RimWorld

RimWorld

UI Not Included: Customizable UI Overhaul
644 Comments
Raptor Apr 30 @ 11:44am 
VFE - Tribals but also other mods use the techlevel of your colony.
But there is no good way to quick check that level.
Is it possible to make a widget for it like the weather or time one? Would fit there great.
And as i know no one did something like that right now.
Darian Stephens Apr 30 @ 8:41am 
Would you perhaps be willing to add an option to change the position of alerts?
The fact that they shift around a lot with letters (Which I have a bad habit of not closing) makes it very irritating, and easy to lose track of and ignore.
If we could pin them to a corner, maybe the top-right so they stop moving around all the time, I would appreciate it immensely. It would make it easier to focus on them and acknowledge them, because as it stands I've basically tuned them out entirely, which I know is bad for the game.
莫名某某 Apr 19 @ 1:15am 
This is the most perfect UI mod I have ever seen!:steamhappy: However, too many mods use the non-standard tab, which prevents me from using its main functions. It is hoped that more mod authors can notice this mod and be compatible with it.
浴球不滿 Apr 15 @ 11:30pm 
Thanks for your nice mod, my UI is tidy now
Could you add YYYY/MM/DD format to time widget?
Spiricore Apr 13 @ 7:39am 
Has anyone been able to confirm whether or not this mod works with the Multiplayer mod? It's missing an entry in the compatibility database. Cheers.
Amroth Apr 4 @ 1:49am 
@Kyliness you can use Pawn Editor, it's better anyway
GonDragon  [author] Apr 3 @ 6:04pm 
@Kyliness: It's a known issue. From the description:
"Character Editor tab works in a non-standard way, so it can't be saved and it will be restarted on every startup."
Kyliness Apr 3 @ 7:49am 
I really like this mod's new interface. But I faced a strange problem. Every time I restart the game. It moves the button of "character editor" to Widgets and buttons instead of "bottom bar", so I've
to move it back every time. Did I do anything wrong?
Amroth Mar 28 @ 3:48pm 
Thank you! Tried it out, it's absolutely amazing. I think this is easily one of the best mods I've gotten for Rimworld!
GonDragon  [author] Mar 28 @ 3:14pm 
@Amroth: Yes
Amroth Mar 28 @ 8:40am 
Is this compatible with Rimthemes?
GonDragon  [author] Mar 25 @ 5:11pm 
@Phantomope: I Like the idea, I'll look at it when I have the time.

@hello_moto2901: Just use the 'Numbers' mod and my 'Numbers Addon'. You can create your own custom tab with whatever info you want in Numbers, and then use the Numbers Widget to add it as its own button..
hello_moto2901 Mar 25 @ 1:24am 
Can you add your own version of slave bar? or a prisoner bar too or on the same, would be a awesome feature, and features to make the UI easier with lots of pawns
Phantomope Mar 21 @ 9:16am 
Will there ever be a way to make blank spaces transparent, the top toolbar is incredibly handy, but makes the screen feel very constricted, being able to make blank spaces transparent or not visible I think would be a great addition. Nonetheless amazing mod, tried it today, and it's a big help organizing my dozens of icons
[RTB] Sarianos Mar 1 @ 6:50am 
Go figure the only annoying niggle is the one that's a bastard to fix, ah well can't have it all, cheers Gon.
GonDragon  [author] Mar 1 @ 6:25am 
@[RTB] Sarianos: Albeit it's technically possible to do, is not a change I'm willing to make. Whenever possible, I'll try to avoid making changes in specific windows, due the weirdness of having to target them...

It may be a hassle (I know, I use the Menu button on the top right) but not a big enough one.
[RTB] Sarianos Mar 1 @ 5:02am 
@GonDragon Quick suggestion while I still remember, while the 'menu' button can be shifted around to wherever you like the actual window it opens always remains in the bottom left unless the 'centre' option is enabled, so with that in mind would it be possible to either alter the opening position of the menu window to respect the location of the menu button or allow the 'centre' option to only affect only specific windows?
[RTB] Sarianos Feb 28 @ 9:52am 
Damn, that was fast, tah muchly my dude!
GonDragon  [author] Feb 28 @ 9:05am 
@[RTB] Sarianos: Done. The IRL clock widget now respects the game setting for 12/24 hour IRL clock.
[RTB] Sarianos Feb 28 @ 6:52am 
@GonDragon Would it be possible to be able to show the IRL time widget in 12 hour format?
ka maMEna Feb 13 @ 6:32am 
这个mod有可能会吃掉一些模组的按钮,如果发现按钮消失了可以试试看关掉它,具体的设置学会后再装这个模组比较好。
GonDragon  [author] Feb 8 @ 6:30am 
@0。0: That's extremely weird. By the comment, I know you're using the latest version of the mod... yet, I removed those messages on April of the last year... Perhaps are you using some mod that saves in cache functions of other mods? I don't know if it was BetterLoading or RocketMan, but I had to disable one of those while developing because they were canceling my changes. If you're using any of those two mods, try run the game once without them, that may fix your issue.
0。0 Feb 4 @ 3:07am 
Can you remove the log messages like "[UINotIncluded v1.1.9143.22150] Pressed on the button xxx"? It's a bit annoying.
GonDragon  [author] Jan 22 @ 10:35am 
雾都: Sorry for that, it's on the description, it's a known issue.
雾都 Jan 21 @ 6:11am 
人物编辑器的消失就是因为这个mod,但是由于我看不懂设置,于是下线了这个mod。:steamfacepalm:
GonDragon  [author] Jan 14 @ 6:20pm 
@Aeternuslee: Just use the auto-sort and you'll be alright. If you want more detail, as a rule of thumb just put this mod after all mods that adds buttons to the bar... I don't think that it actually matters, but just in case.

And, the position in relation to numbers doesn't matter, if you have the numbers addon, the addon itself will tell you to load it after this mod and after numbers.
Aeternuslee Jan 14 @ 1:10pm 
General question with what I expect to be a highly variable answer but, as a general rule is it better to have this mod higher or lower in my mod list?

Also if also using numbers does it matter if this is before or after?
AtomicRobot Jan 7 @ 6:51pm 
yo I got a problem with the colonist bar, I have 2 colonies in the moment and when clicking on buttons in the top bar it switches if the button is above the grouped area of one of the colonies.
Looking at the assemblies I think you need to patch "GroupFrameRect" too to accommodate the top bar.
ANotoriousBeing Jan 4 @ 4:30pm 
This is hands down one of my new essential mods. Thank you so much!
泥头车 Jan 4 @ 2:22pm 
Loving this!.Can you please add more icons to indicate WeaponStats and Wild Animals?
GonDragon  [author] Dec 17, 2024 @ 6:02am 
@Mr_FoxCride: The stockpile I think you could disable it from the options of the game. I may be wrong tho, maybe is just the option to change between the two modes of the stockpile.

The wind info... I think that's from Combat Extended?

About the Speed control buttons, there is not much I can do. Most of the shortcuts in the game are tied to it's UI element... If you hide the UI element, then the game does not catches the shortcut. That option exist in case you wanted to use the time speed widget on the bar, to not have two bars. Theoretically, I could separate the Button detection from the UI, and move it somewhere else so it's always detecting if you press the speed buttons... but I prefer to not mess with that.
Mr_FoxCride Dec 15, 2024 @ 4:42am 
Thanks a lot for your work!

Would be great to have more "hiding" options.
At the moment there are "Mouse readsouts, Weather, Date and Speed" elements to hide.

For example, your have an option to Show Play Settings on Top.
But would be nice to hide it at all to not mess with other things I put on right-top corner.

Same with Stockpile numerics in left-top corner.
Same with wind info.

Also, when you hide Speed Control buttons, it disables me to change speed with hotkeys.
So it is unusable option, and again I can't hide Speed buttons even tho I'd like to.
versus Dec 7, 2024 @ 7:19am 
Insanely, insanely godlike mod. Thank you so much
GonDragon  [author] Nov 18, 2024 @ 9:42pm 
@Mitchel Vories: Stack trace is the correct name. When the PC runs a function, is added to the stack, and when the function finish, is removed from the stacks. As functions generally calls other functions, they ended up stacking above each other. When an error happens, the log show where the error happened, and all the functions in the stack in order, effectively "tracing" his path from the error to the beginning of the program. That's why some may also call it "Stack Backtrace" or "Stack Traceback".
irrelevantredundancy Nov 18, 2024 @ 8:02pm 
Hell yeah, thank you. What do you call the thing that I'm referring to as the "stack trace"? I only started calling it that because of the "big, medium, small" trace tabs on the debug log.
GonDragon  [author] Nov 15, 2024 @ 9:54am 
@Mitchel Vories: Yes, it’s like that. The "stack trace" of an error shows which function had the error, and what function called that function, and what other function called that function, etc. If the error happened after the tab was already open, then UINI wouldn’t appear, since it’s not involved in drawing the tab itself. But, since the error happened in the function that tries to open the tab, UINI is involved and shows up in the stack trace.
irrelevantredundancy Nov 15, 2024 @ 9:19am 
Cool, thanks for the detailed explanation. I posted on Fluffy's page too, last night.

Can I break it down in layman's and see if I understand? When the UI button is clicked InterfaceTryActivation checks to see if everything will be good to go when the menu opens. But because of the error with Fluffy's Relations, everything is not good to go and InterfaceTryActivation doesn't like that, and that is the extent of UINI's involvement and why it is mentioned in the error message.
GonDragon  [author] Nov 15, 2024 @ 5:34am 
@Mitchel Vories: It appears there because it's part of the stack (The error is happening on the InterfaceTryActivation function of the button, a function that tries set up everything for the tab to open, and if there is no problem, it opens the tab). However, the error itself it's happening on Fluffy's side, as it encountering a null object somewhere in something related to a thought of the pawn Merandil. If you want to double check, you could try disabling my mod (it's safe to enable and disable mid game) and check if the error keeps happening.
irrelevantredundancy Nov 14, 2024 @ 9:28pm 
@GonDragon

Hey there. I'm running into an error that pops up when I open Fluffy's Relations Tab, but it mentions UI Not Included in the stack trace. I love your mod; I'll never play without it. I just wanted to share this link to the HugsLib log from that error and see if you had any ideas about what's happening.

https://pastebin.com/bUACenFp
GonDragon  [author] Nov 13, 2024 @ 2:06pm 
@Hero of Olympus: Do you mean, next to the buttons "Animals" and "Wildlife" above the inventory? If that so, then no. That feature is kinda buggy, so I wouldn't expand upon it.
Hero of Olympus Nov 13, 2024 @ 10:21am 
Is it possible to include in top left buttons Mechs?
GonDragon  [author] Nov 6, 2024 @ 3:46am 
@Dath I will also check the buttons then.

@fallenscion: yes, every mod that makes use of Harmony does have an impact on performance, and UI mods are on the heavy side because it triggers the Harmony patch on every screen update. However, if you hide some buttons and use, for example, the drop down widget to get access to them, then the impact should be negligible, since draw images on the UI (buttons backgrounds and icons) is expensive in terms of performance, so the less buttons there are on screen, the better.
fallenscion Nov 5, 2024 @ 6:14pm 
Do you have a sense if this has any performance impact?

I run a very heavy modlist, which makes UI customization extremely appealing, but I'm also sensitive to anything that would drop my already-low tick rate.
Dath Nov 5, 2024 @ 7:59am 
@gondragon

Yeah it would be nice if you could, that's the main thing I noticed from your mod that I couldn't get to feel vanilla.

Is it also possible to resize the history/factions/ideology buttons? Noticed they're smaller with your mod on compared to default, couldn't find the option, maybe I'm just blind though.
GonDragon  [author] Nov 4, 2024 @ 6:35pm 
@Genski: That's nice to hear! :happy_creep:

@Dath: Sorry, there is no config for that (maybe should I add it? I'll think about it on the weekend). I don't remember why I made that change, probably to avoid some kind of conflict with another mod.

@Ascythian: For Re-Ordered, yes. However, the main utility of the "Tab-Sorting" mod is to sort the architect menu, a thing this mod does not touch.
Ascythian Nov 4, 2024 @ 3:37pm 
Does this make Re-Orderer and Tab-Sorting redundant?
Dath Nov 4, 2024 @ 9:23am 
Anyone know how to make the bottom right buttons (toggle rebuild, heat map, zones etc) be 5 wide like vanilla instead of the mod default of 6 wide?
Genski Oct 31, 2024 @ 11:29am 
@GonDragon Just wanted to say, I adore this mod, been using it for probably 1-2 years now and I dont think I could play rimworld without it <3 :demoticon:
MerlinCross Oct 15, 2024 @ 5:24pm 
No thank you for your time to answer cause I see it in known issues; I am stupid/blind so sorry for wasting your time like that.
GonDragon  [author] Oct 15, 2024 @ 11:12am 
@MerlinCross: it's on the Known Issues section. There is not much I can do about it, sorry