RimWorld

RimWorld

UI Not Included: Customizable UI Overhaul
666 Comments
GonDragon  [author] 3 hours ago 
@Giggles: haha, couldn't help it. The two games got great DLCs back to back.
Giggles 18 hours ago 
> Interface Overhaul slightly inspired by Oxygen Not Included

> CREATED BY
GonDragon
In-Game
Oxygen Not Included

ah, checks out
Joren 6 Jul @ 10:32pm 
Ah, so they are, thanks! And thanks for the amazing mod!
GonDragon  [author] 6 Jul @ 10:18am 
@Joren: I think those are from Vanilla Textures Expanded.
Joren 6 Jul @ 8:50am 
I'm preparing for 1.6/Odyssey, and after disabling a whole ton of mods and loading up a game to test things out, I found that some of the UI Not Included icons were gone. I didn't realize that I was using several icons from other mods. Does anyone know of particular mods that add a bunch of UI Not Included icons?

I'm missing a different kind of world icon, a cow/yak bull icon, a different kind of coniferous trees icon, an exclamation point, and several others...
GonDragon  [author] 2 Jul @ 12:39pm 
@moo: Go to the mod options, and remove from the bar the button you don't want.
moo 2 Jul @ 11:10am 
How do I hide a second research button.

One is owned by MintMenus which is overriding the vanilla research (AND this is the one I do not want to show), and the other research button (I want to keep) is Semi-Random Research
Darian Stephens 1 Jul @ 4:45pm 
Do you suppose you might be able to add the corner mouse inspect thing to the Alt menu?
The corner menu still has information you can't otherwise get, namely the origin of things like blood.
The corner menu shows whose blood was spilled, while the Alt menu just says that there's blood.

I like looking at bloodstains to figure out what happened, but I also like having the controls added to the corner, which the menu conflicts with.
Blueo 1 Jul @ 7:56am 
Yes exactly, there is nothing on the designator bar that can be used on the world map, it's only for building.
GonDragon  [author] 30 Jun @ 1:07pm 
Now that I think about it... designators have no use on the world map, right? Instead of move stuff around, I could just make it so they are not drawn on the world map...
GonDragon  [author] 30 Jun @ 1:05pm 
@Blueo: Sadly no, I think that's something new from this version, I need to make a patch to dynamically move stuff around. A friend already told me about that... if I'm not too busy this Wednesday or this weekend, I'll try to fix it then.
Blueo 30 Jun @ 11:14am 
is there anyway to disable the designator bar when you open world view? it blocks a few buttons
The Buttcracker 23 Jun @ 1:11pm 
nvm it was a mod conflict, fixed it
GonDragon  [author] 23 Jun @ 1:06pm 
@The Buttcracker: By default it moves itself, so you're most likely also using "[LTO] Groups". In that case, you should change your settings on that mod to displace the colonists bar a few pixels down.
The Buttcracker 23 Jun @ 12:51pm 
stupid question but how do i get my colonist bar to not be covered by the top bar
GonDragon  [author] 15 Jun @ 9:37am 
@joepez: That function still exist on 1.6, it sound like a load order problem. Make sure this mod is as low as possible under the list, a friend of my had an issue with RimPy, who put a lot of mods above the base game and DLCs. If the problem persist, copy your whole log on Pastebin [pastebin.com] and send me the link.
joepez 15 Jun @ 7:30am 
@GonDragon, I'm testing out UI w/ 1.6 and am getting an red error saying you're attempting to patch (RimWorld.Planet.WorldInspectPane.get_PaneTopY()) which doesn't exist. Only other mod I'm running is the latest Harmony.
GonDragon  [author] 14 Jun @ 6:42am 
@Real Imp: No, there is only an option to change the size of the words in the tabs themselves, but no on their content. For that, you may want to use the vanilla function of "UI scaling".
Realm Imp 14 Jun @ 6:35am 
can i change the scale of the words in other tabs like in bio or faction tab?
Tydram 11 Jun @ 12:55pm 
Took you long enough. Hmph.
GonDragon  [author] 11 Jun @ 12:52pm 
@Tydram: Your wish is my command, Miss Karen. It's ready for 1.6.
Tydram 11 Jun @ 9:18am 
The 1.6 is on beta and I haven't seen any update on this mod, I want to speak to your manager.
Raptor 30 Apr @ 11:44am 
VFE - Tribals but also other mods use the techlevel of your colony.
But there is no good way to quick check that level.
Is it possible to make a widget for it like the weather or time one? Would fit there great.
And as i know no one did something like that right now.
Darian Stephens 30 Apr @ 8:41am 
Would you perhaps be willing to add an option to change the position of alerts?
The fact that they shift around a lot with letters (Which I have a bad habit of not closing) makes it very irritating, and easy to lose track of and ignore.
If we could pin them to a corner, maybe the top-right so they stop moving around all the time, I would appreciate it immensely. It would make it easier to focus on them and acknowledge them, because as it stands I've basically tuned them out entirely, which I know is bad for the game.
莫名某某 19 Apr @ 1:15am 
This is the most perfect UI mod I have ever seen!:steamhappy: However, too many mods use the non-standard tab, which prevents me from using its main functions. It is hoped that more mod authors can notice this mod and be compatible with it.
浴球不滿 15 Apr @ 11:30pm 
Thanks for your nice mod, my UI is tidy now
Could you add YYYY/MM/DD format to time widget?
Spiricore 13 Apr @ 7:39am 
Has anyone been able to confirm whether or not this mod works with the Multiplayer mod? It's missing an entry in the compatibility database. Cheers.
Amroth 4 Apr @ 1:49am 
@Kyliness you can use Pawn Editor, it's better anyway
GonDragon  [author] 3 Apr @ 6:04pm 
@Kyliness: It's a known issue. From the description:
"Character Editor tab works in a non-standard way, so it can't be saved and it will be restarted on every startup."
Kyliness 3 Apr @ 7:49am 
I really like this mod's new interface. But I faced a strange problem. Every time I restart the game. It moves the button of "character editor" to Widgets and buttons instead of "bottom bar", so I've
to move it back every time. Did I do anything wrong?
Amroth 28 Mar @ 3:48pm 
Thank you! Tried it out, it's absolutely amazing. I think this is easily one of the best mods I've gotten for Rimworld!
GonDragon  [author] 28 Mar @ 3:14pm 
@Amroth: Yes
Amroth 28 Mar @ 8:40am 
Is this compatible with Rimthemes?
GonDragon  [author] 25 Mar @ 5:11pm 
@Phantomope: I Like the idea, I'll look at it when I have the time.

@hello_moto2901: Just use the 'Numbers' mod and my 'Numbers Addon'. You can create your own custom tab with whatever info you want in Numbers, and then use the Numbers Widget to add it as its own button..
hello_moto2901 25 Mar @ 1:24am 
Can you add your own version of slave bar? or a prisoner bar too or on the same, would be a awesome feature, and features to make the UI easier with lots of pawns
Phantomope 21 Mar @ 9:16am 
Will there ever be a way to make blank spaces transparent, the top toolbar is incredibly handy, but makes the screen feel very constricted, being able to make blank spaces transparent or not visible I think would be a great addition. Nonetheless amazing mod, tried it today, and it's a big help organizing my dozens of icons
[RTB] Sarianos 1 Mar @ 6:50am 
Go figure the only annoying niggle is the one that's a bastard to fix, ah well can't have it all, cheers Gon.
GonDragon  [author] 1 Mar @ 6:25am 
@[RTB] Sarianos: Albeit it's technically possible to do, is not a change I'm willing to make. Whenever possible, I'll try to avoid making changes in specific windows, due the weirdness of having to target them...

It may be a hassle (I know, I use the Menu button on the top right) but not a big enough one.
[RTB] Sarianos 1 Mar @ 5:02am 
@GonDragon Quick suggestion while I still remember, while the 'menu' button can be shifted around to wherever you like the actual window it opens always remains in the bottom left unless the 'centre' option is enabled, so with that in mind would it be possible to either alter the opening position of the menu window to respect the location of the menu button or allow the 'centre' option to only affect only specific windows?
[RTB] Sarianos 28 Feb @ 9:52am 
Damn, that was fast, tah muchly my dude!
GonDragon  [author] 28 Feb @ 9:05am 
@[RTB] Sarianos: Done. The IRL clock widget now respects the game setting for 12/24 hour IRL clock.
[RTB] Sarianos 28 Feb @ 6:52am 
@GonDragon Would it be possible to be able to show the IRL time widget in 12 hour format?
ka maMEna 13 Feb @ 6:32am 
这个mod有可能会吃掉一些模组的按钮,如果发现按钮消失了可以试试看关掉它,具体的设置学会后再装这个模组比较好。
GonDragon  [author] 8 Feb @ 6:30am 
@0。0: That's extremely weird. By the comment, I know you're using the latest version of the mod... yet, I removed those messages on April of the last year... Perhaps are you using some mod that saves in cache functions of other mods? I don't know if it was BetterLoading or RocketMan, but I had to disable one of those while developing because they were canceling my changes. If you're using any of those two mods, try run the game once without them, that may fix your issue.
0。0 4 Feb @ 3:07am 
Can you remove the log messages like "[UINotIncluded v1.1.9143.22150] Pressed on the button xxx"? It's a bit annoying.
GonDragon  [author] 22 Jan @ 10:35am 
雾都: Sorry for that, it's on the description, it's a known issue.
雾都 21 Jan @ 6:11am 
人物编辑器的消失就是因为这个mod,但是由于我看不懂设置,于是下线了这个mod。:steamfacepalm:
GonDragon  [author] 14 Jan @ 6:20pm 
@Aeternuslee: Just use the auto-sort and you'll be alright. If you want more detail, as a rule of thumb just put this mod after all mods that adds buttons to the bar... I don't think that it actually matters, but just in case.

And, the position in relation to numbers doesn't matter, if you have the numbers addon, the addon itself will tell you to load it after this mod and after numbers.
Aeternuslee 14 Jan @ 1:10pm 
General question with what I expect to be a highly variable answer but, as a general rule is it better to have this mod higher or lower in my mod list?

Also if also using numbers does it matter if this is before or after?
AtomicRobot 7 Jan @ 6:51pm 
yo I got a problem with the colonist bar, I have 2 colonies in the moment and when clicking on buttons in the top bar it switches if the button is above the grouped area of one of the colonies.
Looking at the assemblies I think you need to patch "GroupFrameRect" too to accommodate the top bar.