RimWorld

RimWorld

Architect Sense
93 Comments
Milk Cat 26 Jul, 2020 @ 5:44pm 
For those wondering, and too lazy to translate French, this mod is dead because it is of little use anymore. According to Fluffy, most of the functions of this mod are now handled by the base game.
Puppydoll 6 Mar, 2020 @ 2:16pm 
@nhatanh0475 what?
nhatanh0475 5 Mar, 2020 @ 9:01am 
Want an update? Read the description issue and change your mind.
Fluffy  [author] 17 Jan, 2020 @ 1:18pm 
pas vraiment, c'est surtout implémenté dans le jeu
moroyalio 9 Jan, 2020 @ 4:42am 
c'est dommage que ce mode ne fonctionne plus :/
LadyCookie_cat 8 May, 2019 @ 4:13am 
UPDATE IT PLEASE
imfrank 26 Apr, 2019 @ 12:58pm 
so this mod is dead? no one willing to update it?
King Maelstrom the Esoteric 23 Mar, 2019 @ 6:49pm 
"Due to the extremely heavy-handed approach Erdelfs’ MinePlan Designator uses to inject his designators, MinePlan Designator is incompatible with Architect Sense."

Meow, hiss.
Astifury 4 Feb, 2019 @ 10:25am 
thxs fluffy for this mod, it realy helped
Nyanto 8 Nov, 2018 @ 6:47pm 
Plz update <3
E_T 18 Sep, 2018 @ 9:22am 
Stuffed Floors NO LONGER NEEDS this mod!!

And Thanks again Fluffy!!
cucumpear 14 Sep, 2018 @ 9:40am 
@Scarwollf A very similar functionality is built into the base game now. B19 mods shouldn't require Architect Sense.
Scar 14 Sep, 2018 @ 8:48am 
PLS UPDATE
EvilNecroid 3 Sep, 2018 @ 3:56am 
i need stuffed floors and stuffed floors needs this so that means i cant live without it
Fluffy  [author] 30 Aug, 2018 @ 12:50pm 
@Atlas, see my comment below.
Gurdel 30 Aug, 2018 @ 12:19pm 
Update inbound for this mod?
Fluffy  [author] 15 Aug, 2018 @ 12:38pm 
@Jerry; no. v1.0/0.19 has made some changes to designators, including a built in 'architect sense light', so I need to decide if this is still worthwhile, and if so, make some major changes.
Kírby 15 Aug, 2018 @ 6:48am 
Is this okay for higher versions too?
alemismun 26 Jul, 2018 @ 11:41am 
I wish to note that the cat dancing on top of the "Buy me a coffe" button is very cute.
I would donate if I wasnt broke.
Xi 23 Jun, 2018 @ 7:13am 
When Mod installed, i can't find carpets ? is it normal ?
Fluffy  [author] 27 May, 2018 @ 5:37am 
@Silvermink; ok, there should be no interactions there. Would you mind providing me an output_log of a game in which this happens?
Silvermink 25 May, 2018 @ 6:56pm 
When installing this mod, the functionality is lost from other mods. This was the only change.
Fluffy  [author] 14 May, 2018 @ 12:54am 
@SilverMink; I'm confused, why do you think this mod has anything to do with this functionality?
Silvermink 13 May, 2018 @ 9:11am 
Is there a way to restore "build copy" functionality? It is especially handy with floors and terraforming not having to go back to the architect tab.
KiameV 3 May, 2018 @ 8:25pm 
Fluffy i'm the author of Infinite Storage. Let me know if it's something I'd need to add on my side. I'm thinking it might also apply to Change Dresser and Weapon Storage mods too. Feel free to send me a PM in the ludeon forums https://ludeon.com/forums/index.php?action=profile;u=72439
Styx 3 May, 2018 @ 12:42pm 
Oh wow, thank you for looking into it so quickly! If anything, I can drop the mod creator a comment; now that you are both aware of the issue and it seems like you know of a way to resolve it, they can maintain it. xD
Fluffy  [author] 2 May, 2018 @ 2:07pm 
@Styx; had a look at infinite storage, I see the problem now. I'll see if I can make an easy fix, but I suspect it'll have to be a mod-specific patch, and I hate creating/maintaining those =/.

I'll see what I can do!
Fluffy  [author] 2 May, 2018 @ 2:02pm 
@Styx; I wasn't aware, and that seems a weird mod for this to be incompatible with. Could you give me some more details/output log/etc?
Styx 2 May, 2018 @ 11:52am 
Hey Fluffy, I was wondering if you were aware of an incompatibility with KV's Infinite storage app and if there's anyway to make the two mods compatible. Totally unbalanced mod but makes life much easier without sprawling storage complexes. Thanks for all your hard work!
Fluffy  [author] 27 Feb, 2018 @ 1:18am 
You'll need to load it before other mods that depend upon it, otherwise, it shouldn't matter.
BeagleJack 25 Feb, 2018 @ 10:19am 
Hi Fluffy, would you mind clarifying the hierarchy positioning for this mod? Should I have it load at the top for priority, or last to ensure assets are loaded first?
Fluffy  [author] 9 Feb, 2018 @ 12:10am 
Aww, you're welcome :)
katie kat 8 Feb, 2018 @ 7:16pm 
thanks fluffy youre mods are what made me buy this game thanks for all your work
Fluffy  [author] 6 Feb, 2018 @ 1:29am 
@kensu, not that I'm aware of. A workshop search comes up with about a dozen mods that at least mention it in their description;

https://steamhost.cn/steamcommunity_com/workshop/browse/?appid=294100&searchtext=architect+sense&childpublishedfileid=0&browsesort=textsearch&section=home
katie kat 5 Feb, 2018 @ 8:00pm 
anywhere to find a list of mods that utilize this mod?
Fluffy  [author] 25 Nov, 2017 @ 5:22am 
Thanks for the patience everyone, ArchitectSense is now up-to-date, and even includes a few quality of life improvements thanks to NotFood (i.e. hovering over an item now correctly shows the cost preview for that item).
TeraRaptor 22 Nov, 2017 @ 2:21pm 
update for b18 please
BlueTressym 19 Nov, 2017 @ 4:42pm 
Will you be updating this one for B18, Fluffy?
Fluffy  [author] 19 Nov, 2017 @ 4:03am 
@Waterkey; I'm afraid that's not going to happen because I don't want to deal with the added hassle of maintaining multiple versions on steam (I already maintain over a dozen mods, which is trouble enough on its own).

The good news is that all past and current steam releases, as well as releases for preview builds of RW are available on my GitHub (see the link in the description). It's a bit more work to install mods manually, but there are good guides on the forum, and you'll never have to worry about the steam workshop auto-updating.
EvilNecroid 18 Nov, 2017 @ 6:10am 
need updates :(
Tzeentch 24 Oct, 2017 @ 4:10am 
Please could you seperate this mod for A17 and A18, I don't want screw up my save file... please
Lizarda 20 Oct, 2017 @ 8:04pm 
goes on floors. gets an *entire* screen full of floors. is happy. realizes i cant place any floors now.
Kolljak 19 Oct, 2017 @ 5:00pm 
How do you want me to send the error log.
Kolljak 19 Oct, 2017 @ 4:49pm 
all of a sudden im crashing on launch im trying a few things fluffy but i removed mods one by one until it didnt crash and it quit at your mod. im gona reinstall my game and all my mods and reload the mods to see if it persists if it does ill send you the crash.dump and errors.
Eetere 9 Sep, 2017 @ 2:53am 
Thanks for the reply! I'll look into this at some point soon and try to figure it out.
Fluffy  [author] 9 Sep, 2017 @ 2:17am 
Part 2;

This is all plain modding, the reason there are no mods that do this for you is that it depends on what mods you have installed.

The next step is where Architect Sense comes in. After you've consolidated, you'll likely have very large categories. Architect Sense makes it possible to put a number of items (e.g. all chairs, beds, etc.) under the same dropdown button. Again, that is a manual process of editing xml files until it works the way you want it.
Fluffy  [author] 9 Sep, 2017 @ 2:17am 
Part 1;

Ahh, ok. Well, if you're interested in sorting that out, I can give you a few pointers. I'm afraid that you will have to figure out how to work with the game's def xml files though.

The main buttons (e.g. structure, orders, etc) are called designation categories, and are defined in a DesignationCategoryDef, either in the Core def files, or in the mod that adds or overrides them.

Any buildables will have a field in their def called 'designationCategory' that links them to a particular category. Change that, and the button will appear in a different category. You could consolidate items into categories by removing a designationCategory, and then changing all the thingDefs in it to instead be in a different category.
Eetere 8 Sep, 2017 @ 3:50pm 
I sadly have no experience with xml. I couldn't understand anything in the example either. I'll probably start looking into it if this mod works the way I hope it does.

When you first click on the architect button, a small menu pops up with stuff like "Structure", "Orders", and "Ship". I have enough mods that add those types of things that the majority are not showing up. Just look at the only picture on the architect page on the wiki for a visual example of the thing I'm talking about. It seems that menu can only hold 16 things in it, unless one of the mods I have extends it on it's own.
Fluffy  [author] 8 Sep, 2017 @ 2:54pm 
@Eetere; If you're a bit savy xml you should be fine - it's mostly a matter of finding the right thingdef names for whatever mods you want to create new categories. Those names will be in the mods' def files.

There's actually an example file shipped with the mod that shows all the options (there's not all that many), which should hopefully help get you started.

That said, note that architect sense is really only meant for grouping together items into subcategories, reducing the clutter a bit. If mod menus (not sure what you mean by that) are not showing up, that might be an altogether different problem.
Eetere 7 Sep, 2017 @ 8:57pm 
Is there a way that I, as someone who has never modded and has no idea how, could change an already existing mod using this mod? I play with a nice few mods installed and not all of their menus are showing up for me, which is a bit frusterating.