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Glad you like the mod!
Lucky you that I noticed your message because authors do not get a notification when a new discussion was created.
1) Seems like the parameters for creating a new TransferableOneWayWidget have been changed from 1.3 to 1.4...
As I still play 1.3 I did not notice while quick testing the 1.4 version. Should be fixed now.
2) Right now there is three subcategories for apparel: Armored, Utility and Apparel.
Should the tainted stuff from all three categories be moved into the new subcategory "Tainted"?
And what about damaged (<50% hp) apparel?
I think it depends on your playstyle and ideology if it makes sense to move tainted/damaged in its own subcategory, so I am not sure about changing it.
As you already said it is just a few clicks to change it...
For 'Tainted' category I would just make one, as you pretty much never want to take tainted gear on caravan (unless you use some recycling mods, etc). Having separate tainted apparel and tainted armor would also work - the main point is to get rid of those from the actually important sections, not necessarily to do something special with them.
I would not touch the damage - as you said this is too much play style dependent (I for once sell off all damaged gear, together with other apparel I create for trading), and for default configs better leave it as is.
In general the default configuration should be as simple as possible. The tainted gear filtering however is extremely annoying and needed almost universally.
Thanks for noticing the post and responding. I have RW on GoG, so can't post in comment section sadly.
But it only takes a few seconds to change the filters of the apparel subcategories to disallow tainted stuff and to create a new subcategory for tainted apparel.
I would not call this extremely annoying.
The whole point of the mod is to customize the tabs to your liking. So a few minutes of investment should be fine.
As I think about it, it may be less work than I initially thought.
The main problem is probably that the user needs somehow to be able to see what things are not available.
I may take a look and think about it further, but dont expect me to do it at all or in the near future.
I don't think there is a way to do this, but I want to make a tab that has only the following things:
Biocoded armor and weapons regardless of taintedness.
Tainted items regardless of whether they are biocoded.
There seems to be no way to only select those items without also selecting all other gear that will then go into the uncategorized area.
One way would be to have the option to hide any items that are not specifically added to a category.
No way to do it right now, same issue as with stockpiles.
The mod uses the same system as stockpiles for being able to select items and for saving the selection.
However, I see your issue and put it on my list for the rework of the mod.
But I dont know when or even if that will happen, sorry.
With your mod this separation is lost and poses a certain trade off. I am unclear if this is considered in your settings already, if so, I haven't found it yet and apologize.
If this is new, is adding the colonist categories based on "[LTO] Colony Groups" something that is easy to add to your mod or too much of an ask?
Thank you in advance.
You can sort the pawns tab "by colonist bar".
Or you can make a preset with just these colonists, so you can select them with just a few clicks and dont have to remember them.
There is also the option to not alter the pawns tab by my mod, in case "colony groups" is changing the pawns tab to your liking.
A real compatibility patch may be an option, but not atm. Some day maybe. I will put it on my list.