RimWorld

RimWorld

UI Not Included: Customizable UI Overhaul
686 Comments
lloki Jul 20 @ 3:28am 
@GonDragon yes, sorry, I was doing the settings on the fresh save and I didn't realize that to see the mech tab, you actually need to have mechanitor :)
Realm Imp Jul 19 @ 9:46pm 
can i hide the widget on the upper left where it shows the stuffs that you own?
Auspician Jul 19 @ 8:29pm 
That solved my problem. I assume it is because Character Editor has its own tab (which is disabled by your mod due to unusual implementation) and the UINotIncluded Character Editor submod generates its own tab for Character Editor. These two didn't like each other, but now that I'm only using the one in the Submod it works great. I'd recommend checking with the author of that mod to better understand how they did it, because it now works quite well and that tab no longer disappears at startup.
GonDragon  [author] Jul 19 @ 11:19am 
@lloki: It should already work with Mech work tab. If you're not seeing the tab, go to the settings of this mod and add the tab to the toolbar.
lloki Jul 19 @ 11:01am 
Hi, can you make it work with Mech work tab?
GonDragon  [author] Jul 19 @ 10:47am 
@Thels: That mod has icons for the tabs. If the tab is using one of those icons, then it will still try to keep using it, even if the other mod is no longer installed. You can change the icon from the Config of this mod, or if you want to make it quicker, you can just restore the toolbars to default and reorder them or change their icons later.

@Auspician: I never delved too deep into how that mod works, but its tab is not loaded with the rest when the game opens. Because of this, my mod doesn't detect it on load and erases it to prevent in-game errors. I looked through its files and didn't find a MainTabButton definition, so I guess they inject the tab programmatically at runtime. This is why I cannot detect it on load. A similar thing happens with "Visual Exceptions." For a few years now, I've been sporadically working on an alternative UI mod that doesn't have this issue, but I don't think I'll finish it anytime soon (if ever).
Auspician Jul 19 @ 9:47am 
I installed Rimworld and your mod on another computer, and discovered that it works fine. My suspicion is it has something to do with the submod UI Not Included: Character Editor Addon. Even though I'm no longer running it, I saved my UINotIncluded interface including a Character Editor tab while that mod was installed. Since the error persists even though I've now removed that submod, I'm guessing it was not properly updated or never properly functional in the first place.

Can you shed some light as to why you don't support Character Editor natively? Is there something either you or that mod author could do to enable proper support in your main mod?
Thels Jul 19 @ 8:58am 
@GonDragon: Vanilla Textures Expanded is currently really buggy if you don't also run the Vanilla Framework Expanded mod. Since I don't want to do that, I've unsubscribed from Vanilla Textures Expanded.

Does UI Not Included remember that I once upon a time had that mod installed and expects it to remain installed? Is there a way to make UI Not Included forget about that mod?
GonDragon  [author] Jul 19 @ 8:08am 
@Varthian: Sorry, but I don't understand your question. Could you explain it? This mod does not touch hotkeys.

@Auspician: That's certainly a weird error. No, the update haven't broke it, I just launch a game and no errors. The only solution I could think off is going to the config of the mod before starting a game, going to the Toolbars section and restoring the default.

@Thels: That error means you're using and icon that does not exist. Judging by the path of the icon, I bet it's from Vanilla Textures Expanded. So just enable that mod and try again.
Thels Jul 19 @ 7:32am 
That was with the following modlist:
Harmony
Core
UI Not Included: Customizable UI Overhaul
Thels Jul 19 @ 7:32am 
When I start a new game, I immediately get the following error, as well as very similar errors for different icons:

Could not load Texture2D at 'UI/Buttons/MainButtons/IconArchitect' in any active mod or in base resources.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.ContentFinder`1<UnityEngine.Texture2D>:Get (string,bool)
UINotIncluded.Widget.Configs.ButtonConfig:RefreshIcon ()
UINotIncluded.Widget.Workers.Button_Worker:.ctor (UINotIncluded.Widget.Configs.ButtonConfig)
UINotIncluded.Widget.Configs.ButtonConfig:get_Worker ()
UINotIncluded.Widget.ExtendedToolbar:ExtendedToolbarOnGUI (System.Collections.Generic.List`1<UINotIncluded.Widget.Configs.ElementConfig>,UnityEngine.Rect)
UINotIncluded.UIManager:BarsOnGUI ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.MainButtonsRoot.MainButtonsOnGUI_Patch1 (RimWorld.MainButtonsRoot)
RimWorld.UIRoot_Play:UIRootOnGUI ()
Verse.Root:OnGUI ()
Auspician Jul 19 @ 7:26am 
This error was confirmed by re-validating all Steam files, and loading the game with just Core and UINotIncluded running.
Auspician Jul 19 @ 6:56am 
The Rimworld game update yesterday (July 18th, 2025) completely broke this mod. The game is totally unplayable with it running. After starting fresh or loading a savegame, you cannot click on anything or interact with pawns (or even the game's menu). Here is a summary of the red errors in the console:

Root level exception in OnGUI(): System.NotImplementedException: The method or operation is not implemented.
[Ref ED69BAC4]
at UINotIncluded.Widget.Configs.ElementConfig.get_Worker () [0x00000]
at UINotIncluded.Widget.ExtendedToolbar.ExtendedToolbarOnGUI (System.Collections.Generic.List`1[T] elements, UnityEngine.Rect inRect) [0x0002f]
at UINotIncluded.UIManager.BarsOnGUI () [0x00050]
at RimWorld.MainButtonsRoot.MainButtonsOnGUI () [0x00015]
at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00037]
at Verse.Root.OnGUI () [0x00046]
GonDragon  [author] Jul 16 @ 8:29am 
@Cruesoe: Sadly no, the code that detect the keys pressed is inside the code that draws the arrows... so, to make it that it works without being drawn, the whole vanilla time controls should be redone... The option to hide them is only if you want to use the Time Control Widget instead of the vanilla placement of the Time Control.
Cruesoe Jul 16 @ 7:56am 
I notice that if you hide the time controls widget it stops the number keys from changing the game speed. Is there anyway to hide the widget and keep the key functionality?
󠁳⁧⁧ ‡ Jul 15 @ 5:23pm 
icl vro i prolly woulda decapitated myself w a chainsaw or sum shi if di bih wasn't updated ong
GonDragon  [author] Jul 15 @ 10:13am 
@У меня нет врагов: Then search for cherry pick, or I don't know. I never felt the need to remove gizmos.
@GonDragon: unfortunately this doesn't work. I need to remove gizmos like Summon Boss Mech, Select All Mechs and Group 2. but this mod removes buildings.

I want to have a main character psionic vampire with mechlink but the pawn gets too many gizmos.
GonDragon  [author] Jul 12 @ 2:35pm 
@У меня нет врагов: Search on the workshop for the mod "Gizmo Begone! (continued)", maintained by mlie, i think that's what you're looking for.
Please tell me how I can disable the ability icons for a pawn, for example genetic or psionics skills
GonDragon  [author] Jul 12 @ 11:12am 
@Giggles: haha, couldn't help it. The two games got great DLCs back to back.
Giggles Jul 11 @ 7:19pm 
> Interface Overhaul slightly inspired by Oxygen Not Included

> CREATED BY
GonDragon
In-Game
Oxygen Not Included

ah, checks out
Joren Jul 6 @ 10:32pm 
Ah, so they are, thanks! And thanks for the amazing mod!
GonDragon  [author] Jul 6 @ 10:18am 
@Joren: I think those are from Vanilla Textures Expanded.
Joren Jul 6 @ 8:50am 
I'm preparing for 1.6/Odyssey, and after disabling a whole ton of mods and loading up a game to test things out, I found that some of the UI Not Included icons were gone. I didn't realize that I was using several icons from other mods. Does anyone know of particular mods that add a bunch of UI Not Included icons?

I'm missing a different kind of world icon, a cow/yak bull icon, a different kind of coniferous trees icon, an exclamation point, and several others...
GonDragon  [author] Jul 2 @ 12:39pm 
@moo: Go to the mod options, and remove from the bar the button you don't want.
moo Jul 2 @ 11:10am 
How do I hide a second research button.

One is owned by MintMenus which is overriding the vanilla research (AND this is the one I do not want to show), and the other research button (I want to keep) is Semi-Random Research
Darian Stephens Jul 1 @ 4:45pm 
Do you suppose you might be able to add the corner mouse inspect thing to the Alt menu?
The corner menu still has information you can't otherwise get, namely the origin of things like blood.
The corner menu shows whose blood was spilled, while the Alt menu just says that there's blood.

I like looking at bloodstains to figure out what happened, but I also like having the controls added to the corner, which the menu conflicts with.
Blueo Jul 1 @ 7:56am 
Yes exactly, there is nothing on the designator bar that can be used on the world map, it's only for building.
GonDragon  [author] Jun 30 @ 1:07pm 
Now that I think about it... designators have no use on the world map, right? Instead of move stuff around, I could just make it so they are not drawn on the world map...
GonDragon  [author] Jun 30 @ 1:05pm 
@Blueo: Sadly no, I think that's something new from this version, I need to make a patch to dynamically move stuff around. A friend already told me about that... if I'm not too busy this Wednesday or this weekend, I'll try to fix it then.
Blueo Jun 30 @ 11:14am 
is there anyway to disable the designator bar when you open world view? it blocks a few buttons
The Buttcracker Jun 23 @ 1:11pm 
nvm it was a mod conflict, fixed it
GonDragon  [author] Jun 23 @ 1:06pm 
@The Buttcracker: By default it moves itself, so you're most likely also using "[LTO] Groups". In that case, you should change your settings on that mod to displace the colonists bar a few pixels down.
The Buttcracker Jun 23 @ 12:51pm 
stupid question but how do i get my colonist bar to not be covered by the top bar
GonDragon  [author] Jun 15 @ 9:37am 
@joepez: That function still exist on 1.6, it sound like a load order problem. Make sure this mod is as low as possible under the list, a friend of my had an issue with RimPy, who put a lot of mods above the base game and DLCs. If the problem persist, copy your whole log on Pastebin [pastebin.com] and send me the link.
joepez Jun 15 @ 7:30am 
@GonDragon, I'm testing out UI w/ 1.6 and am getting an red error saying you're attempting to patch (RimWorld.Planet.WorldInspectPane.get_PaneTopY()) which doesn't exist. Only other mod I'm running is the latest Harmony.
GonDragon  [author] Jun 14 @ 6:42am 
@Real Imp: No, there is only an option to change the size of the words in the tabs themselves, but no on their content. For that, you may want to use the vanilla function of "UI scaling".
Realm Imp Jun 14 @ 6:35am 
can i change the scale of the words in other tabs like in bio or faction tab?
Tydram Jun 11 @ 12:55pm 
Took you long enough. Hmph.
GonDragon  [author] Jun 11 @ 12:52pm 
@Tydram: Your wish is my command, Miss Karen. It's ready for 1.6.
Tydram Jun 11 @ 9:18am 
The 1.6 is on beta and I haven't seen any update on this mod, I want to speak to your manager.
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?