RimWorld

RimWorld

Planning Extended
475 Comments
Scherub  [author] 1 hour ago 
The current colors available are the same that are used when painting floors / objects. There is a task to add custom colors, but for this I require the toolbox, where I still need some help with.

Today, I'll spend some time on the layers task I mentioned a few days ago.
Andrew™ 7 hours ago 
Can I change the colour palette? I don't like having multiple shades of greens and blues and browns that all look the same. I just want bright primary colours :(
spongeblob69 11 Jul @ 10:39am 
o7
Scherub  [author] 9 Jul @ 3:42pm 
@Sn4p: I'm sorry, somehow I missed your question. Unfortunately, I also don't quite understand, what you're looking for. What do you mean by "selecting a plan"? You can copy a plan, save / export it, load it again and re-use it, if that's what you're asking.
Proxyer 1 Jul @ 11:40am 
Hello Scherub, Fortunately, the translation seems to have been successful. Thank you for your kindness! :cupup:
Sn4p 1 Jul @ 11:35am 
It works great thanks.
Quick question, is there a way to select an entire plan (with complex adjacent shapes and color) in order to export or save it? Like a double click to select or something in that vein.
Thanks again!
Scherub  [author] 1 Jul @ 11:22am 
@Proxyer: You probably have to update your language-mod to match the new structure.
Proxyer 1 Jul @ 11:17am 
Thank you 1.6 update!
Scherub  [author] 1 Jul @ 6:58am 
I've just uploaded a new version, which allows the conversion of vanilla plans in RimWorld v1.6 again. It will also take colors into account, but I had to choose the closest matching color.

They have reworked the whole plan system. Plans used to be designations, now they're plans that are drawn via a section layer, that seems to big one big or several meshes (not entirely sure here). The advantage is, that it's just one draw call per plan zone. That's probably also the reason why you can only use one color per plan zone.

But if you draw a vanilla plan over the whole map, it takes a few seconds to generate the mesh. Also, deleting the plan again takes a while.

I'll look more into this, perhaps I can utilize this as well.

And there are now two map boundaries, afair there used to be just one.
Sn4p 30 Jun @ 3:27pm 
Appreciate it, i'm on 1.6 unstable.
Scherub  [author] 30 Jun @ 3:26pm 
Are we talking about RimWorld v1.5 or v1.6?

Last time I checked it worked with RimWorld v1.4 and v1.5, but to be honest I didn't test it with RimWorld v1.6. Just let me know which version you're using, and I will look into it tomorrow.
Sn4p 30 Jun @ 2:03pm 
Hello, thank you very much for this mod!
I've been trying to convert vanilla plans from the mod settings but it does not look like it transfers over to planning extended interface. Am i missing something?
Thanks in advance
Bee 30 Jun @ 10:55am 
thanks so much for the update!
0。0 30 Jun @ 6:32am 
@Scherub Of course — I’ve already created a new issue on GitHub and copied all the previous comments over there as well.
Renzor 30 Jun @ 5:53am 
excellent
Scherub  [author] 30 Jun @ 5:40am 
Changing to the PlanObjectsDesignator will not really help, as the user can still switch the shape/shape variant. Also check the visibility and opacity of the plans.

If you don't want to call these other two methods, it might be easier to just add / remove the designations manually. If you want to continue this conversation, may I ask you to open a separate thread / discussion instead?
0。0 30 Jun @ 2:05am 
I switched to using PlanObjectsDesignator, and its default shape and variant are exactly the two you mentioned, but it still doesn't work.
Scherub  [author] 29 Jun @ 11:56pm 
Call "PlanWallsDesignator.SelectShape(Shape.Rectangle)" first. Then call "PlanWallsDesignator.SelectedShape.SelectShapeVariant(ShapeVariant.RectangleFilled)". After that, you should be able to draw a filled rectangle. I didn't look into the reason why this resulted in lots of thrown NullReferenceExceptions, though.
0。0 29 Jun @ 11:20pm 
So what should I do to make it draw successfully?
Scherub  [author] 29 Jun @ 10:54pm 
@0。0: I just gave it a try and my guess was right. It depends on the selected shape variant. If the "Rectangle Outline" is selected, nothing is drawn. If "Rectangle Filled" is selected, an endless number of NullReferenceExceptions are thrown.
Caar 29 Jun @ 9:32pm 
Thanks for the update! Anything is better than the default Rimworld version of planning.
0。0 29 Jun @ 7:48pm 
Hi, I have a mod that uses PlanningExtended.Designators.PlanWallsDesignator to draw a cross shape at the center of the map. It does so by calling PlanWallsDesignator.DesignateMultiCell(CentralCross);. However, after updating to version 1.6 of this mod, the method no longer results in any plan being drawn on the map, and there are no error logs either. Am I calling it incorrectly? Here's the link to my mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3460401995
lonegenius 29 Jun @ 8:57am 
superb I can't even start the rimworld without this mod.
Pos 4/5 29 Jun @ 8:52am 
Cool! Thank you so much!
Scherub  [author] 29 Jun @ 8:43am 
I've also split the projects, so that each RimWorld version can now be modified separate. This also means, that going forward, any changes or additions will only affect the latest RimWorld (currently v1.6) version.

I've had more changes for this update planned, but as I've spent quite a while getting debugging to work again, I'm going to postpone them for now.
Scherub  [author] 29 Jun @ 8:41am 
I've just uploaded the latest version, which mainly adds RimWorld v1.6 support.

Unfortunately, not everything is great right now.

- The color picker (picking it from a plan on the map) didn't work anymore, I hope I've got that fixed now.
- Vanilla RimWorld applies a square modifier when holding Ctrl (default shortcut). This can influence the drawing, resulting in only partial or no shapes at all being drawn. I'll try to find a solution for it. The easy workaround for now is, don't press Ctrl while drawing.

Should you stumble about another problem, please let me know.
Pos 4/5 28 Jun @ 1:29pm 
@Scherub Great to know v1.6 is coming! I have closed the pull request and thank you so much for maintaining such a great mod!
Scherub  [author] 28 Jun @ 1:17pm 
@Pos 4/5: Thank you for your work, I really appreciate your help! I just did a quick comparison of your PR-branch with my current v1.6 branch and unfortunately, I've already changed a few more things. Perhaps I should have pushed my local branch to the GitHub repo, that way you might have seen that I'm already working on it.

I hope I'll have the update ready tomorrow.
Pos 4/5 27 Jun @ 9:27pm 
@Scherub Hi! I just created a pull request for 1.6 in the github. Do you mind taking a look at it when you have time? Thank you so much for this great mod!
GoSu 24 Jun @ 9:32pm 
The layering system your thinking of seems like a godsend to be honest.
J 24 Jun @ 6:50pm 
@Scherub:

Layers would be great. I built a circular base the last time I played and had to plan a lot in an attempt to optimize it as much as possible—layers would’ve been invaluable, because when you experiment, you probably want to see previous designs as a reference. I had to keep copies in different places, but if layering was possible, I would’ve used layers as a versioning system. Ideally, I’d be able to hide specific layers with a shortcut to be able to peek when drawing over (like, on top of) an existing plan.

Just my 2¢, I absolutely don’t want to put more pressure on you, I think this mod is already incredibly useful and it’s a good opportunity to thank you for all the hard work that you put into it. 🫡
Sir Humphrey Appleby 23 Jun @ 3:16pm 
I think it sounds like it's worth investigating. I especially like the idea of different layers having different transparencies.
Scherub  [author] 22 Jun @ 2:26pm 
I was also wondering that instead of those new vanilla planning zones, I could implement the groups / layers that I have already on my todo list.

This would allow you to draw a wall plan onto one layer, the garden onto another, the footway on another one, and so on.

You could add new layers, delete or rename existing ones, hide them, perhaps set the transparency for each independently, probably even show multiple overlapping layers, which could look weird to be honest.

What do you think of this?
Scherub  [author] 22 Jun @ 2:26pm 
Also, another quick update. After wasting a few hours of fixing a crashing Visual Studio, because this project was somehow always killing the code analyzer, I've now been able to look into the new code and come up with a plan of what I have / want to change:

1. Fix the designators: There is now a DrawStyle I have to use or implement. These seem to represent the new vanilla planning shapes.

2. Optional: Certain "click"-designators (buttons) like show/hide should be commands instead. But I guess I could fix it later, if need be.

3. I'm not entirely sure here, but it might make sense to utilize the new default RimWorld architect keyboard shortcuts (Rotate, Next DrawStyle, etc.) instead of my own.
Scherub  [author] 22 Jun @ 2:00pm 
> There's a hotkey to toggle the plans visibility on/off, I wish this was visible in game (for me it's "ALT GR" but that may be because of my weird keyboard)

I'm not entirely sure what you mean here. Did you have trouble finding the correct hotkey? You should be able to look it up and (re-)assign it in the options -> controls section. There is also a small icon in the bottom right corner that you can click to toggle the visibility.
Sudo Modding 22 Jun @ 10:59am 
I've been using this mod since a few hundred hours, it's just excellent to avoid making costly mistakes that you only realize latter.
It's more versatile than vanilla building system.
The interaction with the Designator Shapes mod makes it even better.
There's a hotkey to toggle the plans visibility on/off, I wish this was visible in game (for me it's "ALT GR" but that may be because of my weird keyboard)
Must have
EAST 21 Jun @ 7:06pm 
Thank you again. I'm really looking forward to it.
Scherub  [author] 19 Jun @ 12:52am 
Thank you for your feedback regarding the vanilla planning. Sounds like adding zones like vanilla planning isn't worth it right now.

Just a quick update: Last weekend I've updated my other mod and also looked into the required changes for this one. Unfortunately, they have changed a few things, for instance a property of the base designator that I have been relying on has gone missing. So I'll have to look into the RimWorld v1.6 code to figure out how they're doing things now. Hopefully I'll be able to get it working over the next weekend.
beeteedubs 18 Jun @ 5:33pm 
been playing on the 1.6 beta and the updates to the planning tool are unusable ... can barely see the plans, the plans disappear when you build over them, so them functioning like a big zone works until you actually build, then you just have a bunch of stray unattached plans everywhere that you have to hide individually- because when they get separated from their parent plan they unhide themselves. If you have plans over a stockpile it's anyone's guess on whether you are selecting the stockpile or selecting the plans ... it's awful, I miss this mod already and I've just been on 1.6 for a week.

Look forward to your update
Scherub  [author] 18 Jun @ 7:15am 
Perhaps I missed it, but from what I can see that's not what the announcement is saying:

"Better planning: Plans are more versatile than ever. Sketch out your base using 9 colors to differentiate your plans. Use blue for living quarters like rec rooms and bedrooms, orange for production and workshops, red for furniture, and so on. Plans are a lot easier to use too. You can copy and paste plans, rotate them, and give them names to remember what they’re for. "
WhiskersAndCookie 17 Jun @ 9:05pm 
everyone's saying 1.6 doesn't have saving/loading, but in the announcement it said it would be there so I think that just hasn't been added yet.
Kris 14 Jun @ 6:30am 
You can be sure I will use your mod in the future. The vanilla planning tool is good but yours is better and for people like me who are not very good in building bases I take all the help I can get :)
Bee 13 Jun @ 8:50pm 
1.6 doesn't have a save/load feature for planning, or different shapes for doors and objects, so i'll still definitely be using this mod if you update it :) thanks for all your hard work!
Paterfamilias 13 Jun @ 5:55pm 
Your mod is significantly better than the new 1.6 built-in planning. Cutting, pasting, saving and loading plans are significant missing features from the OOtB version. I miss this mod already and will definitely be using it as soon as you update it.
l.lampenoir 13 Jun @ 2:27pm 
I will be using this mod for 1.6-- it's the best :)
Scherub  [author] 13 Jun @ 8:24am 
The first step would be to get it working for RimWorld v1.6. After that, I would still like to add/finish the planning toolbox, as this would give players access to things like setting the width of the outline, etc. But here I'm still looking for help with the UI design.

Then there are quite a lot of open tickets I would like to add, such as custom colors, plan groups/layers, multiplayer-support.
Scherub  [author] 13 Jun @ 8:23am 
So what's the way forward now?

The current version of my mod isn't compatible with v1.6, so I'll have to update the code anyway. I haven't looked at the new vanilla planning code yet, but I don't think it makes sense trying to utilize the built-in stuff, as this mod uses 4 different designations instead of just one. But perhaps they have implemented a faster way of rendering, which I could apply to my code.

This mod uses the same code base for RimWorld v1.4 and v1.5, just with a few preprocessor directives for the different versions. But for RimWorld v1.6 I would separate the code. This means the mod will be "frozen" for RimWorld v1.4/v1.5, they won't get any new features. At the same time, it allows me to add new things to this mod for RimWorld v1.6 without thinking about breaking the old versions.
Scherub  [author] 13 Jun @ 8:22am 
It's good to know you still prefer this mod over the updated vanilla planning tool.

I just tested the updated planning tool and from what I've found these are the new things:

1. 9 colors
2. hiding of planning designations
3. zones
4. shapes

So I think it's a nice update for vanilla planning, but this mod still offers a few things more. What I immediately missed from my mod was the undo feature.

What do you think about the planning zones? The way they're implemented, I'm not sure if they really provide a benefit. Would it make sense to also add planning zones to this mod?
FrozenSnowFox 11 Jun @ 7:29pm 
I still prefer your mod as it does far more than the QoL stuff they added to vanilla. I'm sure a lot of people would appreciate it if you continue to update and maintain your mod.
Hqiran 11 Jun @ 6:33pm 
I mean, 1.6 does have some QoL improvements in terms of planning, but it's still missing some features like being able to draw doors or anything else that's not square, so your mod still has its uses. Can't wait to see you merge it with the new patch!