RimWorld

RimWorld

Growing Zone Priorities
22 Comments
Pervy Sage 28 Aug, 2020 @ 12:38am 
A work around that makes it similar to this mode is to make a wall around your different growing areas, don't put a roof on it (obviously) and just restrict the door to areas you don't want to them to go into at the moment. It's not as good as this mod but at least a little easier.
troy8558 26 Jun, 2020 @ 9:39am 
One cool addon would be to be able to assign growing zones to certain colonists tht would be cool
Mlie 18 Mar, 2020 @ 11:59am 
Made an update of this for RimWorld 1.1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2026571920
Hope this helps anyone!
Slinger 18 Mar, 2020 @ 8:50am 
+1 for 1.1.
Barmatyr 18 Mar, 2020 @ 3:40am 
Can someone update this mod ? it's a kind of a must have for proper management.
Camaleão 17 Mar, 2020 @ 7:16pm 
1.1?
pinbuck 8 Mar, 2020 @ 1:07pm 
need that 1.1 nigga
Nyoj 26 Feb, 2020 @ 12:00pm 
Are you planing to update this to 1.1?
Barmatyr 24 Feb, 2020 @ 10:16pm 
I won't be able to play without this functionnality anymore. ;)
Polysorbate 28 Sep, 2019 @ 12:51pm 
This doesn't work anymore and that's really unfortunate since it's a great idea. Does anyone know a substitute?
Cosmic Cleric 17 Aug, 2019 @ 7:44pm 
I'm seeing the same problem as CoMiGo, as he described in his June 18 post. I created an issue for it on this mod's GitHub page: https://github.com/Ilyaki/GrowingZonePriorities/issues/1
Bara CoMiGo 18 Jun, 2019 @ 2:18pm 
This mod breaks game completely on Linux, though it is working on Windows. It will crash the game even on the start, right after the first colonist appears. No other mods except HugsLib and Alien races framework were installed while testing this.

The error logs aren't quite useful though: it tells about a segmentation fault while reading/writing strings. Probably an infinite loop with writing strings that occurs on Linux only.

I also sync my saves from Windows to Linux, so it is proved that this mod works with tons of others (including HugsLib and Alien Framework) on Windows.
TomDooley 3 May, 2019 @ 5:58am 
Does it have any known incompatibilities?
Seems like an EXTREMELY useful mod if it works properly!
My god!
ꌗꉣ꒒ꂦ꓄ 27 Apr, 2019 @ 9:14pm 
Hmm, okay, this is odd. Does the mod add any techs? Because now half of my tech tree is unavailable, mousing over items simply says it's 'Missing' but it doesn't say what tech is missing. it's just 'Missing '. Probably a conflict with another mod I wager. No idea what though. :<
ꌗꉣ꒒ꂦ꓄ 27 Apr, 2019 @ 8:25pm 
Yes, the healroot is muuuuuch more important than the cocoa trees. Why would they even /think/ otherwise? Common sense mod provides common sense to colony. Yay! :D
Dosboy 23 Apr, 2019 @ 3:46pm 
This is GREATLY needed
Exende 3 Mar, 2019 @ 8:45am 
I didn't try it with the update but the first version gets rid of the quality builder button
ilyaki  [author] 2 Mar, 2019 @ 11:56pm 
Should be fixed in 1.1.0.0 :)
Don't let me play DotA 2 Mar, 2019 @ 6:30pm 
*Critical*
Not working as intended; see below
abenlen 2 Mar, 2019 @ 1:33pm 
Just had something weird happen. I put rice as critical, and my colonists start planting rice in my healroot plot. I turned the mod off, reloaded that game, and then they tore the rice out and planted the correct crop for that plot.
Emperor 2 Mar, 2019 @ 10:23am 
Any hard incompatibilities?
abenlen 2 Mar, 2019 @ 3:00am 
Ok, this looks like it could be insanely useful.