RimWorld

RimWorld

2,589 ratings
What's That Mod
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
505.879 KB
Oct 15, 2020 @ 9:37am
Jun 22 @ 6:13am
30 Change Notes ( view )

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What's That Mod

Description
Do you have too many mods installed? Keep wondering which mod a particular item, animal or weapon comes from?

This mod solves this by adding the name of the mod to every item, building, animal, recipe etc. that the mod adds.

Highly customizable, change the size, color, position etc. of the mod label.
You can also filter out certain mods.

Load as late (low down) as possible.

Non steam download:
https://github.com/Epicguru/WhatsThatMod

Suggestions or bug reports:
Type a comment or open an issue/PR on github. Thanks!

FAQ
  • Is it compatible with... ?
  • Yes.
  • This item doesn't have a tag, why?
  • In some advanced mods, defs are generated at runtime. Sometimes, there is no way to tell which mod generated these defs.
  • Can it be added/removed from existing save?
  • Yes.
  • How do I use this?
  • It's automatic. You can change how the mod behaves from the settings menu.

Support or commission me (っ◕‿◕)っ:
[ko-fi.com]
Popular Discussions View All (5)
1
Jul 31 @ 5:35am
1.6 Failed to initialize TraitIcons support
moo
3
Oct 17, 2020 @ 9:04am
Bug in Mod Config
Ali50
2
Jul 21, 2021 @ 12:26am
idiology no options open
Dizzy Ioeuy
340 Comments
Kaedys Nov 3 @ 12:20pm 
Rocketman, ya, it did. And it was also quite brittle and prone to failing to invalidate the cache when it should have. It was also caching specifically the XML patching and parsing, which isn't the same thing this would be trying to cache.
Killer29687 Nov 3 @ 12:27am 
if i recall correctly didnt the faster game loading mod do a cache now that i think about it
Epicguru  [author] Nov 2 @ 5:06pm 
Caching would be completely pointless. The game already loads all description strings into memory, appending a little extra to the end is a nearly instantaneous operation - saving and loading from a cache file would be much slower. And as you mentioned, the cache would need to be invalitaed whenever a mod updates which would also require slow operations to detect.
I have had no complaints about load times or memory usage since this mod launched apart from that last guy and I suspect that he was having other problems.
Bullet Barrage Spy Nov 2 @ 3:19pm 
@Killer29687
From my own understanding, yes, but also not really in any way super convenient. The game doesn't know when a mod's been updated, so you'd have to recache it basically every single time. Also, even if you cache it, it doesn't really solve the issue.
Sure, it reduces the number of file opening/closing, but in any scenario where it's worth potentially curbing loading times, now it has to read a really large file, which reduces the gain that would've been gotten by reducing the number of files that have to happen.
TRAKTORIST Oct 31 @ 10:42am 
does it work with moods
Killer29687 Oct 30 @ 12:00am 
out of curiousity if ppl complain about loading stuff... isnt there a way to implement a cache?
Epicguru  [author] Oct 14 @ 2:17pm 
Okay. I'm sorry to hear that. Maybe this mod isn't for you then.
mashtong54 Oct 14 @ 10:12am 
i did disable that by the way. but it still makes the game take so long to boot up
Epicguru  [author] Oct 14 @ 8:58am 
Buddy are you alright...?
I genuinely don't know what you mean by randomness and I've had exactly zero reports of this consuming excessive RAM (which I know that it doesn't, it appends a couple of letters to the end of a description).
If scanning patches is taking too long (although I doubt it very much, it takes only a second with a huge mod pack) there is a setting to disable it.
mashtong54 Oct 14 @ 8:56am 
heck it makes the game take like over 1200 times longer to load on my sistem evene ona good start up this mod knida needs some ver yserosu optasion