Guest Posted March 17, 2021 Posted March 17, 2021 I have a couple of race mods installed, but I am now running into the problem that my menu is becoming bloated and it is hard to find what gear I want to craft. Especially since some gear are race specific and therefore not compatible with other bodies. I have the following race mods installed: Spoiler Epona Centaur race Rabbie Moonrabbit race Androids race New Ratkin Plus race Nyaron race Equium race Slime Girl RJW race Dragonian RJW race Kurin RJW race Basically I am trying to figure out how to sort apparel and weapons into drop-down tabs to make the menu easier to sort through. The Ratkin, Kurin, Nyaron and Rabbie mod does this already, but other mods, like Epona, Dragonian and Equium does not. I have siften through the mod files, but I can't make heads or tails what part of the xmls decide if a category of apparel should be in its own tab in the item menu. If anyone has advice I'd appreciate it. I'd like to try to create a patch that can be used under race mods to sort their individual gear into their own categories if possible.
Tory187 Posted March 17, 2021 Posted March 17, 2021 The <thingCategories> node will let you organize where apparel is placed. Here is an example of a patch from the mod Apparel Organizer: <Operation Class="PatchOperationReplace"> <xpath>*/ThingDef[defName = "Apparel_ShieldBelt"]/thingCategories</xpath> <value> <thingCategories> <li>Special_Apparel_Accessories</li> </thingCategories> </value> </Operation> Keep in mind that "Special_Apparel_Accessories" is a custom <ThingCategoryDef> introduced by Apparel Organizer. So you need to match those category names that you have.
Guest Posted March 17, 2021 Posted March 17, 2021 53 minutes ago, Tory187 said: The <thingCategories> node will let you organize where apparel is placed. Here is an example of a patch from the mod Apparel Organizer: <Operation Class="PatchOperationReplace"> <xpath>*/ThingDef[defName = "Apparel_ShieldBelt"]/thingCategories</xpath> <value> <thingCategories> <li>Special_Apparel_Accessories</li> </thingCategories> </value> </Operation> Keep in mind that "Special_Apparel_Accessories" is a custom <ThingCategoryDef> introduced by Apparel Organizer. So you need to match those category names that you have. Ah neat! I will experiment with this tomorrow. Wish me luck.
SimulatedFantasyHero Posted June 20, 2021 Posted June 20, 2021 On 3/17/2021 at 7:33 PM, dovahnurse said: Ah neat! I will experiment with this tomorrow. Wish me luck. dovahnurse I have many mods and races as well; I do recommend using, Better Loading, What's That Mod, https://steamcommunity.com/sharedfiles/filedetails/?id=2258431182 Apparel Organizer (Continued) https://steamcommunity.com/sharedfiles/filedetails/?id=2024535120 as you mentioned. Tory187 the biggest problem I've come across now is the sheer size of lists.. "Belts are not packs" 2 to 3 sets of actual hand carried shields (buckler, riot, energy) You've probably seen the post Mlie wrote just recently, Clothing Sorter https://steamcommunity.com/sharedfiles/filedetails/?id=2275655161 Honestly, I am kinda very not smart sometimes, to the point that the menus/UI is lagging the system. I've truncated a ton of graphical enhancers (and yeah I'm still throwing Array out of bounds where I get no errors except a roll over for the better loading screen and messed up numbers) RimHud and Dubs mint menus is pounding my cpu probably, along with Best List/Floor Labels/Quick Stockpile/Prebuilt stockpiles, etc. However there is hope, if I can keep my thoughts structured soundly... There are a few that I've pulled down but I takes a bit more foresight/wisdom to chomp through it. Lto Colony Group https://steamcommunity.com/sharedfiles/filedetails/?id=2345493945 (I wanted a simple reorder/sorting colonists... oops.) BetterSliders https://steamcommunity.com/sharedfiles/filedetails/?id=2218078784 RWLayout https://steamcommunity.com/sharedfiles/filedetails/?id=2209393954 RWLayout Tests https://steamcommunity.com/sharedfiles/filedetails/?id=2394990659 Could probably make for a wicked good Sims 4 style ui? *shrug* making rimworld more friendly/cutesy. vs excel spreadsheet. [ZEN] Dropdown Menus Expanded Collection https://steamcommunity.com/sharedfiles/filedetails/?id=2313281229 is pretty ambitious but as you can see in his comments. it conflicts with DocWorld. (he might be getting cornered or in discussions) The biggest and most glaring issue is have you run cross any vertical scrollbars solutions that enable you to continue using the middle mouse button/wheel for scrolling? say looking at settings inside mod options? And does there happen to be any way to resize the UI elements (icons) more easily? RWoM specifically has that "use small icons" for spells so the bar doesn't get crowded, I'm running a larger scale on my computer and in game (because I haven't gone to the eye doctor and trying to keep eye strain minimized) the font size is fine but the icons are taking up more then half my screen. the worse is selecting a stockpile item and getting that echo'ed *conk, tank* gets selected and then deselected. like it doesn't register the mouse click unless you keep the pointer absolutely still. I'm just wondering does RimWorld have layering or independent refresh rate for UI. Project Zomboid has a decent interface inspite of java having the ui layer update slower but more responsive vs. trying to complete for thread/processor time. Granted the world actions that interact (putting in container, taking out) have the progress bar effect but the progress bar over the character head can go at 3x speed and there is no effect on the UI overlay.
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