RimWorld

RimWorld

More Vanilla Fences - Fence Tab
24 Comments
Jiopaba  [author] 5 Jul @ 1:50am 
1.6 compat added, no changes. Cheers!
Co Pilot 16 May @ 3:43pm 
Just stopping in to say that this is such a great mod <3 I come to Rimworld to make cow farms and farming cities and this is such a nice touch!
Jiopaba  [author] 9 Sep, 2023 @ 10:54am 
@Nonamo

Lol, awesome! Funny enough, I only made this patch after rolling my eyes so hard they almost fell out of my head. I've always thought one-off things like this were just a touch silly when generic solutions like that exist.

The thing is, everyone has different mod lists so you can't really make one patch like this that'll actually please everyone. It's the whole "teach a man to fish" thing.
Lulu 7 Sep, 2023 @ 4:48am 
Ah ha - it honestly never occured to me after all these years to simply look for something like this. Actually after you'd mentioned it, I went looking on my own and stumbled upon something else - RimsQOL, which is way overpowered if all I wanted was more organized tabs... to say the least!

I'll definitely be checking out Mile's tab mod however (downloading it right now actually) - but I must say - this chat has had an unexpectedly cool outcome for me, having found this other mod.

With RimsQOL, I'm thinking of working on my own 'super patch', for a modpack of all the different buildings, plants, etc from all the mods I use. I love everything I modded in - but now I can make it so everything balances better together so no plant, wall or door is statistically 'always best'

tl;dr, All that to say I appreciate having chatted with you, and that it's had some unexpected positive outcomes :steamhappy: Thank you again, you've been most kind! :mhwgood:
Jiopaba  [author] 6 Sep, 2023 @ 8:23pm 
@Nonamo

Oh, I've been using Mlie's Tab-Sorting. I used it for a while after it came out, then I used Vanilla UI Expanded which offered much more advanced and comfortable functionality, then VE:UI never got updated for 1.4 and I went back to old reliable lol.

Bit of work to set it up in the first place, but it's pretty reliable, which is nice.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2138635288
Lulu 5 Sep, 2023 @ 5:54pm 
I appreciate the quick response, and your work on the mod!
Out of curiosity, what are you using to reorganize your architect menu?
Jiopaba  [author] 5 Sep, 2023 @ 8:01am 
@Nonamo

May as well. Truth is I don't play with this mod myself, because I use other mods to allow me to reorganize my entire Architect Menu, but I went ahead and made up a patch for this and pushed it in the latest update.

This mod doesn't get updated very often, so anyone who doesn't like it is welcome to delete the relevant patch out of this mods "Patches" folder and can trust that it probably won't be overwritten anytime soon.

Cheers.
Lulu 5 Sep, 2023 @ 1:11am 
Would you be able to add VFE Architect's fences and gates? Their animal gates are really nice for making barns https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2608762624
BOT Ghostie 20 Feb, 2023 @ 8:30am 
Love <4
VelxraTV 5 Dec, 2021 @ 10:50am 
Thank you
Jiopaba  [author] 5 Dec, 2021 @ 10:25am 
@Geronimo Done. That one took a moment, realized they nested stuff a little oddly. The floors are still under Security, but the Electric Fence and Plasma Fence should be affected by this now and put into the Fences tab.
VelxraTV 4 Dec, 2021 @ 1:10am 
Jiopaba  [author] 29 Oct, 2021 @ 6:45am 
@Let Him In

It doesn't explicitly offer compatibility, which is to say it doesn't patch anything from VE: Architect to be in the Fences tab. It's not incompatible, but it might be a bit redundant depending on how they sort their stuff. I might look into adding compatibility, but to be honest, I only banged this out for the folks who wanted More Vanilla Fences to be sorted. Running that with VE: Architect feels a bit odd to me since they both add a lot of the same exact thing.
Hog 28 Oct, 2021 @ 1:40am 
is this compatible with vexpanded architect?
Trajda 6 Oct, 2021 @ 3:25am 
@Jiopaba

Thank you.
Jiopaba  [author] 5 Oct, 2021 @ 7:37pm 
@trajda

Yes, it's really simple. I banged out a patch in a few minutes and did some brief testing. Should be pushed now when it updates.
sanicek 9 Aug, 2021 @ 11:42am 
I went to double check just now to be sure... and it's not doing it any more. However I swear I only added this mod previously into my modlist and the color pickers were gone. Then I removed it and they were back. Mystery¯\_(ツ)_/¯
Thanks for looking into it and sorry for false alarm. GJ with the fences btw :)
Jiopaba  [author] 9 Aug, 2021 @ 4:54am 
@sanicek So I just got More Planning and looked at it, and to be blunt I don't think that's even possible. Are you sure it's this mod causing such an issue?

This mod does literally nothing except define a "Fences" architect tab and then patch vanilla fences and gates as well as the base definitions for my Fence and Gate objects in MVF to go there. There's absolutely no way these two mods could be colliding, and this one doesn't even have any Assembly which could be doing something weird with C#, it's like thirty total lines of dead-simple XML patches.
sanicek 8 Aug, 2021 @ 8:01am 
If I use this the color selectors disappear (or maybe they are relocated somewhere I can't find them) from the More Planning mod architect tab.
Jiopaba  [author] 23 Jul, 2021 @ 8:23am 
If it does conflict, just open this mod and delete the "Defs" folder and it should work fine with Fences and Floors. If it doesn't, let me know and I'll look into it some more.
Jiopaba  [author] 23 Jul, 2021 @ 8:23am 
@ouyin2000 Actually, no, I don't think?

Worst case scenario we both define a DesignationCategoryDef for "Fences" category, in which case there will be an error when you start the game. Deleting one or the other should fix it.

Since they even have the same exact name "Fences" either mod will work with the others category depending on where you want to put it.
ouyin2000 23 Jul, 2021 @ 6:41am 
Does this conflict with Fences and Floors?
Abra_Willow 22 Jul, 2021 @ 10:22am 
Thanks