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The main issue I was having when I last worked on it was the permanence of the storage list. Once the game loads storage categories from XML, it locks them in for the duration of that session. I wanted to avoid having to restart the game just to update a Tag name on the UI. Hopefully I can either find a solution to that or at the very least make the Tag category collapsible.
Thanks to everyone who has been using the mod and providing feedback!
I hope you let the RimPy team know what order it should be loaded in.
Thanks for the great job.
at (wrapper managed-to-native) System.Reflection.Module.ResolveMethodToken(intptr,int,intptr[],intptr[],System.Reflection.ResolveTokenError&)
error log: https://gist.github.com/ffe42c248da8fd5c5531981fb8a050d3
at (wrapper managed-to-native)
the appearance of the tags."
I've tried to make some of hte extra tags not appear... but i seem to have borked it. It works in storage buildings, but it breaks the placement of stockpile zones. What exactly should I deleted and what should i leave?
well its fine and dandy regardlles :)
wouldve been great for others that dont know how to xml edit real quick
Those XML files are sort of handled outside of the game and injected on startup (vanilla behavior) so it would probably take a whole framework to allow injecting the filterworker changes while the game is running. This could lead to a lot of compatibility issues with other mods.
the appearance of the tags.
look how much nicer it looks without the full Alphabet, just A B C (in my case, thats all i need)
wouldnt it be wonderful, to have a toggle to cut in the amount of them, so we can reduce their appearance in unneeded situations? :)
https://i.imgur.com/XklOsnK.png
any chance the tags in the stockpile Allow menu, (aka Allow: rotten and so and so, where we choose em)
the appearance of the Tags, will be collapseable?
they take a grand chunk of the space, since i cant disable tags being visible there, in the stockpile menu.
im forced to see 90% of tags i wont be using, so just a clutter of D to L tags, sitting there, taking away quickness I could use for the managing of stockpiles :)
any chance it could be a feature?
it'll make it perfect
I did, however, include a language file under \1.4\Languages\English\DefInjected\SpecialThingFilterDef\SpecialThingFilters.xml where you can change the names. Simply replace the values "Allow Tag X", "Allow things that are Tagged X" and restart the game.
The settings UI is terrible but I am fed up with the terrible UI control this game has written in...
Considering that Chunks should never be effected by this mod (they are Things but not ThingsWithComps, which this mod ONLY interfaces with) it is super weird that they are behaving like that. It may take me a while to figure out what the heck is going on here...
Disregard, that is SUPER weird. It wasn't doing that before but now it is. Gahh!
I haven't seen that happen yet. I'll take a look at it and see why.
Do you have any mods loaded that change the use of, stack number of, or crafting results from chunks?
@倒霉蛋
I can add the right click back in as an alternate option. I can probably push that out tomorrow.
Anyway thank your for this mod!
A problem I found: It seems that chunks are stuck with Tag L. I can only haul chunks to a stockpile if the option Tag L is enabled. Since Tags are not visible on chunks I am unsure if they are selected by default on not.
I am working on that now.
I was trying to write some of this code myself but I discovered that AllowTool already handles a significant amount of that work. I will very likely be adding AllowTool as a dependency as this mod will be inheriting a huge portion of it's code and I do not want to slight UnlimitedHugs by stealing it. I figure almost everyone who uses mods uses AllowTool so that requirement shouldn't have any problems.