RimWorld

RimWorld

Dubs Mint Menus
2,090 Comments
12 hours ago 
I’m not the only one, right? My cloned bills are invalid too.
Architect menu override is incompatible with Vanilla Gravships Expanded. They added a little mini menu in the vanilla architect menu for all of their new gravship parts.
Oct 5 @ 8:56am 
It's just me or last update nulled all cloned bills?
Oct 4 @ 3:08pm 
yeah vge menu not showing vacuum, fuel etc x
Oct 4 @ 1:56pm 
Could you please make an option for the wheel menu to not have dynamic placement but a fixed grid?
It is inconvenient when every time you add a button everything messes up
Oct 4 @ 11:49am 
incompatible with vanilla gravship expand, the architect tab only show the "Gravship"
Oct 4 @ 11:49am 
Hoping the update works in multiplayer, at least by the time we play again.
Oct 4 @ 10:50am 
Nice update. Time to turn back to datshiit.
Jul 27 @ 2:08am 
I believe this was causing a race collision crash (NRE) for me on cold load. May have been conflicting with Interaction Bubbles or RimHUD. Although loaded fine with those two and Mint menus disabled.
Jul 17 @ 9:28pm 
Tailor table cant copy recipes to it. It works then suddenly stops working. No error messages
Jul 9 @ 7:10pm 
when looking at plants in this menu, it doesn't let me see what item they produce
Jun 25 @ 12:49am 
Also have the same problem as JFJohny5, lots of mods adding recipes but only tailor bench with mint's bill tab open stutter would occur. Shrinking mint's right hand bill tab, returns frame rate and then using vanilla bill menu no stutter. Seems only for the Tailor bench.
Jun 24 @ 10:36pm 
@systemyt01 yeah mint menus is even better with 500+ mods (in my v1.2 savegame), and 900+ mods in v1.6 game :o)

Categorized Bill Dropdown helps a lot too, especially with the 'split by Mod' setting :)
Jun 24 @ 10:29pm 
im be very honest..
i would of never got to 300+ hours with out this mod.. why? well if you have over 100+ mods and most of it is more added stuff the list turns huge then you can see what you want to make and ect (did not help my eyes)

this mod make is simple as hell.. this should be in the main game.. as adding more mods make it harder to see and do stuff.. thanks Dubwise! - you really saved my eyes from pain and headaches..
Jun 15 @ 8:00pm 
I LIKE IT BUT I ACCIDENTALLY PRESSED CTRL SHIFT LEFT CLICK ON A WOODEN WALL AND NOW I CANT BUILD WOODEN WALLS NOW IM SAD
Jun 14 @ 3:09pm 
Mod seems to cause a lot of inconsistent frame time issues (i.e. stutter) when the Mint Menu bill list is open on a workbench with a large number of recipes.

I have a lot of the Vanilla Expanded mods installed so have a large number of recipes. When I open the Tailor Bench, which currently has 80 recipes unlocked, I see a large amount of stutter - even when paused. If I close the Mint Menu (press the three lines "hamburger" button) so that only the vanilla bill menu remains visible, the stutter immediately goes away. If I open a workbench with a shorter list, such as the Machining Table (36 recipes), it still runs fine. So it's just the Mint Menu when there's a "lot" of recipes.

I also find it interesting that opening the Plant menu (which for me currently has 76 recipes) causes no stutter. So even though it has almost as many recipes as my Tailor Bench, it doesn't impact performance. It's specifically something with the workbench bill menu.
Jun 10 @ 4:04pm 
к сожелению мод не совмещается с другими модами
Jun 9 @ 3:05pm 
ломает фермерство
Jun 7 @ 6:05am 
@Loafy No I have Dubs Mint menus loading first. I use Rimsort.
Jun 1 @ 5:29pm 
@AwesomeKateFace did you put this mod after Vanilla Plants Expanded? That's typically the issue.
May 16 @ 7:01am 
I have noticed missing plants from the mod Vanilla Plants Expanded when using this mod. When I remove this mod I can plant fruit trees, but with it installed they are hidden. The one in the world are unaffected but if I switch to another plant I can not set them back. I have ensured that I am in a biome that supports them, that the research is unlocked etc. so It looks like some just don't show with this mod menu.
May 12 @ 6:40am 
Is this safe to remove from an ongoing game?
May 11 @ 4:19am 
Should I put this mod as close to the top as possible?
Apr 30 @ 1:17am 
Love this mod with one small gripe : the currently selected designator shape does not show up when using the new Architect menu - can this be added?
Apr 22 @ 9:44am 
is this compatible with mousekin mod?
Apr 21 @ 8:35am 
I would like to inquire about how to fully initialize the settings of this mod. My roulette wheel function has malfunctioned. During a game, I added the "Build Stone Floor" button to the wheel, but it can no longer be removed from the wheel. Dragging it out of the wheel has no response, and any other button can be added or removed at will.
This may be caused by conflicts between certain modules, but I don't think it's necessary to investigate the conflicts because its functionality is still functioning normally. I just want to remove that button. For example, using the method of completely resetting the mod settings file. I tried to unsubscribe from this mod, restart my computer, and then re subscribe to the mod, but the roulette wheel information was still retained. Is there a way to eliminate saved roulette wheel settings?
I personally do not understand module code, if there is no other way... Okay, let this button accompany me forever
Apr 4 @ 7:51pm 
the rss readout aint workin
Apr 2 @ 6:32am 
I recently installed this mod and I really like it. Many things can be adjusted by myself, but when I wanted to adjust the surgery information bar because I found it too large, I discovered there was no option to do so. Could you please add an option to adjust the surgery information bar?
Mar 29 @ 3:12am 
I wish you could MMB to open vanilla info box. Would help a lot with BetterInfoCard
Mar 26 @ 2:52pm 
Great mod great work!
Feb 22 @ 12:48pm 
@DD人 A slop bot isn't going to tell you anything that you shouldn't be able to decipher yourself. It probably won't even tell you that much.
It's throwing an error trying to render a specific research project in the window, probably whichever one you had queued up. Specifically a research project from Vanilla Gravships Expanded, and its associated compatibility patch seems to not be working properly.
Try running the game WITHOUT VGE added, and then just Dubs and VGE. If you get this error again with just Dubs and VGE, and not with just Dubs, then your issue is somewhere in there.
Feb 21 @ 4:03am 
waht is that wrong? chatgpt says that is because a NullReferenceException occurred during the drawing of a window related to the Dubs Mint Menus (Mint Research interface), causing the window drawing to be interrupted.
Feb 21 @ 4:02am 
- PREFIX VanillaGravshipExpanded.DubsMintMenusCompat: Void VanillaGravshipExpanded.DubsMintMenus_Compat_Patches:DrawPanel_Prefix(ResearchProjectDef& __state, ResearchProjectDef ___SelectedStep)
- POSTFIX VanillaGravshipExpanded.DubsMintMenusCompat: Void VanillaGravshipExpanded.DubsMintMenus_Compat_Patches:DrawPanel_Postfix(ResearchProjectDef __state, ResearchProjectDef ___SelectedStep)
at DubsMintMenus.MainTabWindow_MintResearch.DoWindowContents (UnityEngine.Rect inRect) [0x00437] in <4a61d8a323544f168b948c321aa111ae>:0
Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
Feb 21 @ 4:02am 
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 9E8EFE8]
at DubsMintMenus.MainTabWindow_MintResearch+MysterBox.SetTargetProject (Verse.ResearchProjectDef proj, Verse.ResearchProjectDef target) [0x00021] in <4a61d8a323544f168b948c321aa111ae>:0
- PREFIX VanillaVehiclesExpanded.Mod: Boolean VanillaVehiclesExpanded.MainTabWindow_MintResearch_SetTargetProject_Patch:Prefix(ResearchProjectDef proj)
at DubsMintMenus.MainTabWindow_MintResearch.DrawPanel (UnityEngine.Rect rectum) [0x006d9] in <4a61d8a323544f168b948c321aa111ae>:0
Feb 21 @ 4:01am 
AutoUpgrade: record dictionary.
Direct3D: detected that using refresh rate causes time drift. Will stop trusting refresh rate until the game window is moved.
Direct3D: detected that vsync is broken (it does not limit frame rate properly). Delta time will now be calculated using cpu-side time stampling until the game window is moved.
Direct3D: detected that using refresh rate causes time drift. Will stop trusting refresh rate until the game window is moved.
Direct3D: detected that vsync is broken (it does not limit frame rate properly). Delta time will now be calculated using cpu-side time stampling until the game window is moved.
Direct3D: detected that using refresh rate causes time drift. Will stop trusting refresh rate until the game window is moved.
Direct3D: detected that vsync is broken (it does not limit frame rate properly). Delta time will now be calculated using cpu-side time stampling until the game window is moved.
Mint Research DrawPanel error
Feb 16 @ 11:30am 
@AliciaAmaryllis 1000 hours and all this time i thought it was a mod .-. thank you so much
Feb 16 @ 8:08am 
@LeoDuke, the ressource menu with folded panel is base game, it's the thing above the dirt fertility overlay in the bottom right
Feb 14 @ 4:50am 
for some reason the resources menu isn't being changed for me, all the rest of the mod works fine, anyone know a fix?
Feb 9 @ 2:11pm 
@Rime Pendragon
Oops. Sorry, bro! Not sure on that one. *thinking thinking*
Feb 9 @ 10:21am 
@The Bard of Hearts
No, "Tab Sorting" is for the architect menu. I'm talking about this mod's research tab.
Feb 2 @ 10:29am 
alpha biomes techo tree isnt avaliable in areas where they grow
Feb 1 @ 3:27am 
I discover this mod after 1200h... -.-
Jan 18 @ 4:28pm 
Is this breaking the areas menu?
Jan 14 @ 10:53pm 
In the Gear Menu, when equipping items via shift, these items are added to the queue, but this queue is not displayed in the Gear Menu itself.
Jan 14 @ 9:51am 
@Rime Pendragon
The mod you are looking for is called "Tab Sorting"
Jan 14 @ 8:41am 
Would it be possible to hide tabs with zero projects ? I have a mod that sorts all the projects into tabs per technology level but that leaves a lot of empty tabs in the research tab.
Jan 13 @ 4:28am 
In the Gear Menu -> Weapons, if I'm sorting my colonists by Melee or Shooting, shouldn't the list of Weapons also sort by something like DPS?
Dec 26, 2025 @ 3:26am 
Does this mod let you see the stats of materials added on the items you craft as well? I don't think nice bill tabs will work well with this as they both mess with the ui.
Dec 20, 2025 @ 10:40am 
Thank you, this makes the stuff CE adds to the menus actually readable
Dec 7, 2025 @ 6:12am 
@MoartQ I have the same issue, with additional build items. Now I know it's my UI scale. Was driving me crazy.