RimWorld

RimWorld

Preset Filtered Zones-FINAL VERSION, NO 1.0+-
69 Comments
Mlie 31 Dec, 2020 @ 11:37am 
piol 12 Sep, 2020 @ 9:05pm 
PLease update!!
Damglador 23 Jun, 2020 @ 2:12am 
I NEED UPDATE!!!
PEACEOFWAR 6 Mar, 2020 @ 4:00pm 
*now please update to work on 1.1* :p
Pingg 5 Mar, 2020 @ 9:43am 
plz update it
ロリーヤ 25 Jul, 2019 @ 11:38am 
Mod doesn't work with current version of Rimword. (VER 1.0.2282)
JayMeema 12 Apr, 2019 @ 11:12am 
Update please
darcilyn82 15 Jan, 2019 @ 2:24pm 
I'm very sad that they won't make it work with 1.0 :steamsad:
PEACEOFWAR 4 Dec, 2018 @ 1:09pm 
I really liked this mod and hope it is someday updated to offically work with 1.0.
Uthred 27 Oct, 2018 @ 6:20pm 
Quick question about a mod idea, is it possible to make a zone where your colonists need to wear certain items to be able to go there? For example using Rimatomics mod atm and it would be good if they put on their radiation suits for when they go outside and take them off once there inside, automatically. Is this possible to do?
Rivel 14 Sep, 2018 @ 6:32pm 
I enjoyed your mods, thanks for making rimworld a better experience!
cammillotto 7 Sep, 2018 @ 3:03pm 
Thanks for the suggestion! and everything else you made for my rimworld enjoyment
Dirty Mouse Balls 7 Sep, 2018 @ 12:55pm 
Thanks for the suggestion. I like yours better. You have added urgency to the zones, yours are quicker to access, and I dont usually use the extra presets of the other mod. I suppose a combination of them both would be the best.
cuproPanda  [author] 6 Sep, 2018 @ 5:52pm 
So far for B19 I've been using this mod . I actually like it more
Dirty Mouse Balls 6 Sep, 2018 @ 8:29am 
Can somebody take up this mod idea? This was my favorite quality of life mod.
cammillotto 4 Sep, 2018 @ 2:43pm 
thanks for all the mods cupro! you gave new meanings to mining
A Playa Named Ross 4 Sep, 2018 @ 9:04am 
Rest in pepperoni my sweet prince
Tarsis 30 Aug, 2018 @ 9:19am 
Thanks cuproPanda! They were super!
Spotter 28 Aug, 2018 @ 6:14am 
Stiff/Peter, he quit updating
Kaleri 28 Aug, 2018 @ 5:11am 
0.19 ?
Spotter 7 Aug, 2018 @ 11:46am 
Your talent will be sorely missed in the RW community cuproPanda. Still, I wish you much success, wherever you go. 👍👍😉🍻
Lizy_Sticks 7 Aug, 2018 @ 8:09am 
dosent work with quatim storage mod the storage unit dont pull the items when placed uder your stock piles
Max Tripplesix 27 Feb, 2018 @ 6:51am 
Sehr praktisch. Und durch die einzelnen Farben ist der Lagerinhalt glauch gut erkennbar :worker:
Luetin 15 Feb, 2018 @ 7:50am 
Thats sad you wont continue @cuproPanda
Hope someone can relase a final version though when the game is done which is meant to be soon
cuproPanda  [author] 12 Feb, 2018 @ 12:34pm 
It is time that I must unfortunately announce the retirement of my mods. I simply don't have the time to dedicate to the mods anymore, and I won't be getting any extra free time in the foreseeable future. It has been a blast making mods for this game, and I really wish I could keep doing it. I hope everyone continues to enjoy this amazing game for a long time to come! I know I have :)
cuproPanda  [author] 25 Jan, 2018 @ 12:52pm 
@Gnaaa Yep, they act like the regular stockpiles. The only difference is that they are filtered differently when you first place them - similar to how dumping stockpiles work. The filters should work for almost all modded items as well
Bistou 19 Jan, 2018 @ 10:15pm 
can you still modify them ? to say add human meat to the meat stockpile :P
and does it work with item other mods add ? like the bone mod ?
cuproPanda  [author] 9 Jan, 2018 @ 11:21am 
@Fuglypump probably not if there were errors before. Those mods probably also expect a regular stockpile
Fuglypump 9 Jan, 2018 @ 4:44am 
Does this mod work with JTzonebuttons and JTexport? I remember having conflicts back in A17
cuproPanda  [author] 30 Dec, 2017 @ 12:57pm 
@Steeley56 Unfortunately, yes

@groovybluedog Strange, I'll look into it
Steeley56 28 Dec, 2017 @ 10:51am 
does this still conflict with industrial rollers ??? Thanks for answering question in advance
groovybluedog 27 Dec, 2017 @ 7:47pm 
Doesn't seem to put the colour down. As in, all stockpiles are colourless in shading.
Felywhyen 21 Dec, 2017 @ 3:28pm 
I didnt check the commit in detail but if you need support tell me, maybe i can have a look at you code base later too
cuproPanda  [author] 21 Dec, 2017 @ 2:17pm 
@Varisha I saw it's your mod lol. I seriously hope those changes fix the issues! I have a few other changes in mind that I wanted to do, and I'm not sure if I'll get them all done before I go on vacation, but I'll try! Thank you :)
Felywhyen 21 Dec, 2017 @ 12:46pm 
Cupro this is my mod :D ... I saw in your git project that there is a commit to base your subzones on the vanilla Zone_Stockpile class. This would do the trick and according to the comments in the commit it would solve the issue with Industrial rollers as well.

Please check: https://github.com/yamabuki/Preset-Filtered-Zones/commit/c2eeb55dd7e1ae3c93f520923787b08f7ca4153d
cuproPanda  [author] 21 Dec, 2017 @ 12:32pm 
@Varisha really? That's an odd mod to conflict with. I see there's a github so I'll poke around and see what I can do.

@Dust I'll look into it. I didn't see it in the list anywhere either but Vegetable Garden adds a bunch to the list
Felywhyen 21 Dec, 2017 @ 12:14pm 
Conflicts with ExtendedInspectData .. maybe we can check how to solve this :)
Dust 16 Dec, 2017 @ 2:20pm 
Only issue is the new "raw fungus" from B18 seems to go into the "outdoor" stockpile despite deteroriating in the outdoors. And for the life of me, I cannot find it in the list to change it. o.o
Doha 6 Dec, 2017 @ 8:58am 
this is the best quality of life mod ever. seriously good!!
cuproPanda  [author] 4 Dec, 2017 @ 12:50pm 
The only mod I know this conflicts with is (Industrial Rollers?), since that mod looks for vanilla stockpile zones only, unless it has changed. Other than that it may conflict if you have any mods that change the way stockpiles work or possibly overrides the colonist hauling behavior, but I don't see any reason for either of those mods to exist since the vanilla mechanics handle stockpiles quite nicely. Are you getting any errors showing up?
Lt. Sniffles 3 Dec, 2017 @ 6:49pm 
Does this conflict with anything else that you know of?
Lt. Sniffles 3 Dec, 2017 @ 6:49pm 
This doesn't seem to work. Not sure what's going on. My colonists don't haul anything to these stockpiles, and using them seems to break my other stockpiles, making my colonists unable to haul food to even default stockpiles...
Depraved Arachnophile 1 Dec, 2017 @ 7:56pm 
You are a godsend.
Spectreblitz 1 Dec, 2017 @ 4:35am 
thank you so much, it gets annoying having to keep designating stockpiles...

although I tend to mix animal corpses and food and raw food in the same freezer for easy access
kooky112 30 Nov, 2017 @ 3:04pm 
Thanks for this, you sir, are one of the heroes of rimworld for this mod.
Armorguy1 30 Nov, 2017 @ 5:28am 
@ViaShadow: Yeah, you can easily lose hurs just to have the perfect stockpile. Although rimworld is almost all about micromanaging stuff, THAT stuff goes way too far. Thanks for this.
✿¾(kawai-victim)¾✿ 30 Nov, 2017 @ 1:42am 
thx man
NorseKorean 29 Nov, 2017 @ 9:47pm 
...Thank you. I love you.
ViaShadow 29 Nov, 2017 @ 8:34pm 
OMFG This is exactly what ive been doing manually I guess you could say. Thanks for this Mod! Man so many good mods coming out for this Beat version :)
Dominian 29 Nov, 2017 @ 5:54pm 
Great idea and thanks for the commitment to develop this for us. If you could add a tab for refridgerator and roofed, that would be the epitome of awesome. Keep it up! +1 and subscribed.