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- Support for RimWorld 1.6.
I used to use that mod for the categorized medical menu and used this one for all the other crafting menu's but they are no longer compatible no matter what way you put them into the load order or what functions you enable on each.
Could you be so kind and allow us to opt-in on certain features instead of all-in? In particular I'd prefer to still use the medical bills of the other mod but this one overrides it regardless and they glitch each other out forcing you to use one or the other. Other people may have similar issues if they prefer the cooking bills from the other mod for example.
I'd too be happy if you literally stole the other mods medical bills categorization method ofc but that might be a bit more questionable in terms of morality. Your system isn't bad but it's not optimal and a bit confusing.
- 1.5 support.
- Added sub-menus for operations.
- Added search field.
Don't know. Should be if they use recipes. Try it!
@Deadmano:
Will do! :)
I'll keep the shift thing in mind.
Also, any chance you can add a feature that when you hold down Shift and click the bills menu, it shows the vanilla bills menu?
What I'd to request if you could couple all the bills that fall under the cooking bills and give us an option to disable that, that way it won't conflict with the other mod. As right now, even if I disable all the options under "Foods" with the other mod active it shows a "Drugs" sub-menu under "Other" which does nothing, and if I disable "Drugs" from your mod, then I don't get the nice "Drugs" menu in the drug lab.
Thank you for looking into it, and no hurry. I'll patiently wait till the mod updates.
May I ask if there will be support for the Research Reinvented mod in the future ?
Reading one of the comments below seems to indicate some potential display issues, but since I haven't seen this mod in action yet, I can't tell how penalizing they could be :
> When using the Research Reinvented mod and having the option to craft prototypes, the bill menu categorization doesnt work. After you have researched it works again though. might want to check that out.
Thank you for your insight, and sharing your mod with us.
If so, yes.
(i only just managed to test and update my recycling mod to 1.4, (and still have to add 1 building which has all possible recipes from my mod, into it, but even when play testing i thought hmm, bills by mod would help as even i sometimes get confused) :)
It does not sort by research, it uses "thing categories".
I am working on an update that adds a lot of customisability. I'll make sure to add originating mod to the options.
can i check is there any way to do something like this (for bills), but so that we can search for any bill belonging to a particular mod name?
i thought maybe as this mod is grouping by research (when listing bills to make a new bill), if there was an option for it to be sorted by visible mod name :) that could be cool i think, especially if playing with lots of mods :o)
(for example using the easy to read name of the mod that is visible in the Mods screen)
Yes, already planned for next version.
Great minds think alike. ;)
Thanks for the tip. I probably will when I have checked it out.
It will neatly and conveniently categorize all weapons & clothes, modded or not into more submenu's according to tech / layer / armor / psy / Mod attributes. Fully customizable in the options menu so you can get the ultimate search / stockpile sorting according to your personal needs
@Kathanon I recommend you recommend (lol) Mlie's Sorter mods with this mod for the ultimate sorting and categorized bill menu experience). This becomes increasingly useful when you have more mods running.
'This is the Way'.
Honestly this should be vanilla. It cleans up the production bills so much <3 Hope you will look into categorizing the medical tab as well, the CDB has the best approach from what I can imagine so far, neat and tidy just like this mod does. I'm split on their cooking categories. I personally think their single and bulk setup is inverted to what I prefer but its a neat approach. Imma use this mod tho <3
just be sure to 'load after'.
I had not seen Categorized Bill Dropdown before, thanks for bringing it to my attention.
The principal difference is how they are categorized.
CBD uses the required tech of the recipe, sticking everything that does not require one into "Other...". For operations and cooking, they instead use a custom categoriztion.
CBM uses the thing categories of the output (if there is only one). This gives a more familiar structure (same as for storages), but puts any recipe with multiple outputs in no category (I have them at the top level instead of an extra sub-menu). It also does not cover operations. I do plan to add something for operations, but it is not there yet.
CBM also lets you mark favorites that are then easy to access.
Which one is best will be a matter of taste.
I personally find the cooking categorization about as good in both, the general workbench one better in mine and the operations better in theirs (obviously, since mine doesn't affect them).
I have not tested that, but 晓山alre_shan's comment below seems to indicate that it is.