This mod is great!! But I'm wondering if you can include a "Randomized" option in your trees and cooking foods mods.
So I love micromanagement early stuff is great, but it's too micromanaged. In the middle of my colony I have a largish tree growing area, I do harvest the trees but I've manually created like 20 different zones JUST for different trees.
What I would absolutely LOVE is a little more "randomization". If there could be a "Any Tree" or "Any Fruit" or "Any Veg" type option as a growing spot in which the grower simply goes out and plants any available plant or seeds (I use the Seeds Please mod as well)
So if I needed to I could have a area of a particular plant say "Heal Root", and then right next to it an area that is simply "Any Veg" and the AI simply picks whatever they have on hand to plant.
What I specifically would like above all else is a "Any Tree" growing area, but I believe this could be applied to all growing fields. Any Tree would make it look more natural than structured trees. And since they are harvested at different times your grower/cutters are not overwhelmed with a particular area. Take Rice for example it usually harvests a LOT of product, so what happens when you have 15-20 colonists is your gardens throw a LOT of produce at once and sometimes it'll rot because you couldn't haul it away, because you're harvesting a huge amount, or may even your fridge is full. With Seeds Please you need to save some of the product to gather seeds so you HAVE to have larger gardens...
Just an idea...
Also with "Cooking" I would simply love a "Cook Anything" option despite all these options I still end up telling them to simply cook fine or lavish meals because there is no real way to prioritize or randomize the priority of your Bills list. If I have 20 things to cook, the colonists never see any of the items beyond the top 5 on the list. Because once they eat the top one, they get replaced with more top choices. Actually I'd love a mod that randomly chooses anything from the bill list and it chooses that random item at the start of the job. So you say "Cook Anything" 20 times. For each of those 20 times it randomly chooses to cook an item from the overall options. If the product is not available to build it chooses another item until it can actually be made. Sure sometimes some useless simple meals may be the choice but who cares
Same can be done for clothing... Like there would always be a shirt, pants, jacket and hat always in stock (I usually have 2 in stock always) but then after those tasks are done there could be a "Make Anything" option which literally chooses from the entire bill options. If you've ever installed Apparello2 and FashionRIMsta together and go to the tailor bench and you'll see SO many choices but you're not going to go though and say "Yeah I want a chefs hat" and some shoulder pads etc. I just want to send my tailor in and for that tailor to be INSPIRED to create something from the entire menu of options they have at their disposal!
So I love micromanagement early stuff is great, but it's too micromanaged. In the middle of my colony I have a largish tree growing area, I do harvest the trees but I've manually created like 20 different zones JUST for different trees.
What I would absolutely LOVE is a little more "randomization". If there could be a "Any Tree" or "Any Fruit" or "Any Veg" type option as a growing spot in which the grower simply goes out and plants any available plant or seeds (I use the Seeds Please mod as well)
So if I needed to I could have a area of a particular plant say "Heal Root", and then right next to it an area that is simply "Any Veg" and the AI simply picks whatever they have on hand to plant.
What I specifically would like above all else is a "Any Tree" growing area, but I believe this could be applied to all growing fields. Any Tree would make it look more natural than structured trees. And since they are harvested at different times your grower/cutters are not overwhelmed with a particular area. Take Rice for example it usually harvests a LOT of product, so what happens when you have 15-20 colonists is your gardens throw a LOT of produce at once and sometimes it'll rot because you couldn't haul it away, because you're harvesting a huge amount, or may even your fridge is full. With Seeds Please you need to save some of the product to gather seeds so you HAVE to have larger gardens...
Just an idea...
Also with "Cooking" I would simply love a "Cook Anything" option despite all these options I still end up telling them to simply cook fine or lavish meals because there is no real way to prioritize or randomize the priority of your Bills list. If I have 20 things to cook, the colonists never see any of the items beyond the top 5 on the list. Because once they eat the top one, they get replaced with more top choices. Actually I'd love a mod that randomly chooses anything from the bill list and it chooses that random item at the start of the job. So you say "Cook Anything" 20 times. For each of those 20 times it randomly chooses to cook an item from the overall options. If the product is not available to build it chooses another item until it can actually be made. Sure sometimes some useless simple meals may be the choice but who cares

Same can be done for clothing... Like there would always be a shirt, pants, jacket and hat always in stock (I usually have 2 in stock always) but then after those tasks are done there could be a "Make Anything" option which literally chooses from the entire bill options. If you've ever installed Apparello2 and FashionRIMsta together and go to the tailor bench and you'll see SO many choices but you're not going to go though and say "Yeah I want a chefs hat" and some shoulder pads etc. I just want to send my tailor in and for that tailor to be INSPIRED to create something from the entire menu of options they have at their disposal!