but due to the way the job system works, it would come at a performance cost. Still, in theory, quite possible- but I won't be taking the challenge.

There's an unofficial API now:
https://steamcommunity.com/sharedfiles/filedetails/?id=1681596707
In fact, the same user appears to have patched Allow Tool on GitHub: https://github.com/Pecius/RimworldAllowTool/commit/c5630ac5d8c503a9649d2758e6f42ac885c04dd4

Yep, looks like it. I imagine the author will make a pull request once they are done, so the fixes should make their way into the official version eventually.
Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: Lupin III on April 05, 2019, 04:46:33 PM
A general purpose "do urgently" command would be handy, but due to the way the job system works, it would come at a performance cost.
Even if it were just prioritizing the thing set for higher priority over other "normal" priority things of the same category (I'm pretty much only thinking about construction here)? It would already be helpful if someone assigned to constructing would just build the prioritzed object before they build anything else. So only if the normal work priorities got them to the point that they are looking for construction jobs, then they would rather pick the prioritized one than the one vanilla RW would give them.
Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: UnlimitedHugs on April 07, 2019, 05:17:58 AM
Even if it were just prioritizing the thing set for higher priority over other "normal" priority things of the same category (I'm pretty much only thinking about construction here)? It would already be helpful if someone assigned to constructing would just build the prioritzed object before they build anything else. So only if the normal work priorities got them to the point that they are looking for construction jobs, then they would rather pick the prioritized one than the one vanilla RW would give them.

Oh, if it were limited to building jobs only, it would be fine. You would still need some tool to designate buildings you want to prioritize, though.
Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: sumghai on April 21, 2019, 09:59:51 PM
For the next update, could you please modify the About.xml to replace the deprecated <targetVersion> tag with the new <supportedVersions> one?:
Code: [Select]
<supportedVersions>
    <li>1.0</li>
</supportedVersions>
This would help cut down on the yellow debug log messages at startup.
Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: jj_mirradian on September 01, 2019, 07:32:26 PM
So just wanted to check, does the Drafted Hunt option no longer give you the ability to only hunt designated animals? I saw an earlier post which mentioned this feature being buggy, but wanted to try to get confirmation.

Currently using 3.6.1 Allow Tool on RimWorld 1.0.2282
Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: rawrfisher on October 07, 2019, 06:51:32 PM
Hugs.  I ran into an issue where designating some silver with haul urgently caused my game to stutter so badly it nearly crashed.
Title: Re: [1.0] Allow Tool (3.6.1) - The Rimworld Multitool
Post by: ForeverZer0 on November 15, 2019, 11:12:50 AM
Absolutely love this mod, can't play without it. Many of these features should be merged into vanilla.

I do have a feature request that I think might compliment this well: a "Cut Blighted Plants Urgently" command. The "cut all blighted plants" is a godsend, but the matter of having to temporary mess with everyone's job priorities just to actually get them to do it, and then go through and fix them all afterwards. This can be mitigated slightly with zones and forcing colonist into it, but is still a major headache.

Either way, thank you for sharing, the community greatly appreciates it.
Title: Re: [1.0] Allow Tool (3.6.2) - The Rimworld Multitool
Post by: UnlimitedHugs on January 18, 2020, 03:51:04 PM
Updated to 3.6.2 (https://github.com/UnlimitedHugs/RimworldAllowTool/releases/tag/v3.6.2)

A compatibility fix for Save Our Ship 2, submitted by Kiame.

Thank you for the reports everyone- I mostly moved on to other things, but I'll see if I can look at some of these issues sometime soon.
Remember that the mod is open source, which means that anyone can submit a fix or release a modified version of their own.
Title: Re: [1.0] Allow Tool (3.6.3) - The Rimworld Multitool
Post by: UnlimitedHugs on January 20, 2020, 01:25:19 PM
Updated to 3.6.3 (https://github.com/UnlimitedHugs/RimworldAllowTool/releases/tag/v3.6.3)

A roundup of tweaks and fixes, including the "Drafted hunt" inconsistent toggles and the targetVersion warning.

Hugs.  I ran into an issue where designating some silver with haul urgently caused my game to stutter so badly it nearly crashed.

Publish a log the next time it happens- you know the drill.
Title: Re: [1.0] Allow Tool (3.7.0) - The Rimworld Multitool
Post by: UnlimitedHugs on February 19, 2020, 01:54:12 PM
Updated to 3.7.0 (https://github.com/UnlimitedHugs/RimworldAllowTool/releases/tag/v3.7.0)

Big and juicy update coming your way, folks.
Among the highlights are 2 new tools- "Harvest fully grown" and "Strip mine".

Harvest fully grown became a separate tool, so it should be much more powerful when working within a selection of items. Separate modes for crops or trees only are included.

Strip mine is a shamelessly "borrowed" feature from the original Vein miner (https://ludeon.com/forums/index.php?topic=9616.0) mod by JuliaEllie. It draws a grid of mining orders to find hidden ores. Grid spacing and alignment can be customized in the complimentary popup window.

Compatibility with RIMMSqol has now been achieved, and the "disappearing tools" problem should now be solved. Even further, tool placement in the menus can now be customized by this or other mods.
Important: if you've been playing with RIMMSqol and your tools are now missing, go to Options > Mod Settings > QoL > Architect Buttons > press red X next to orders. After that you can customize your orders menu again.

A lot of the internals of the mod have changed in this update, so bugs are a possibility. Let me know how things work out for you. Enjoy.
P.S. Update is for Rimworld 1.0
Title: Re: [1.0] Allow Tool (3.7.0) - The Rimworld Multitool
Post by: 12345abcde on February 23, 2020, 07:29:08 AM
Seems like changing any of the mod setting now breaks modded gizmos (i.e More Planning, Quality Builder, that's just the ones I notice).
Also seems like the option to use AllowTool's forbid/unforbid icons doesn't save properly. I enable it, the gizmos above break, I restart the game and it's back to the old icons and gizmos working. Changing any other setting also breaks the gizmos though from what I can tell but other setting do save correctly.

I do not use RIMMSqol.

Correction: The icons' option is saving correctly after all, my mistake. The rest does apply, it also seems like if I enable the icons before I load a save it doesn't break Quality Builder (it does break More Planning) but changing any other setting in the mod mid-game breaks it until I restart again, disabling the icons brings back both mods fine (after a restart).

There doesn't seem to be any obvious issues with the mod though and I'd like to keep this version as well as the custom icons, is there any way (through xml editing or something) for me to change the icons without breaking the other mods?

EDIT: For some reason the Finish Off work is now gone too... I know it used to be there because on my save one of my pawns has it set to 1. The option to make Finish Off dependent on skill level is also gone, again, I know that used to be there because I turned it off and the config file shows it's off. My pawns can still finish off things, I just can't set the priority anymore.
Think I should just revert to an older version because clearly my other mods aren't liking this update.

Here's a log: https://gist.github.com/HugsLibRecordKeeper/f5251b79ffc8f63c043abe531daa42f4
The "Could not do PostLoadInit on RimWorld.Pawn_WorkSettings" error is from a Work Tab and Prepare Carefully incompatibility.
Title: Re: [1.0] Allow Tool (3.7.1) - The Rimworld Multitool
Post by: UnlimitedHugs on February 23, 2020, 01:57:41 PM
Updated to 3.7.1 (https://github.com/UnlimitedHugs/RimworldAllowTool/releases/tag/v3.7.1)

Small update to fix a harmless error popup at game load when prisoners are present in the colony.

Seems like changing any of the mod setting now breaks modded gizmos (i.e More Planning, Quality Builder, that's just the ones I notice).

If by breaking you mean they disappear, then I think I know what's going on.
Since this update Allow Tool will refresh the architect categories when its mod settings change. The mods you mentioned probably add their tools when the saved game loads (like Allow Tool used to do).
I suppose I could do what RIMMSqol does, and add a "compatibility mode" setting to prevent category refreshes- then you would need to restart the game after changing any Allow Tool settings, though. Which you already do anyway to restore the tools from those other mods.
So, I'm thinking, just weather the issue for now. Other mods are certain to transition to the new approach regardless- the question is only, will they update their 1.0 version, or go straight for the 1.1 update.

The icons issue you mentioned falls into the same category- it just causes a full refresh of the categories, like the other settings.
As for the skill requirement setting, that one's only visible in dev mode to reflect its cheaty nature ;)
Title: Re: [1.0] Allow Tool (3.7.1) - The Rimworld Multitool
Post by: 12345abcde on February 23, 2020, 02:17:20 PM
Indeed, stuff was fine if I skipped the menus and just loaded the save right after launching. Thanks.
Any idea why the Finish Off work is suddenly gone though? Would be pretty annoying to have to set it in the save file if I wanna use it properly lol.
I don't have anyone with a good melee skill but then again, when I started this colony that was also the case and I could set the Finish Off priority pretty sure.

EDIT: Upon closer inspection, I actually don't have anyone with 1 priority on Finish Off on my save, I guess I just saw wrong before and I simply never had the job showing in this colony. Reverting to an older version did bring back the job, I guess it could always be why Work Tab is throwing that error. Oh well, I can live with that I guess.
Title: Re: [1.0] Allow Tool (3.7.1) - The Rimworld Multitool
Post by: SpaceDorf on February 24, 2020, 02:06:51 PM
Thanks so very much. Played 1.1+DLC.
First thing I did after landing was pressing Home ... to no effect. Right Clicking Plants did not work.
It was aweful.
After an hour the game crashed to desktop.

Been there, done that, I paid my due.
The hour of unmodded Rimworld is over.
Title: Re: [1.0] Allow Tool (3.7.1) - The Rimworld Multitool
Post by: Traditionology on February 24, 2020, 07:31:05 PM
Yeah, I'm excited to play the new material but not without my allowtool. Not being impatient, just thankful for the work you put in to this <3
Title: Re: [1.0] Allow Tool (3.7.1) - The Rimworld Multitool
Post by: babgozd on February 25, 2020, 02:07:42 PM
One of the best mods alongside Pick Up and Haul imho. Patiently waiting for an update! Thanks!
Title: Re: [1.1] Allow Tool (3.8.0) - The Rimworld Multitool
Post by: UnlimitedHugs on March 02, 2020, 12:03:59 PM
Updated to 3.8.0 (https://github.com/UnlimitedHugs/RimworldAllowTool/releases/tag/v3.8.0)

Rejoice, fellow mod lovers, for the 1.1 update is upon us!
I appreciate your patience, and hope you enjoy.
Title: Re: [1.1] Allow Tool (3.8.0) - The Rimworld Multitool
Post by: BlackSmokeDMax on March 02, 2020, 12:12:05 PM
Yayyyy!! Thank you very much!
Title: Re: [1.1] Allow Tool (3.8.0) - The Rimworld Multitool
Post by: babgozd on March 02, 2020, 12:49:26 PM
Updated to 3.8.0 (https://github.com/UnlimitedHugs/RimworldAllowTool/releases/tag/v3.8.0)

Rejoice, fellow mod lovers, for the 1.1 update is upon us!
I appreciate your patience, and hope you enjoy.
Thanks!
Title: Re: [1.1] Allow Tool (3.8.1) - The Rimworld Multitool
Post by: UnlimitedHugs on March 03, 2020, 08:24:43 AM
Updated to 3.8.1 (https://github.com/UnlimitedHugs/RimworldAllowTool/releases/tag/v3.8.1)

Hear ye, hear ye!
By decree of the Imperial High Stellarch, the following activities are now to be considered commoner work and below the dignity of nobles with the title of Count and above:
- Drafted hunting.
- Finishing off enemies.
- Urgent hauling.
Aristocrats may still finish off their enemies when the situation specifically calls for it.
Title: Re: [1.1] Allow Tool (3.8.1) - The Rimworld Multitool
Post by: babgozd on March 03, 2020, 10:32:00 AM
Updated to 3.8.1 (https://github.com/UnlimitedHugs/RimworldAllowTool/releases/tag/v3.8.1)

Hear ye, hear ye!
By decree of the Imperial High Stellarch, the following activities are now to be considered commoner work and below the dignity of nobles with the title of Count and above:
- Drafted hunting.
- Finishing off enemies.
- Urgent hauling.
Aristocrats may still finish off their enemies when the situation specifically calls for it.
Interesting. Would love to adjust mod settings like these in the future though.
Title: Re: [1.1] Allow Tool (3.8.1) - The Rimworld Multitool
Post by: SpaceDorf on March 03, 2020, 01:07:02 PM
First ... may the High Stellarch bless you, your work for the Empire is exceptional.

but I don't understand your reasoning ?

Updated to 3.8.1 (https://github.com/UnlimitedHugs/RimworldAllowTool/releases/tag/v3.8.1)
 the following activities are now to be considered commoner work
- Drafted hunting.
- Finishing off enemies.

Can nobles still do normal Hunting ?
because I always thought those were the most basic pasttimes of nobles.
Killing stuff for fun and killing people they don't like.

I can understand the reason behind "finishing off" allready dying enemies because this is real busywork getting rid of filthy peasants.
Title: Re: [1.1] Allow Tool (3.8.2) - The Rimworld Multitool
Post by: UnlimitedHugs on March 03, 2020, 01:42:09 PM
Updated to 3.8.2 (https://github.com/UnlimitedHugs/RimworldAllowTool/releases/tag/v3.8.2)

Minor fix to restore 1.0 compatibility after the latest update.

Interesting. Would love to adjust mod settings like these in the future though.

Gotta protect your immersion at all costs- that fourth wall is as important as it is fragile :)

First ... may the High Stellarch bless you, your work for the Empire is exceptional.
but I don't understand your reasoning ? Can nobles still do normal Hunting ?
because I always thought those were the most basic pasttimes of nobles.

For the Emperor! Gotta farm those loyalty points so I can get an implant of my own.
About the hunting- apparently not. I was a bit surprised too, at first. Then again, it makes sense- going out alone into the wilderness, to then return with a filthy carcass on your back is hardly a noble pastime.
If it were on horseback, sipping wine from a golden goblet, and having animals herded in your general direction- now that is a whole different story.
Title: Re: [1.1] Allow Tool (3.8.3) - The Rimworld Multitool
Post by: UnlimitedHugs on March 04, 2020, 12:55:04 AM
Updated to 3.8.3 (https://github.com/UnlimitedHugs/RimworldAllowTool/releases/tag/v3.8.3)

After some consideration, I decided to re-enable drafted hunting for royalty. They still won't finish off or attack downed targets, so it's a good idea to have them be accompanied by commoners.
While I was at it, I also added a toggle that automatically unforbids drops during drafted hunting.
Title: Re: [1.1] Allow Tool (3.8.2) - The Rimworld Multitool
Post by: SpaceDorf on March 04, 2020, 01:23:24 PM
About the hunting- apparently not. I was a bit surprised too, at first. Then again, it makes sense- going out alone into the wilderness, to then return with a filthy carcass on your back is hardly a noble pastime.
If it were on horseback, sipping wine from a golden goblet, and having animals herded in your general direction- now that is a whole different story.

Thats sound reasoning.
So GiddyUp, RunAndGun and RimCuisine it is ( or any other advanced alcohol mod )

Now for my hunters to to herd those animals ...
Look at that. The whole herd choose to come after you.

Happy hunting you noble scoundrel ...
Title: Re: [1.1] Allow Tool (3.8.4) - The Rimworld Multitool
Post by: UnlimitedHugs on March 06, 2020, 03:02:24 PM
Updated to 3.8.4 (https://github.com/UnlimitedHugs/RimworldAllowTool/releases/tag/v3.8.4)

Updated with a fix for a harmless error at load time.