RimWorld

RimWorld

Mark For Destruction
70 Comments
Jiur 3 hours ago 
Would it be possible to make it so that the items the destroyed thing drops are auto allowed?
MrAirStrikes 28 Jul @ 10:27am 
Oh my god. Thank you so much!
I was just thinking "hey! It would be so cool to just mark all these objects for destruction, instead of having to go manually with a pawn to destroy them!"
So I randomly searched "mark for destruction"
You are a LIFESAVER. Thank you so much!
Marvellix 22 Jul @ 11:53am 
heck yeah no more waiting weeks for items to disapear
Auld 22 Jul @ 11:03am 
Yee haw 🤠
Kathanon  [author] 22 Jul @ 1:56am 
Update:
- Support for RimWorld 1.6.
Nugger-Mup 21 Jul @ 3:28pm 
hopw this gets updated, it rules.
不善言辞钟表头 19 Jul @ 10:50am 
1.6
Jiopaba 12 Jul @ 4:12pm 
I took a look at updating this for myself, Kathanon, and your workflow is quite intense, lol. I think I spent thirty minutes figuring out why my references weren't loading. Your .targets file can be a bit intimidating, but it works very well once I changed it from "Program Files" to "Program Files (x86)" for my setup.

A bit beyond me to troubleshoot everything that's changed, though, it seems. It looks like DraggableDimensions are now drawStyleCategories, and even after messing with that for a bit there were other errors I couldn't make heads or tails of. Very impressive work, though. I wasn't expecting such a simple on the face of it mod to be so hard to figure out.
badstream 11 Jul @ 9:32pm 
Cheers! Just wondering if you're planning on updating to 1.6? No rush, I'm only curious. Thanks for making such an essential mod. I feel naked without it!
Head 6 May @ 7:59am 
This really should be in the base game. Amazing work!
Kathanon  [author] 17 Apr @ 8:17am 
I'm glad you like it.
Jayden 17 Apr @ 6:39am 
Thank you for making this!! It's saves you from having to painstakingly micromanage destroying stuff. This needs to be in the vanilla game the same as hunting and harvesting.
Kathanon  [author] 8 Feb @ 1:55pm 
Update:
- Colonists will no longer try to repair owned buildings in the home area that are marked for destruction.
krzarb 3 Dec, 2024 @ 1:27am 
I'm not sure of the difficulty of implementing this, but would it be possible to add a hotkey for destroy order?
MeTAL 3 Aug, 2024 @ 12:15pm 
genius
VelxraTV 30 Jul, 2024 @ 12:23am 
very underrated mod for breaching doorways
VitaKaninen 5 Jun, 2024 @ 5:51pm 
Thanks!
Kathanon  [author] 5 Jun, 2024 @ 5:50pm 
Update:
- Separated out clutter (i.e. non-deconstructible) from buildings in settings.
VitaKaninen 24 May, 2024 @ 11:06pm 
Is it possible to have an option to only have the destroy button on non-deconstructible map objects like tanks and cars? I don't want to see the destroy button on every building I click on.
Kathanon  [author] 24 May, 2024 @ 5:36am 
I was not able to reproduce your problem, but I did make an update that should prevent that specific error from occurring.
Note that as far as I can tell, it could only happen if some other mod broke somethng first, so you may still have issues with your mod setup.
Kathanon  [author] 23 May, 2024 @ 3:44pm 
Ok, thanks. I'll try that tomorrow.
ntiem8r 23 May, 2024 @ 3:24pm 
Bind a key in preference to BPC. I'm using keypad minus. then you would need to set the policies as well as in BPC's settings what policy should it revert to after pressing the Battle Mode key.
Kathanon  [author] 23 May, 2024 @ 2:47pm 
I installed Better Pawn Control, but I can't see how to switch to "Battle Mode". How do I do that?
ntiem8r 23 May, 2024 @ 2:01pm 
Hi Kathanon,

I'm getting this error when switching to Battle Mode (Better Pawn Control) and another scenario I cant recall exactly
Mech_Lifter93917 threw exception in WorkGiver kathanon_MarkForDestruction_IncinerateItems: System.NullReferenceException: Object reference not set to an instance of an object

Full Logs are at https://gist.github.com/HugsLibRecordKeeper/51a0fa001c60c9ed21a61c1a744e1e35
Kathanon  [author] 5 May, 2024 @ 6:36pm 
Thank you. :)
Arylice 5 May, 2024 @ 5:54pm 
Marvelous mod! Like and favorite! :steamthumbsup:
Kiyoshi Senpai 19 Apr, 2024 @ 9:34am 
Thanks will test
Kathanon  [author] 18 Apr, 2024 @ 9:49pm 
I was unable to replicate this, but could figure out part of what happened from the log you posted.

I made an update that should fix the problem.
Please let me know if it worked.
Kathanon  [author] 17 Apr, 2024 @ 2:51pm 
I'll look into it.
Kiyoshi Senpai 17 Apr, 2024 @ 11:45am 
There seems to be an error whenever a pawn tries to act upon the marked object.
https://gist.github.com/HugsLibRecordKeeper/4fac74edc5bef711c04d22bd2291f789
Kathanon  [author] 10 Apr, 2024 @ 7:02pm 
Updated for RimWorld 1.5.
+TheRedBaron097+ 6 Jan, 2024 @ 5:43pm 
will save me so much time on my medieval runs full of "have to melee" junk and stressing my pawns to death running them around meleeing eveything. thanks
Yoann 27 Oct, 2023 @ 10:38pm 
I marked for destroy the full Ancient exostrider, after the Ancient exostrider midsection explode and set all the area around in fire, my pawn go inside the fire to smash the other parts, and of course he burn...

I tried quickly with construction, if the work area is on fire and outside home area, the pawn ignore the task.
Kathanon  [author] 27 Oct, 2023 @ 8:30pm 
What do you mean with "in the middle of the fire"? If there is a fire around them?
Yoann 27 Oct, 2023 @ 3:00am 
Pawns try to do the smash job even in middle of the fire, Idk if it's vanilla behavior.


My mod Some more jobs patch your workgivers to choose the worktype and priority, RIMMSqol seems to be able to do same.

Also, another way would be to put the job in basic (at least for smash), but restrict it to pawn with breach axe (a bit like hunters).
Kathanon  [author] 26 Oct, 2023 @ 6:34pm 
I'll see what I can do about making it configurable.
Yinyang107 26 Oct, 2023 @ 12:55pm 
Would you consider changing the work task this is assigned to? As it stands, pawns don't do this until there's nothing left to haul on the entire map - which is to say literally never. If you don't want to move it to something like Basic work instead, I think it makes sense to at least have it done before other hauling tasks.

All that said, this does mean that I can tag something and then right-click force work without drafting, so it's still better than vanilla as it stands right now.
Kathanon  [author] 10 Oct, 2023 @ 11:44pm 
You can't patch it in XML. That part is controled in C#.
Yoann 10 Oct, 2023 @ 11:30pm 
Ok thank you, I will try to endure the extra useless gizmo on buidings ^^'
I tried to see if I can patch it by xml (as for Common Sense), but it seems no.
I think that the only buildings I want to be able to destroy are simply child of Name="NonDeconstructibleAncientBuildingBase" (only telling for later)
Kathanon  [author] 10 Oct, 2023 @ 7:34pm 
I was planning on later extending the options to be more fine-grained, and did implement this in a way that supports that. Not sure when I'll get time for it.

For now, this lets you disable the ability to punch items that was added.
Kathanon  [author] 10 Oct, 2023 @ 6:46pm 
Update:
* Fixed bug causing errors in log when items are destroyed.
Yoann 10 Oct, 2023 @ 3:54am 
Yoann 10 Oct, 2023 @ 2:50am 
Thank you for the update, but I wish another step:
The gizmo should appear only on building with this tag:
<building>
<deconstructible>false</deconstructible>
<claimable>false</claimable>
</building>
Kathanon  [author] 9 Oct, 2023 @ 10:56pm 
Sorry, I don't think that fits in.
Vardath 9 Oct, 2023 @ 9:39pm 
Would really help early playthrough if the pawns enjoyed doing that, sometimes I forget to put down a stick in the ground.
Vardath 9 Oct, 2023 @ 9:38pm 
Can you add a recreation tag to the destructibles?
Kathanon  [author] 9 Oct, 2023 @ 6:31pm 
It's pretty sparse, but I think it covers your need.
Kathanon  [author] 9 Oct, 2023 @ 6:30pm 
Update:
* Added options for what can be marked for destruction.
Yoann 5 Oct, 2023 @ 2:07pm 
No, I was patiently waiting the update, using your mod the time to clean junks on new maps, then remove it.
Thank you for your mods ~
Kathanon  [author] 5 Oct, 2023 @ 1:43pm 
Ah sorry. Life got in the way. A lot. Then I figured you'd moved on so I prioritized other things.
I'll do it next.