RimWorld

RimWorld

CCRT Item Tags
63 Comments
Sicroto 28 Jun @ 4:48pm 
over bloated, no need for so many tags.
Luke Vale 22 Jun @ 8:38am 
I'm just going to force run this in 1.5 and see if I run into any issues.
Teamson 3 May @ 7:15am 
@OP its great that we can disable some of the tags - but in the stockpile those are still there: which makes for a lot of bloat.
Fatal 11 Jun, 2024 @ 9:56am 
Would love to see this for 1.5!
Three 28 Apr, 2024 @ 3:53pm 
Is it safe to use this in version 1.5? :guard:
Chief_Curtains  [author] 8 Apr, 2024 @ 2:05am 
I'm planning to get back into working on this with Ritual coming out soon. My goal is to get this better integrated with the UI to allow for the ability to modify the tags which are visible on the storage list. I've been working a lot with C# and XML on a private project and I can probably lean on ChatGPT a little to help me figure out how to get the storage UI to update custom names.

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!
Luke Vale 18 Mar, 2024 @ 6:13am 
I believe it's because it's using the games stock system for "Allow type of X" which doesn't support collapsing. You'd need to probably just disable tags not being used in the settings.
Rexstriker 23 Nov, 2023 @ 2:24pm 
Can you make the tag list for stockpiles collapsible? It takes up a lot of space.
oliverrook 6 Sep, 2023 @ 3:57pm 
Surprised nobody's mentioned this yet. But in the tooltip for "Allow Tag C", there's a typo where it says "Allow Tag B" instead.
pearagon 14 Aug, 2023 @ 1:34am 
@luh mao you can use the designators from the item tags architect tab
luh grunch 13 Aug, 2023 @ 11:02am 
even if you use cherry picker to trim it down to just one tag, you still have to hit 2 buttons to tag something (tag, tag a), not worth
Three 10 Apr, 2023 @ 5:48am 
Just subscribed to this interesting mod. :HKIndustry:
I hope you let the RimPy team know what order it should be loaded in. :floppy:
Thanks for the great job. :steamthumbsup:
ミ>.<ミ?♪~ 5 Mar, 2023 @ 2:46am 
Error in Work Tab, assembly name: FluffyUI, method: Widgets:SliderOption, exception: System.MissingMethodException: UnityEngine.Rect Verse.Listing.GetRect(single)
at (wrapper managed-to-native) System.Reflection.Module.ResolveMethodToken(intptr,int,intptr[],intptr[],System.Reflection.ResolveTokenError&)


error log: https://gist.github.com/ffe42c248da8fd5c5531981fb8a050d3
<'##>< 17 Feb, 2023 @ 6:31am 
For anybody wanting to see fewer tags from all interfaces (storage filters, main item interface at the bottom and so on), the mod Cherry Picker takes care of it. Once you have the Cherry Picker mod settings up, just do a search for "tag" and it should show everything you can hide from this mod (there should be an indicator for which mod the defs come from), so just pick and choose from there. Cherry Picker in general is great for reducing bloat from other mods.
ミ>.<ミ?♪~ 17 Feb, 2023 @ 2:40am 
Can you add a shortcut key setting in the mod settings
ミ>.<ミ?♪~ 15 Feb, 2023 @ 9:15am 
Error in CCRT Item Tags, assembly name: 1SettingsHelper, method: Dialog_ColourPicker:DoWindowContents, exception: System.MissingMethodException: bool Verse.Widgets.ButtonText(UnityEngine.Rect,string,bool,bool,bool)
at (wrapper managed-to-native)
Warpath 21 Jan, 2023 @ 9:12pm 
"Ive went on and deleted in the file of SpecialThingFilter.xml,
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?
Alexander The Great 8 Jan, 2023 @ 9:43am 
I see

well its fine and dandy regardlles :)

wouldve been great for others that dont know how to xml edit real quick
Chief_Curtains  [author] 8 Jan, 2023 @ 9:01am 
@Alexander, So far, removing them in the specialthingfilter.xml is the only way to make them go away. I am sure that there is another way but I dug and dug through the code and couldn't find a way to remove items from the filter list while the game was running.

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.
Alexander The Great 8 Jan, 2023 @ 6:40am 
Ive went on and deleted in the file of SpecialThingFilter.xml,
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
Alexander The Great 2 Jan, 2023 @ 3:18pm 
love the mod

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
Chief_Curtains  [author] 27 Nov, 2022 @ 7:23am 
@das_boot1 Sorry about that. I don't use Rimfactory but if I ever pick it up on a playthrough, I can review why that might be happening. I know Rimfactory is extremely complicated internally so there are probably a lot of filter-related changes that are much different from the base game.
Chief_Curtains  [author] 27 Nov, 2022 @ 7:22am 
@Lumi This is something I was working on for a while. It turns out that the filters in the storage menus are handled outside of the game in the XML files and changing those proved to be a bit of a pain, so I took a break.

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.
viraye 26 Nov, 2022 @ 5:10am 
works with rimfactory but breaks the conveyor belts if theyre outputting to crates
MercuryDoll 25 Nov, 2022 @ 1:44am 
Pretty great but really needs the rename to appear in the item filter list for bills and such. I still cant remember if "Tag B" or "Tag E" was the one i use for marking things i want recycled.
晓山alreShan 19 Nov, 2022 @ 12:41am 
Really appreciate your work!! What a sweet QoL mod!
Chief_Curtains  [author] 11 Nov, 2022 @ 5:59pm 
@Skizzley. I had it working for a little bit on the testing branch of mine but I couldn't get it to show for individual tags, it would only show an uncolored star for any tag. I do plan to open it back up again for another attempt.
Skizzley 11 Nov, 2022 @ 4:31pm 
Hey, appreciate the work you're doing on this mod. One of the features I'd love to see that "Favourites!" had is making the tags show up next to items in the caravan/trading menus. No idea how hard that is to do in 1.4, but just wanted to put it on your radar if it wasn't already. Thanks!
mielga 9 Nov, 2022 @ 4:56pm 
My pleasure! Really love the mod :)
Chief_Curtains  [author] 9 Nov, 2022 @ 2:31pm 
@mielga Oh, soot. That was because I added Settings Helper as a reference when I was attempting to build the new settings menu and forgot to remove it when it didn't work out for me. Won't cause gameplay issues but I will remove it now and push an update soon. Thanks for the heads up.
mielga 9 Nov, 2022 @ 7:18am 
There is some red text regarding the mod now, can possibly contain some errors: https://gist.github.com/ea2469a1e832503353edbd6d12485998
Chief_Curtains  [author] 8 Nov, 2022 @ 4:43pm 
@Sir Duncan Idaho Have not used that but I will take a look into it. Looks like an interesting mod
Sir Duncan Idaho 8 Nov, 2022 @ 1:09pm 
I think this mod can be used to incorporate the functionality of Recycle This? Just a suggestion you may be able to just tack on that functionality.
Chief_Curtains  [author] 7 Nov, 2022 @ 6:33pm 
Hey all, I have added in-game tag renaming. It can be done in the settings menu (which is a WIP menu). The feature was a colossal pain in the butt so I am going to take a little break and revisit the UI later.

The settings UI is terrible but I am fed up with the terrible UI control this game has written in...
Chief_Curtains  [author] 6 Nov, 2022 @ 11:52am 
Yeah, I'm going to push it out soon. Taking a break from the renaming function. My god is it frustrating.
NotMafiosi 6 Nov, 2022 @ 7:52am 
Hey Chief, thank you for dedicating the time to solve the problem. Go reward yourself ^^ For now I'm still experiencing the issue, but I imagine that you'll push the fix eventually. Ty.
ミ>.<ミ?♪~ 6 Nov, 2022 @ 1:24am 
Anyway, you made a mod that the player most needs.
Chief_Curtains  [author] 5 Nov, 2022 @ 9:14pm 
I just spent four hours losing my mind over a SINGLE false that should have been a true...
Chief_Curtains  [author] 5 Nov, 2022 @ 4:49pm 
@NotMafioSi

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...
Chief_Curtains  [author] 5 Nov, 2022 @ 4:26pm 
@NotMafioSi

Disregard, that is SUPER weird. It wasn't doing that before but now it is. Gahh!
Chief_Curtains  [author] 5 Nov, 2022 @ 4:25pm 
@NotMafioSi

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.
ミ>.<ミ?♪~ 5 Nov, 2022 @ 12:28pm 
In fact, the new version of item tag is not as convenient as before. It used to be left-click to tag and right-click to expand the tag, but now I have to click twice to mark it, and sometimes I don't want to classify it, just tag it.
Anyway thank your for this mod!:cozybethesda:
NotMafiosi 5 Nov, 2022 @ 11:18am 
Hey Chief, great mod, really!

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.
Chief_Curtains  [author] 5 Nov, 2022 @ 6:20am 
I will push an update to make Tag Visibility settings persist. Forgot to add that, it should be out today after some other minor adjustments.
ミ>.<ミ?♪~ 3 Nov, 2022 @ 12:22pm 
yep,I am using allow tools too.And thank you for your work!:cozybethesda:
Chief_Curtains  [author] 3 Nov, 2022 @ 10:45am 
@倒霉蛋
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.
ミ>.<ミ?♪~ 3 Nov, 2022 @ 1:18am 
how can I set a shortkey to tag items?
Chief_Curtains  [author] 31 Oct, 2022 @ 2:28pm 
@MeatBeatMarv I will add one when I finish the option to rename the tags.
MeatBeatMarv 31 Oct, 2022 @ 1:08pm 
Is there a mod option to disable tags B through L to avoid menu clutter?
Fernando 28 Oct, 2022 @ 10:01pm 
That's great! Go take a break, your work is very much appreciated.