RimWorld

RimWorld

UI Not Included: Customizable UI Overhaul
 This topic has been pinned, so it's probably important
GonDragon  [developer] 4 Nov, 2021 @ 1:10pm
Suggestions (Addons)
There are many things that may be worth adding to the toolbars from other mods, either as a button, or as a widget. That's where addons come in handy, as they could add moded related functionality without bloat the core mod.

Widgets can be added by anyone, but if you don't know how to make mods, you can ask here for oficial support.

Already Done

Under Review
Last edited by GonDragon; 22 Dec, 2021 @ 10:26am
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Showing 1-15 of 16 comments
shane_357 8 Nov, 2021 @ 5:47am 
One thing I've never seen any mod do is edit the resource readout. Just like, give an option to reformat it from one column to two to prevent it trailing off the screen when playing heavily modded games.
Sauergesicht 10 Nov, 2021 @ 6:17am 
@shane_357 that would be pretty nice, but not an "Addon"

My requests:
Bradson's Main Button Icons for Vanilla Textures Expanded - Enable icons to be used with this this already works, oops
Begone, Message! - Bug: Messages clip with the top bar
Tech Advancing - Add widget to see current tech level + % of that research level done
Last edited by Sauergesicht; 16 Nov, 2021 @ 1:50am
I know this is the place to suggest addons, but I have an idea and I'm not sure where else to go. Redirect me somewhere more appropriate if it's too much of a hassle. What if there was an option for a scroll box that kept all of your colonists organized in alphabetical order or maybe let the player shuffle them around. You could even add in a search bar if they're doing some insane city playthroughs.
GonDragon  [developer] 29 Nov, 2021 @ 4:03am 
I know this is the place to suggest addons, but I have an idea and I'm not sure where else to go. Redirect me somewhere more appropriate if it's too much of a hassle. What if there was an option for a scroll box that kept all of your colonists organized in alphabetical order or maybe let the player shuffle them around. You could even add in a search bar if they're doing some insane city playthroughs.

Maybe you're looking for something like the mod Numbers?
frostyfresh 12 Dec, 2021 @ 7:10am 
Could you add a similar option that mimics Vanilla Textures Expanded's labels and icons bullet choice? Or allow VTE to control that option?

Currently, if I want to have only Icons and big buttons (not minimized) I remove the text from the Bottom bar menu item in UNT. This gives the desired effect of only the icon and a big button to hit.

However, when mousing over a menu item, the tooltip leaves an empty space where the label would be.

I tried a combination of the only the two mods loaded and could not get the desired effect.

I might have missed a setting that allow this.


This mod is well done and I enjoy what it allows and does.

Great work.


On a sidenote:

I was running a heavily modded (200+) version of the game with UI Not Included and Vanilla Textures Expanded while playtesting mod combinations and was able to produce the desired effect of maintaining the labels and only having Icons with big buttons (not minimized).

This was by accident, I was adding a large number of mods at a time (not good practice) and wanted to see where I landed performance-wise.

When removing conflicting/competing mods from the mod list, and adding new ones in (multiple at a time), my Bottom Bar menu items reverted back to having menu text and images. I believe Vanilla Textures was overriding UI Not Included as result of a different mods conflict (CE, numbers, fluffy's tabs, and few other ui mods)

There was no explicit "conflicts." I was removing mods that were duplicates and/or were more suited for what I wanted (ex. moody or numbers)

I can not recreate this as the mod list and game save is deleted and only realized after.
GonDragon  [developer] 12 Dec, 2021 @ 1:49pm 
Originally posted by frostyfresh:
Could you add a similar option that mimics Vanilla Textures Expanded's labels and icons bullet choice? Or allow VTE to control that option?

Currently, if I want to have only Icons and big buttons (not minimized) I remove the text from the Bottom bar menu item in UNT. This gives the desired effect of only the icon and a big button to hit.

However, when mousing over a menu item, the tooltip leaves an empty space where the label would be.

I tried a combination of the only the two mods loaded and could not get the desired effect.

I might have missed a setting that allow this.


This mod is well done and I enjoy what it allows and does.

Great work.


On a sidenote:

I was running a heavily modded (200+) version of the game with UI Not Included and Vanilla Textures Expanded while playtesting mod combinations and was able to produce the desired effect of maintaining the labels and only having Icons with big buttons (not minimized).

This was by accident, I was adding a large number of mods at a time (not good practice) and wanted to see where I landed performance-wise.

When removing conflicting/competing mods from the mod list, and adding new ones in (multiple at a time), my Bottom Bar menu items reverted back to having menu text and images. I believe Vanilla Textures was overriding UI Not Included as result of a different mods conflict (CE, numbers, fluffy's tabs, and few other ui mods)

There was no explicit "conflicts." I was removing mods that were duplicates and/or were more suited for what I wanted (ex. moody or numbers)

I can not recreate this as the mod list and game save is deleted and only realized after.

Nice idea. I just updated the mod an added that option to hide the label.
Vorpal Void 22 Dec, 2021 @ 5:14am 
Suggestion (if it's possible at all): widget for Music Manager https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2229205672
GonDragon  [developer] 22 Dec, 2021 @ 10:27am 
Originally posted by CV514:
Suggestion (if it's possible at all): widget for Music Manager https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2229205672

Good idea. I will try to do this one after finishing some other projects.
Kyrox 3 Feb, 2022 @ 5:06pm 
Suggestion:

LTO Colony Groups I believe has some sort of built in function to move messages that appear near your colonist bar. When using LTO Colony Groups, messages appear inside the top bar.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2345493945

Suggestion to incorporate compatibility to shift messages down as they currently appear like this:

https://imgur.com/oFXLYzZ
Last edited by Kyrox; 3 Feb, 2022 @ 5:06pm
Eclipse 7 Oct, 2022 @ 2:00am 
https://steamuserimages-a.akamaihd.net/ugc/954093526414036043/187C0707D8D4F068A24135EF0EB35392FF61F126/?imw=268&imh=151&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true

A button at the bottom bar for an ALERT would be really great
Right now it uses a toggler that is now convenient and intuitive
It just needs a BIG (RED (no)) button to smash in case of an alert
Two 17 Nov, 2022 @ 12:31am 
Hi! I really love this mod. I wanted to suggest adding zone tools to the designator. Like, create stockpile, expand/clear allowed area, etc.
Darthsawyer 13 Jan, 2023 @ 6:14am 
Please add the option to disable the new SelectCarriedThingGizmo added in 1.4. When a pawn you have selected pick up an item to haul it, this new Gizmo pops up shifting all other Gizmos (psycasts, rimworld of magic spells, etc) to the right. It makes it impossible to use a pawn's abilities without pausing the game first when they are picking things up and putting them down, rapidly shifting the position of their powers. Looking at the source code with dnSpy the function is defined in the ContainingSelectUtility file.
I disabled this by editing this line in the CanSelect definition from
if (!carriedThing.def.selectable) { flag = false; }
to
if (!carriedThing.def.selectable || container is Pawn) { flag = false; }
ThottyNathaniel 10 Apr, 2024 @ 2:07am 
could you make it so if i don't move my cursor after a variable amount of seconds it makes the ui transition away, it could slide out in the direction of what side its on. when a notification(like trade ship out of comms range) happens it could be shown while everything else is hidden, and then a letter(blue/grey/red box) could also work like that but still fade out after a variable amount of time.
ThottyNathaniel 11 Apr, 2024 @ 1:32am 
or when the ui is hidden can you make it so when i click on something, all the desidnations still pop up? when the ui is hidden(f11) and you right click the architect menu pops up and its amazing but i need it to a semi pop up(configurable) when i click on a work bench or pawn
ThottyNathaniel 11 Apr, 2024 @ 6:35am 
another one could be having an option for if they didnt want the desidnation buttons to show when they select something, they could still press the hotkey.
the reasoning is in vanilla when you have the ui hidden, and you select a pawn to be drafted, you have to re enable the ui first because the hotkey wont work. but some things like o for urgent haul still works
Last edited by ThottyNathaniel; 11 Apr, 2024 @ 6:36am
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