RimWorld

RimWorld

Shelf Renamer
28 Comments
Myrrhb 10 Jul, 2023 @ 3:51am 
So... is this still working?
Everyone 28 Jun, 2021 @ 6:51am 
I don't know what happened, but adding this mod to my modlist completely nuked my modlist and borked mod manager.
Mlie 20 Jan, 2021 @ 3:09am 
Scout Gaming 3 Jan, 2021 @ 3:09pm 
Got rickrolled by a shelf. Noice. :colt::clang::captainsinful:
PKPenguin 27 Apr, 2020 @ 7:07pm 
Would still like to see this updated, I'm aware it's still functional but I don't want to include it in a beginner modpack I'm assembling as I don't want to scare off any newbies.
Epic Store Exclusive 26 Feb, 2020 @ 6:01am 
@Teelox the mod is loadable on 1.1 from the mod menu, but the game STRONGLY suggests not using mods not designed for 1.1 and cordones them off into their own section, so I still recommend updating because people will easily be scared away from your mod otherwise.
Teellox  [author] 25 Feb, 2020 @ 2:11pm 
@Kittenpox: Oh gosh, I definitely need to update the metainfo.

I haven't had a chance to fire up v1.1 yet. Does the game yet you load the mod despite the version warning?
Kittenpox 24 Feb, 2020 @ 6:08pm 
This has been a wonderfully helpful mod; though in v1.1 it displays as being a mod designed for version: "none". Would it be possible to flag (and, if needed, update) this for version 1.1 of Rimworld? :-)
Epic Store Exclusive 21 Feb, 2020 @ 2:33am 
I wish we had a colonist renamer
Teellox  [author] 27 May, 2019 @ 1:22pm 
You're welcome! :)

I'm also responsible for this [www.newshub.co.nz] as a public service. :)
Gunboat Diplomat 27 May, 2019 @ 5:33am 
You bastard.

You know what you did.

...renaming a shelf like that and then taking a screenshot...you monster...
么么拐旅站車兵 17 Mar, 2019 @ 8:05am 
weapon renamer?
Teellox  [author] 24 Nov, 2018 @ 10:35pm 
@ammo: Having shelves be zones would be wonderful, but unfortunately it's not an easy change.

If I were to implement something like this, it would be to allow zones to be placed over shelves, and then for the shelves to inherit the settings from said zones. That would not only allow them to appear as options in crafting bills, but would make the management of shelved stockpiles much more straightforward.

Alas I'm a little short on time at the moment, but it's very much something I would like to see.
ammo 24 Nov, 2018 @ 3:53pm 
Would it be possible to make the renamed shelves appear as zones so that they show up as an option for drop off in crafting bills?
Tarsis 6 Nov, 2018 @ 8:55am 
I just found out I needed you. And you were here waiting for me. :steamhappy:
Teellox  [author] 17 Oct, 2018 @ 4:04pm 
Updated for v1.0!

Previous versions can be found at: https://github.com/pjf/ShelfRenamer/releases
Teellox  [author] 19 Sep, 2018 @ 3:14am 
@Mirith: New version is up, with fixes to ensure we don't hit problems when storage buildings are created before WorldGen, along with a few other guards just-in-case.

Thank you so much for the report! You've got a credit in the release notes. :)
Mirith 19 Sep, 2018 @ 3:06am 
Great, thanks! :)
Teellox  [author] 19 Sep, 2018 @ 2:57am 
@Mirith: D'oh, it's another instance of using-storage-during-WorldGen-but-you-don't-have-storage-yet!

Comprehensive patch incoming.
Mirith 19 Sep, 2018 @ 2:54am 
Hey,
for some reason this mod causes Prepare Carefully to fail to initialize.
{LINK REMOVED}. When disabled, even with all that other mods mess, everything works flawless.
XeoNovaDan 19 Sep, 2018 @ 2:37am 
No probs!
Teellox  [author] 19 Sep, 2018 @ 1:33am 
@XeoNovaDan: ShelfRenamer was trying to use its storage during WorldGen, but its storage isn't actually created until *after* WorldGen completes. A fix has now been applied and tested.

Thank you *so much* for the bug report! You've got a credit in the new release notes.
Teellox  [author] 19 Sep, 2018 @ 1:07am 
@XeoNovaDan: Eeeep! Thank you for the bug report! Investigating now!
XeoNovaDan 19 Sep, 2018 @ 12:04am 
Found a bit of a gamebreaking bug: when generating a new map in something like a new game, stuff like foliage and pregenerated structures won't actually generate, and colonist pods end up landing in a rather messed-up fashion. In the case of modded biomes (TerraCore, where I initially discovered this), they actually won't generate at all and will return to the main menu with a generic map gen error.

Output log (compressed since it's ~10 MB when not compressed): https://www.dropbox.com/s/n3r8hygcmlrl0np/output_log.zip?dl=0

Just for convenience's sake to confirm that it isn't a conflict, this was with the mods MOD-E, Core, HugsLib, ModSwitch, ModSync, Shelf Renamer and 4M Mehni's Miscellaneous Modifications, the latter of which is just to remove the output log entry limit.
Teellox  [author] 17 Sep, 2018 @ 7:31am 
Thank you! I found that I kept feeling that the game pushes you towards using shelves, but then gives them second-class features compared to stockpiles.

I really want to give rename a hotkey, but the hotkey to rename stockpiles is 'B', and for buildings that's bound to 'reinstall', so I need to give it some thought as how to present a consistent interface there.
BlueTressym 17 Sep, 2018 @ 7:15am 
You're the best!
Proxyer 17 Sep, 2018 @ 6:38am 
Very good Idea! (with Industrial Rollers)
Teellox  [author] 17 Sep, 2018 @ 5:33am 
Update

Shelf Renamer v1.0.0

- Fixed bug where pressing enter in the rename dialog wouldn't save.
- Previous name now starts selected in rename dialog for easier replacement.