RimWorld

RimWorld

UI Not Included: Customizable UI Overhaul
719 Comments
Gabe Knight 20 hours ago 
Perfectenschlag, thanks for the mod!
Rex705 Sep 1 @ 12:08am 
This is perfection I can never go back. Now I just need resource tab to get that off my screen and in the nice drop down menu.
Eternal Aug 30 @ 4:30am 
Thank you! You're a lifesaver
GonDragon  [author] Aug 28 @ 7:56am 
@Eternal: Nop. For that, I recommend Tab-Sorting to order them (or the Ferny categories mods for a quicker solution), plus the mod "I Ain't Building That" to hide individual buildings you're not planning to build... and maybe "Clean Categories: Dropdowns" if you want to compress them a little further.
Eternal Aug 28 @ 7:15am 
I have so many mods that add furniture that I cannot see half of them. Can this mod help with that?
Reverie Aug 21 @ 11:07am 
I launched the game and imgur to prepare a gallery of screenshots to show you and it just loaded in fixed :clown-emoji:

Well, thank you for the mod and the response! It's a staple for my game for sure. Lovely job.
GonDragon  [author] Aug 21 @ 9:03am 
@Reverie: That's weird. You have the toggles on top, or you kept them vanilla? Also, one time I found that some molded designators appears available to put on the bar from the settings, but when in game, they are not drawn, so you end up with empty space... maybe it's that?
Reverie Aug 21 @ 7:56am 
I love this mod, but I have a small issue with it - I'd like the Designator bar to be like it is on your screenshot - all the way to the right. But it leaves a lot of space in my game. It's not in the middle of the screen, but significantly moved towards the center. Do you know what could be causing it? D:
Ragnarok Aug 11 @ 1:05pm 
Hello author, this is a really great mod. May I ask if there are any plans to categorize the sub-menus within the building planning section as well? After I had installed 300 mods (especially some building decoration mods), it resulted in too many categories in the building planning section. I have also used Tab-sorting before, but this one allows you to set the classification for each building. I think the dropdown form is a bit more user-friendly.
Enrico Aug 11 @ 8:21am 
NVM it was Performance Optimizer
Enrico Aug 11 @ 8:20am 
Damn which mod did the hover thing? I cant find it anymore lol
GonDragon  [author] Aug 11 @ 8:01am 
@Enrico: Nope, it only have an option to move them to the top of the screen.
Enrico Aug 11 @ 7:51am 
Didn't this mod have a toggle to hide the toggle-buttons underneath the speed controls until hovered over it? I can't find it anymore.
Grimmas Aug 10 @ 5:53pm 
It would be great if there was something like a UI profile selector so that we could save and restore our toolbar layout when moving between different modpacks.
GiPSyFiSH Aug 10 @ 5:57am 
I have been playing with this mod for about a week now. Can't miss it, the way you set this up is so user friendly. My only wish is (big ask) you could integrate something simular to rimHUD (and numbers). They are amazing mods, but a bit clunky compared to this mod. Also, a unified UI mod, Dubs thrown in, how amazing would that be? Will probably never happen, but a man can dream. UI coders, assemble! (see what I did there?)
GonDragon  [author] Aug 7 @ 7:47pm 
@jonilgz: Oh, I understand now. Sorry, no, the weather widget it's a temperature forecast widget, is intended to work like the one added by HeatMap... frankly, I never thought about implementing a widget to show the temperature over the mouse, if I want a quick pick of the temperature, I'd just press alt to inspect that tile. Sorry again :/
jonilgz Aug 7 @ 6:57pm 
@GonDragon @Grimmas Oh shit, i’d been using Dubs Performance Analyzer for so long that i thought the TPS/FPS counter was vanilla. Then i stopped using it in 1.6 and thought it was this mod that hide it.

@GonDragon what i meant about the weather widget temperature is that it should work like vanilla: showing the temp where you hover the cursor, not just the outdoor temp. Sorry i didn’t explain it properly… or rather, i didn’t explain it at all.
Grimmas Aug 7 @ 5:34pm 
About the tps counter, if you use Dubs Performance Analyzer you can have fps and tps counters visible while having the other vanilla info hidden, it is compatible with this mod.
Grimmas Aug 7 @ 5:29pm 
This is a great little mod! I'm surprised it's not much more popular tbh. I love how customizable everything is. I mainly used it to relabel, reorder, and add icons to buttons that were missing any. Really helps with the OCD.
GonDragon  [author] Aug 7 @ 4:42pm 
@jonilgz: tps counter? I don't know, never had that mod. If you hidden the vanilla weather, temperature, date or time, then try enabling those again, the TPS may be bundled with them.

And about the weather widget... yes, the temperature is right next to the weather icon...
jonilgz Aug 7 @ 3:52pm 
im maybe blind but.. where fps/tps counter goes?, any way to get it back?

Also, for weather widget, we should have the abilty to see the temperature, like vanilla.

For everything else, such a perfect mod. Thanks :)
Cyber Witch ~ Aug 3 @ 8:56pm 
Sadly none of these worked. Finally decided to ask in the discord and turns out the gizmo is apperently baked deep into the framework and for some reason he refuses to make it toggleable.

You cant even patch it out :/
Really annoying.

but thank you for telling me. I had a feelin, damn shame.
GonDragon  [author] Aug 3 @ 7:05pm 
@Witch ~: Nope, sorry, this mod does not touch those Gizmos. The only mods I know that can remove Gizmos, are "Gizmo Begone!", "Cherry Picker" and "I Aint Building That". I don't know if any of those are up to date, or if they work for this particular gizmo.
Cyber Witch ~ Aug 3 @ 6:32pm 
The Vehicle Framework adds a really annoying gizmo on everything. Is it possible to hide it forever with this mod? Its deep integrated into the mod
GonDragon  [author] Jul 31 @ 5:32am 
@jet: It's because you don't have a mechanitor. You can force it visible to be able to see how will your bar look with it, but that tab is meant to be shown only when you have a mechanitor.
Jet Jul 31 @ 4:05am 
the mechs main button tab is blank when i make it forced visible. like the tab shows up but no icon despite me cycling through them. is that because im missing a mod or because i dont have a mechanitor?
GiPSyFiSH Jul 30 @ 5:54pm 
Thanks for the reply! Just noticed it's been asked back in 2022... I should have done a better search, but maybe it's a good one to add it to the description? Have a good one!
GonDragon  [author] Jul 30 @ 9:09am 
@GiPSyFiSH: They all should work pretty well together. I can't play without dubs mint menus myself; its plant menu is a must if you use any amount of modded plants.
GiPSyFiSH Jul 29 @ 11:49pm 
How's the compatibility (or does it obsolete?) with any or all: Rimhud,, dubs mint, weapon stats? Thanks, looks amazing and really want to try this, but don't want to nuke an ongoing game.
King CTer Jul 29 @ 8:40pm 
@GonDragon Once again, thank you sincerely for creating this mod, I am a genuine fan of Oxygen Not Included, I played Oxygen Not Included before getting into Rimworld. And the mod is truly wonderful.
King CTer Jul 29 @ 8:36pm 
@GonDragon thank you for explaining to me :steamthumbsup:
GonDragon  [author] Jul 29 @ 8:23am 
@King CTer: If you compare the performance of the Vanilla UI and from this mod, there is no much difference, it's just noticeable in Dubs Performance Analyzer because it detects it's a patch and shows how much resources consumes. But if you search for the tab bar without this mod installed, you will notice that the value it's quite similar. The terrible performance comes from the way Rimworld make it's UI: It uses the IMGUI library from unity, that it's meant for Dev Menus, as it's quite easy to make from code, but not really performant, as it draws the UI more times than the necessary.
King CTer Jul 29 @ 7:36am 
No one realizes that having a UI mod consume such terrible performance is quite unreasonable.
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.