RimWorld

RimWorld

Dubs Mint Menus
1,950 Comments
WarbirdShaman May 21 @ 10:03am 
Can we do both Anomaly AND normal research alongside each other with this mod yet?
秋水林月 May 15 @ 4:06am 
Can the icon for twisted meat in food ingredients be changed to the icon for regular meat.
Neko Boi Nick May 8 @ 8:27am 
can you add support for Compositable Loadouts's "W_PerTag" repeatMode?
BlackFranky Apr 29 @ 11:01am 
@estrogenesys I found a workaround: Ctrl+LeftClick the architect menu to open the mint version in which you can add any designators via Ctrl+LeftClick to the radial menu.
estrogenesys Apr 24 @ 9:38am 
"click on designators in the architect menu to add them to the wheel" clicking on orders/ buildings in the architect menu closes the wheel and does not add it
Thale Apr 19 @ 10:24pm 
Compatibility*
Thale Apr 19 @ 10:23pm 
Would you ever patch comparability with Ferny s Drag Sorting?
Luv N Hugz |UwU| Apr 18 @ 5:23am 
What determines the order of plants in the menu? As well as the number of sub categories?
Ktoney19 Apr 15 @ 6:42pm 
Does anyone know how to get the resource readout to come back after filtering it out in the categorized mode. I did it accidentally an dont see a way to bring them back.
Gerewoatle Apr 13 @ 8:21pm 
Someone made a patch for the health tab issue a while ago:

https://steamcommunity.com/sharedfiles/filedetails/?id=3282575945
-RedTrainer Apr 13 @ 8:08pm 
u there @Dubwise ?
Max Apr 5 @ 1:15pm 
+1 for @Demonlord09's search issue. It seems like the matching doesn't properly work.
Demonlord09 Apr 5 @ 12:07am 
Searching for the name of health bills or limbs with the search bar at the top of the menu no longer works. The bills still show up in the menu, but if you type, say, Leg into the search bar, when the pawn is missing a leg and you have a bionic leg for the job, nothing will show up.
0。0 Mar 28 @ 11:33pm 
@Pers Same problem, the icon of the meat ingredient in the recipe has become Twisted meat
Empyrean Mako-Miir Mar 27 @ 5:31pm 
@Rubber Ducky so far the only thing you really can do is use the normal research tab for anomaly research, unless I've missed something too. (Ctrl-click on the research tab)
Rubber Ducky Mar 27 @ 2:30pm 
Any idea how to get this to handle anomaly research as a seperate tab?
Valar_Morghulis Mar 24 @ 2:35am 
God Mod
Empyrean Mako-Miir Mar 22 @ 10:07pm 
Hoping to see better Anomaly research integration sometime soon, but otherwise loving the experience.
Diamondman0607 Mar 21 @ 8:55am 
one of the most useful mods i will ever find
孔凯泽 Mar 18 @ 7:41am 
Dubs Mint Menus 1.3.1086 inadvertently broke searching for operations by operation name; instead, only searching by mod name was possible. plz
Pablo Discobar Mar 15 @ 2:37pm 
@CancerCow, I might be late or you have already solved this; there's an icon on your lower right for some HUD elements there. Look for the uhhh "Dropdown window-looking" one that explains categorizing resource readouts.
Rubber Ducky Mar 14 @ 2:35am 
any fix for anomaly? to be able to queue both research types?
jtseyman Mar 7 @ 11:17am 
There seems to be a conflict with life lessons as nothing is showing up in the architect/building tab and the log file reads:

Exception filling window for DubsMintMenus.MainTabWindow_MintArchitect: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 3837C392] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch5 (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
CancerCow Feb 24 @ 3:01pm 
Does anyone know why my resource readout is always the vanilla one? Even if Dubs Mint Menus is the only mod active. Neither mod options for the readout do a thing. (other Menus work just fine).
SOLDIERRFK Feb 23 @ 3:11am 
I have 550 hours of super modded rimworld and I just now found this mod. I am upset
Aizuki Feb 21 @ 9:01pm 
somehow i use build menu provided by this mod but the vehicle tab become black/greyed when it scroll down. it had many vehicle installed from vanilla expanded
RED8cted Feb 18 @ 9:19am 
any chance you could work on the anomaly research for the research tab? it would be helpful to queue up the research like the others.
Pers Feb 17 @ 7:05pm 
Is there any way to change the look of the icons displayed in recipe bills?
I am having trouble with the meat icon being Twisted meat when Anomaly is installed.
泰拉博士不太拉 Feb 13 @ 5:22am 
Mechanical family technologies provided by biotechnology will show "False/1" in the label if the corresponding chip is not analyzed, compared to technologies lacking blueprints, which should show "0/1".
Cracklemere Feb 5 @ 8:29am 
Found a bug causing my pawns to stand still indefinitely.

Adding any drug to a pawns inventory from the Mint Gear Menu's Equipment Section without a Drug Policy allowing at least one of said drug to 'Keep In Inventory'. This paradox causes that pawn to stand in place, contemplate life, and do nothing until they starve or collapse from lack of sleep.

Their activity during this existential crisis is simply "Standing".

If you find that your pawns are standing in place, this may be the reason. The solution is to simply remove the order from the Equipment Menu and instead use the drug policies to get the little fiends to carry around some sweet sweet illicit substance.

Hope this is useful to someone! :steamsalty::steamsalty:
ANONYMOU$TACH Jan 19 @ 3:25am 
Found it !
just started a discussion but better loading made the two mods incompatible
ANONYMOU$TACH Jan 17 @ 3:16pm 
@jtseyman
did you manage to found what made dubs architect menu fail in combination with this mod?
Shabazza Jan 12 @ 11:08am 
Um, how do I get the UIs shown on image 7 and 8? 8 especially looks very handy.
Travisplo Jan 8 @ 7:59pm 
Would it be possible to add a setting to show Bills from benches you don't have to the Mint Bill Menu, so you can see which Workbench you have to build for a certain recipe?
TurtleSkinner Jan 8 @ 10:36am 
It does not display which weapons are supported by automatons
TurtleSkinner Jan 8 @ 10:36am 
doesn't work well with The Dead Man's Switch mod
SinisterBrain Jan 8 @ 7:20am 
@Neopolitan Daze, Yep. should be fine to add/remove mid-save. On removal there might be an error, but it /should/ be harmless.
Neopolitan Daze Jan 7 @ 11:02pm 
can this mod be added/removed from mid-game?
jtseyman Jan 7 @ 1:38pm 
After I did some experimenting, it seems that this mod and Life Lessons don't seem to compatible, I experienced no crashes, but none of the icons would not show up in some of the menus such as architect and research.
jtseyman Jan 6 @ 10:04pm 
By the way is this mod compatible with the UI not included mod?
jtseyman Jan 6 @ 10:02pm 
Nothing shows up in my architect window and this was the error log:

Exception filling window for DubsMintMenus.MainTabWindow_MintArchitect: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 3837C392] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch5 (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
Target Dec 28, 2024 @ 5:05pm 
Omfg thank you so much. I have just discovered after 400hours of playing with this mod that it has a custom research menu, and its so much better than everything else that exists. Truly great work.
SimeDLK Dec 23, 2024 @ 6:10am 
@The Bard of Hearts

Such a small detail that i haven't noticed and now i appreciate the mod even more for how organized it is.
Thank you man. Game on!
NegativeCreep Dec 23, 2024 @ 12:32am 
Just rebuilt my mod list (is big ja) and took out a bunch of stuff I'd had for a long time. This is the first one I put back, can't play without out. Too many craft options, small writing, no stats. This is an essential mod. Thanks Dubs!
The Bard of Hearts Dec 22, 2024 @ 10:29pm 
@SimeDLK , add the bill to the List of jobs to be done (you may want to pause the game for a moment while doing so). Then there will be a "Details" button next to the job listing. Go into that tab. It will list several options on when/what/where to do things. On the right is a list of all acceptable materials (including some that might be hiding under a drop down category). Just turn off all the materials you don't want them to use and keep the desired material selected with the green check-mark. Then close it and unpause the game. (if you don't pause during this process there is a slim chance they take the job before you tell them what material you want and they'll use something you didn't want them to.)

Game on, friend! Hope this helps
SimeDLK Dec 22, 2024 @ 4:47pm 
Question. When for example i want to make a sculpture how do i change the material used for it.
On the selection panel its just an icon of the silver resource and when i hover my mouse over it is just says "Woo,metal or stone".
XaN Dec 18, 2024 @ 12:49am 
Surgery tab - finds nothing when searching
[+| CL rautamiekka Dec 16, 2024 @ 1:56pm 
@~Forbesy

Absolutely, we did in a 2-person multiplayer, and me in a singleplayer, perfectly fine. Though, the game is still on 1.4 cuz multiplayer still gets reports of not working with all our mods on 1.5.
~Forbesy Dec 15, 2024 @ 5:51am 
Can i add this safely mid-save?
雪风护航中 Dec 10, 2024 @ 12:01pm 
i want building image smaller,but i can't change it like plant ui