RimWorld

RimWorld

Caravan Item Selection Enhanced
crow1 6 Jan, 2023 @ 4:54am
Feature requests
Hi and thank you for this critically needed mod. As you are posting new updates, I wonder if you are open to a feature request?

1) Add more columns - especially "time to spoil"
This is a critical information when forming caravan, available in vanilla UI. Want to sell off my excess meat? - Don't want to take stack that have few hours left. Just won a battle vs manhunters? - Want to take home good corpses, not the rotten ones. Want to grab regular meals for short caravan runs? - Still want to take ones with longest expiration date, etc.

Some other columns that are occasionally useful, but not as critical - Pawn forage amount, animal grazing information (prevents a critical mistake of starting a caravan when grazing is not possible), food nutrition. I have not played with Mecahnitor a lot yet, but probably mech remaining energy would also be useful.

Most of the secondary requested information can be achieved by switching to vanilla pawns tab in mod options. Again - time to spoil is the major request here.

2) Separate tained and clean cloth to separate categories in default config.
This can be easily achieved by changing the filters configuration. A lot of your users would appreciate if this works out of the box, with how horrible distinguishing clean (i.e. sellable) from tained gear is in caravan menu.
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Showing 1-11 of 11 comments
Kopp  [developer] 7 Jan, 2023 @ 1:15am 
@crow1
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...
crow1 7 Jan, 2023 @ 5:07am 
Thanks for fixing the columns, indeed works correctly now.

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.
Kopp  [developer] 8 Jan, 2023 @ 12:23am 
I may consider your request when I update the mod the next time.

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.
Kriana 22 Jan, 2023 @ 3:24pm 
Would you consider the ability to save and load presets of items/colonists to bring? Is that even possible?
Last edited by Kriana; 22 Jan, 2023 @ 3:24pm
Kopp  [developer] 22 Jan, 2023 @ 3:50pm 
You mean being able to form a caravan with specific, pre selected pawns/items by one click?

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.
VitaKaninen 16 May, 2024 @ 3:10pm 
I love this mod! Makes it so much easier to select what to bring on a caravan!

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.
Last edited by VitaKaninen; 16 May, 2024 @ 3:11pm
Kopp  [developer] 16 May, 2024 @ 11:29pm 
@VitaKaninen
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.
VitaKaninen 16 May, 2024 @ 11:47pm 
All good! Thanks for the great mod!
GOD BLESS YOU FOR THIS MOD!!!!!!
Hey, I am very interested in this mod as I love to clean up the chaotic Vanilla UI. Yet, the first thing I noticed missing was the grouping of the Colonists I had from the Mod called [LTO] Colony Groups. I have some groups prepared like Melee, Hunters, Farmers etc. One group are the Caravaners which I tend to send on a Caravan together to save me the selection everytime.

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.
Kopp  [developer] 18 Mar @ 10:41am 
@HighFlyer96
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.
Last edited by Kopp; 18 Mar @ 10:45am
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