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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!
- Support for RimWorld 1.6.
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.
- Colonists will no longer try to repair owned buildings in the home area that are marked for destruction.
- Separated out clutter (i.e. non-deconstructible) from buildings in settings.
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.
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
I made an update that should fix the problem.
Please let me know if it worked.
https://gist.github.com/HugsLibRecordKeeper/4fac74edc5bef711c04d22bd2291f789
I tried quickly with construction, if the work area is on fire and outside home area, the pawn ignore the task.
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).
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.
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)
For now, this lets you disable the ability to punch items that was added.
* Fixed bug causing errors in log when items are destroyed.
The gizmo should appear only on building with this tag:
<building>
<deconstructible>false</deconstructible>
<claimable>false</claimable>
</building>
* Added options for what can be marked for destruction.
Thank you for your mods ~
I'll do it next.