RimWorld

RimWorld

Davai's Sorted Categories
107 Comments
Porknelius Nov 26 @ 10:21pm 
Examples are the different Meal categories or the Component category.
Porknelius Nov 26 @ 10:20pm 
This mod breaks Ogre Stack's stack sizes. Any of the recategorisations make Ogre recognise them as 'Other' instead of 'Meal' or 'Manufactured' etc etc. Doesn't matter what order you load the mods.
CanAdam420 Nov 25 @ 7:15pm 
Thank you for this mod. Any chance for a fungus category to seperate mushrooms etc. from veg?
Thank you
Shootnik Nov 7 @ 3:48am 
О, круто! Спасибо, попробую
Davai  [author] Nov 7 @ 3:46am 
@Shootnik
Куда добавить? В Противное мясо? Можешь добавить или убрать это мясо или любое другое в любой момент в настройках мода. Специально для этого сделал там отдельную вкладку. После этого нужен перезапуск.
Shootnik Nov 7 @ 3:34am 
А добавишь мясо мутантов из Void? Я задолбался его по одному выискивать) Штраф -20 за пасту с ним это офигеть
sashaeconomic Oct 18 @ 9:06am 
work?
Davai  [author] Oct 9 @ 11:08am 
Fixed missing fish
Davai  [author] Oct 9 @ 6:58am 
What are you meaning by 'nasty leather category'? Ones that gives debuff to those who wearing clothes of it like humanoid leather? That's a good idea.

Speaking of fish, I thought it was there... Will do.
Shinzou Oct 9 @ 1:04am 
@Davai, thank you for the quick fix :steamhappy:

May i suggest a few other things? Like, it would be nice if we also had a nasty leather category; yes, i know there is another mod that does that, but it is not configurable like your nasty meat category is...

And speaking of nasty meat, any chance of adding fish to that?

Thank you for the great work!
Davai  [author] Oct 6 @ 3:29am 
Done
Shinzou Oct 6 @ 1:53am 
@Davai, the defNames are: VV_AlfalfaHay - VV_CloverHay - VV_TimothyHay

my own patch works for Alfalfa Hay, but weirdly not the other two, even though the code is identical... a little bit stumped, hopefully you have more luck with it :island:
Davai  [author] Oct 4 @ 11:49pm 
@Shinzou thank you
I can make a compatibility patch if you list theese new Hay types.
Shinzou Oct 4 @ 6:09pm 
Hey Davai, i love this mod, could i request the various Hay types from VV - New Harvest be added to the Animal Food category? I tried using your code, but doesn't seem to work, as i believe that the VV compatibility patches works some kind of infernal magic on thing categories, so i defer to your wisdom in this matter. :2017cat:
Professor Sep 26 @ 5:53am 
No worries @Davai. Thanks for the mod.
Davai  [author] Sep 15 @ 4:24am 
@Proffestor
Thanks.

If "add new category for canned food" is correct, canned food from Vanilla Cooking Expanded is double counted as an igredient on the resource readout when using categorized mode.
Yes. Currently I don't know the solution to fix this yet. If it's critical to you, you may unckeck this setting any time.

if it not checked, canned food shows shows up as both a meal and an ingredient in the readout.
This works as intended by VCE mod - canned foods are both meals and raw ingredients.

The problem is that my mod sorts canned foods to two categories that are both in one high level category displayed at resource readout - Raw food. That's why they are counted twice in it.
Originally canned foods are in two different high level categories - Raw food and Meals. And that's why they are counted separately.
Professor Sep 12 @ 11:39am 
Great mod. I do have a minor bug: Canned food gets counted incorrectly. If "add new category for canned food" is correct, canned food from Vanilla Cooking Expanded is double counted as an igredient on the resource readout when using categorized mode.

Otherwise, if it not checked, canned food shows shows up as both a meal and an ingredient in the readout.

I've tested this by launching a dev mode game with only this mod, Vanilla Cooking Expanded, and the prereqs loaded.
Triel Aug 27 @ 1:14am 
Yeah, thats what I've been doing. I've figured out this mod has been causing issues, but not if it was put alone with VFE medieval only if it was together with other mods, which I havent figured out yet. Removing the mod made things work fine. Putting the mod alone with VFE medieval made things work fine too. So... I dont know. Its a web of incompatibilities or something.
Davai  [author] Aug 26 @ 11:14pm 
@Triel
It's hard to understand, what is causing this issue from the log. But I've made some minor adjusments in my code so that it will be more compatible with other mods editing drug policies.
If the error persists, consider narrowing your mod list until you find the conflicting mod.
Triel Aug 26 @ 6:56pm 
So there seems to be some issue with this mod. It makes me unable to go through the scenario selection menu, throwing an error saying something about drug policies from VFE medieval 2. However, they dont do that with just eachother, they need some other mods piled up for them to act up. Im not sure which mods do that though. https://gist.github.com/HugsLibRecordKeeper/7eb74f47638c3b0ed0fba26ebb227543
Doomer Man Aug 18 @ 12:50pm 
thanks that worked on clearing my logs of red
Davai  [author] Aug 18 @ 12:19am 
@Doomer Man
fixed, please check
Doomer Man Aug 17 @ 11:18am 
can you add a mod check to EBSG files for the davaimilk category as it seems to get mad when you dont have VEgenetics enabled
GHOSTDRAGON120 Aug 9 @ 10:03pm 
finally a mod to categorize race meet
thank you so much for making this mod
i have way to mendy races there vanilla tab is so bad
Shinzou Jul 29 @ 10:36am 
can confirm fixed, many thanks
Davai  [author] Jul 28 @ 11:21pm 
@Shinzou
Thanks for your report, I fixed this issue.
Shinzou Jul 28 @ 11:58am 
Hi Davai, i was just testing with only your mod and requirements enabled and the issue persists. I then added Log Publisher from HugsLib to get the Logfile and uploaded it here:

https://gist.github.com/HugsLibRecordKeeper/31027de5fb36e8dbc9d480c92df3b90e

hope you can find what is bugging me, and thanks for your hard work.

Note, i am still on 1.5, since other mods in my usual modlist are not updated yet, and i have all DLCs except Odyssey (obviously).
Shinzou Jul 28 @ 9:58am 
@Davai
thank you for the quick answer, i am pretty sure it is a mod conflict somehow, but it'll take me time to test that out as i have currently 965 mods active. I will let you know my findings once i find the issue. I THINK it may be one of the bigger tweak mods, like Niilo's QoL (not saying it is that one though), as those are the only ones i think i added and touch the UI / XML settings.
Anyway thanks for your efforts.
Davai  [author] Jul 27 @ 6:46am 
@Shinzou
I can't reproduce your issue. Please, follow troubleshooting steps from description.
Shinzou Jul 26 @ 12:44pm 
So, for some reason i am unable to get into the mod settings anymore. I have been able to before, and i am unsure what changed. If i click on Options and then this mod, i just get a black screen with only the "Debug" option toggleable and a slightly misplaced close button on the bottom to return to the mod list.

If i try to access the settings via XML Extensions i am getting the same black screen with debug option, however no close button, and i can't return to XML Extensions mod list at all. I can only click the X on the top right corner.

If this is a mod conflict it is a very odd one, as i am sure last week i was able to change this mod's settings via XML Extensions mod options as well as the normal non XML options...

So at the moment i can only change settings via editing the config folder XML file :steammocking:
Renvarr Jul 26 @ 11:20am 
This is a very useful mod, thank you for making it :)
Davai  [author] Jul 22 @ 11:29pm 
Thank you :steamthumbsup:
恰似宛然一笑生花 Jul 22 @ 10:16pm 
Hello Davai. That's an interesting mod.
So I created a mod " zh.Davai's Sorted Categories
 " that adds a Chinese translation for your mod and published it on the workshop. Thank you!:dslike:
Davai  [author] Jul 16 @ 6:26am 
@SharkySuited
@Rogue
Fixed both issues. EBSG is a big mod so please let me know if there are still compatibility issues.
Davai  [author] Jul 16 @ 12:50am 
@SharkySuited
@Rogue
Thanks for your detailed reports. A'll look what i can do
Rogue Jul 15 @ 6:21pm 
Disabling "Separate drugs by categories" resolves the issue (after a restart) in case anyone else runs into this. It doesn't look like the source code for this mod is available so I wasn't able to debug any further on the cause.
Rogue Jul 15 @ 6:18pm 
So I've run into an incredibly bizarre bug when used in combination with EBSG Framework / Expanded Biotech Style Genes - All in One.

EBSG adds the drug reliance genes (example: "Alcohol reliance"). With just EBSG, if I give a pawn "Alcohol reliance" and then have them drink beer, the health tab updates to say "Last ingested alcohol 0 seconds ago".

If I add Davai's Sorted Categories, then this timer stops updating the consuming beer does not update the timer. This results in pawns endlessly consuming the corresponding chemical under they overdose.

"Alcohol dependency" (the normal one from Biotech) works as expected even with this mod. So the implementation of "reliance" in EBSG must somehow break in combination with this mod.

No obvious warnings or errors related to this, but here is the logs: https://gist.github.com/HugsLibRecordKeeper/fd117fde99935f859e107071f42081c4

If anyone has any ideas on the issue, please let me know.
SharkySuited Jul 15 @ 9:19am 
Hello, I've got a patch error. In 1.5/Mods/VPlantsEMorePlants/Patches/VPlantsEMorePlantsPlants.xml it can't find VCE_RawMoss.
XmlExtensions.OptionalPatchExternal(field='MoveCaveMossToAnimalFoodCategory'): Error in <caseTrue> in the operation at position=1
XmlExtensions.OptionalPatchExternal(field='CreateAnimalFoodCategory'): Error in <caseTrue> in the operation at position=1

I'm playing without any DLC on 1.5. It appears that plant was created only for Ideology DLC (it is found in 1.5/Mods/Ideology/Defs/ThingDefs_Items/Items_Resource_RawPlant_Tunneller.xml .
Davai  [author] Jul 14 @ 12:20pm 
Hey there, released an update.
Finally made so that drugs can be not duplicated in Drugs category with "Separate drugs by categories" feature. Thanks to Harmony.
Please report any issues with drugs here.
Davai  [author] Jul 13 @ 8:15am 
Also implemented @AdaChanDesu and @lol feature requests. Feel free to suggest a feature.
Pheace Jul 13 @ 8:03am 
Thank you!
Davai  [author] Jul 13 @ 7:44am 
Updated to 1.6, updated sorting features, added new ones. See change notes for details.
Davai  [author] Jul 12 @ 11:28pm 
Hello there, working on an update
Giggles Jul 11 @ 4:01pm 
Plans for 1.6?
Porcyon Jul 2 @ 6:12pm 
Hello, any thoughts on a 1.6 update?
uoh Jun 2 @ 10:08am 
Hi @Davai
I've notice a small issue, i'm not sure whether it is been reported.
If `Cooking and Brewing : Remove alcoholic drinks from Drugs category` and `Cooking and Brewing : Remove non-alcoholic drinks from Drugs category` are both unchecked, while `Other : Seperate drugs by cateogries` is checked, then most of drinks will be removed from `Simple spirites` and `Luxury spirites` categories.
Under this circumstances, it is impossible to filter ingredients for making cocktails. Those recipes seems binding to `Simple spirites` and `Luxury spirites` categories.
Throughout my tests, I think those configs mentioned above should be checked all together to avoid confusion.
Raptor May 5 @ 10:30am 
xmlextensions is not bugged for sure, it is a core lib for nearly every more complex mod list. If you stuck in a loop it is for sure one of mods using it. Even when in a loop you can see the debug output in the Player.log which is usually in c:\Users\<USER>\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\ in windows. There you should be able to see what the problem is.
Rocky May 3 @ 3:24am 
Hi @Davai, I just tried to load in Rimworld, and I just get stuck in initialising screen forever. Checked the steam page comment for XML Extensions, others are stuck on initialising screen too, I removed both mods to test, and it loaded the game without both mods. XML Extensions seems to be bugged with no update even as of rn. Is it safe for me to just load this mod without it? Cause I have quite a lot of mods installed and this helps a lot for my colony storage configuration, but I rather loose this than not being able to load in the game at all.