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Still might patch in new weapon categories and use those - in my copious free time :)
So I forgot to put another disclaimer, I only edited the large weapons rack(I'm playing medieval runs so no guns). AND, forgot about the difference between small and large weapons rack. So basically, the edited large weapon rack now accomodate all weapons regardless of size(yey).
I just copied the code from the shelf from the "core" folder and pasted it onto the ESE xml, which replaced the weapons restrictions. I dont know if it will be of much help but I guess for players needing this, it'll be better than nothing. Google drive: click here[drive.google.com]
I find it pretty hard manually editing the weapon you have to the code, can we instead base the weapons on its weight? I mean instead of manually encoding each weapon to a category, the mod will automatically detect on which rack should it belong to regardless of weapon type. e.g. 0.1-2kg :small weapons rack
2.1-8kg: large weapons rack so on and so forth.
This will be very useful for mod-added weapons. yeah
If Rimworld had a mass filter I would use that in a heartbeat, but it doesn't. There is already a lot of overhead with the ES mod and trying to add a realtime, dynamic filter based on a thingdef property is just not in the cards. (If it was easy, someone would have done it already!)
My current dev build of ESE still uses the hand-curated lists, but then also allows any non-vanilla WeaponRanged or WeaponMelee to be visible (just not selected by default) in the Large Weapons Rack. I'm adding one or more containers as well, so make sure you keep your modded mod in the non-Steam mod folder (if you subscribe w/Steam) or otherwise safe.
I expect to update this weekend.
As of now, I am not playing a pirated ver. hahhaa
Thanks for the update