RimWorld

RimWorld

Drag-Sorting
140 Comments
Tal-Knight2 Jun 20 @ 4:35am 
There seems to be a soft incompatibility with this mod: https://steamcommunity.com/workshop/filedetails/?id=3343888138
Every time you use a new building from a building group than the one you used last, the position of the icons resets to default.
ferny  [author] Jun 17 @ 4:47pm 
@timbersaw You're probably using the mod Category Manager, that's a bug on that mod's part
timbersaw Jun 17 @ 2:47pm 
@Bones what was it? I'm having the same issue.
Bones Jun 16 @ 10:20pm 
Never mind I fixed it!
Bones Jun 16 @ 10:14pm 
I'm having an issue where some if the items are kind of behind the architect bar. Like you only see a bit of them sticking out. Any idea on that one?
ferny  [author] Jun 14 @ 10:31am 
v8 - updated to 1.6
Phyro Jun 14 @ 12:52am 
I mean, for the first one, it's not the category itself but the order of the icons that seems to be overridden by the default order until the new buildings are in the last order.
Phyro Jun 14 @ 12:50am 
Just two fixes needed to make the mod fully complete: 1. some category seems overrided by the default one so, when I move an icon, for example, the third one from their left is moved instead the one hovered. 2. In every category, the far left icon cannot be moved until moved from their right proximity, or other place than far left.

Otherwise, one of the essential mods for organizing content-heavy modpack propely when we have too many icons in the architect menu. And can be paired with Category Manager by Moriarty to do this.
Enrico Jun 12 @ 6:55pm 
dream feature: when dropping item on top of another item, it should group them, like this mod does: https://steamcommunity.com/workshop/filedetails/?id=3343888138
NotTildaSwinton Jun 11 @ 12:46pm 
(I know that you're aware of the incompatibility I just wanted to plead the case anyways)
NotTildaSwinton Jun 11 @ 12:45pm 
hi ferny - I really love your insanely easy to use implementation of this functionality in all of the locations you add it, but the hard incompatibility with Mlie's tab-sorting mod causes me to be unable to use it, as Mlie's mod also allows for actually creating / managing what is inside each category, as well as customizing the icon associated with it, and editing/hiding/sorting the buttons along the bottom row of the screen. It would be extremely awesome if you considered adding compatibility so that both mods can at least function alongside each other

regardless, thank you for the mod it's my favorite thing about Thursdays now
ferny  [author] May 15 @ 10:55pm 
@ozfresh Look at the FAQ
ozfresh May 15 @ 10:51pm 
Can I make new architect buttons/groupings with this mod? (like in tab sorting)
Cantaloupe The Clown May 15 @ 12:43pm 
@StockSounds don't use cherry picker to hide categories - use category manager
StockSounds May 14 @ 5:27pm 
I have a problem, there's this one category in a mod that really annoys me with how cluttery and ugly it is, but the mod also adds a really nice storyteller and objects, and if I remove the category with cherry picker, even after moving the good items to another category, it just removes the items that were moved out of the category, and puts any items that I add in back where they were before.
qux May 12 @ 9:13am 
Hi, there seems to be incompatibility with mods adding sub-menus of Float sub-menus (like more grouped buildings), when I build an object coming from a sub-menu while I changed its category, it disappears and returns to its base category
тетеря, блин Apr 26 @ 8:18am 
would be great being able to reduce the size of some buttons. like, to make the first layer smaller than the second one. with many mods they take too much space.
慕柯 Apr 23 @ 8:31pm 
@Ssjx7squall Please tell me what should I do...
Ssjx7squall Apr 21 @ 4:31pm 
word of advice, do not drag your alpha prefab button to your blueprint section........... it will get rid of your hud lol
McFlurry Butts Apr 20 @ 9:20pm 
Would be cool if you added a folder so I can just shove a bunch of abilities into a folder and take them out later.
ferny  [author] Apr 16 @ 11:50pm 
@Learnign Floors menu specifically seems to cause issues. Will fix soon
Learnign Apr 16 @ 8:15pm 
Having lots of problems moving the "Remove floor" option around. It seems to very stubborn always wanting to stay in one spot. and causing problems trying to move other flooring parts around it.
The Blind One Apr 14 @ 8:46pm 
The reset button in the mod options don't work nigga.
Hatoful Pengu Apr 13 @ 10:38pm 
is there any possibility of adding the ability to drag-sort the overlay toggles in the future?
ferny  [author] Apr 12 @ 5:00am 
@emihead Oh really? Okay, I'll jot this down
emihead Apr 11 @ 9:13pm 
i don't think the reset options are fully implemented in this mod, the actual order of buildings in an architect category is reset but the buildings moved between categories are not moved back for me
ferny  [author] Apr 11 @ 1:51pm 
@wynnyx Yeah that's not from this mod.
Moriarty Apr 11 @ 1:12pm 
@wynnyx are you using category manager?
wynnyx Apr 11 @ 1:11pm 
Hi there - I love this mod very much. One thing is I've noticed that the bar along the bottom gets hidden by the category choices for build. (I can't select the Cancel button because its hidden behind the UI.) I only noticed this recently.
ferny  [author] Mar 29 @ 12:12pm 
@SologilI have also noticed this floors issue. Looking into it.
Sologil Mar 29 @ 5:49am 
Hello and thank you for this fantastic mod.

However, some articles in the "floor" category still refuse to organize properly: they do not move or disorganize other items around.
Maybe a mod incompatibility? My list is however sorted with Rimsort, no red errors on launching.
I use more floors, vanilla expanded, rebuild.
In any case: thank you for the mod and hoping that it will work to be able to use Category-Marager.
LumberingTroll Mar 28 @ 6:00am 
@ferny Thanks for the update! this was killing me yesterday.
ferny  [author] Mar 28 @ 4:21am 
v7 - fixed lag, fixed some things not being able to be sorted
0。0 Mar 26 @ 7:09pm 
Feature request: Support ToggleableIcon sorting
veryfuzzylogic Mar 18 @ 6:49pm 
Should changes to architect sorting/categorization made by other mods (such as your verticality progression mod) get ignored if I make changes using this mod? Would it be better if I had this mod load before or after other mods that might impact the architect? I'm having some weird behaviors, but I want to troubleshoot on my own a bit more first.
xChibi Mar 18 @ 6:16pm 
@ferny not sure what you mean by mini icon, so I've created customized Pyscast only the ones that I actually use,so they are still the larger size icons like regular vanilla size like example Sun Pinhole which appears on the action bar for the pawn when you select them. When I try to rearrange this bar here, the icons just move randomly. Sometime the ability I move stays in the exact same spot but abilities around it moved. I've even seen it where the Weapons iconed moved when I'm trying to move the ability icon.
LumberingTroll Mar 18 @ 9:33am 
@ferny I figured out a workaround for the issue with Min Radial Menu, If one opens the mint architect menu by pressing Ctrl+Tab you can Ctrl+Click on the icons there to add them to the radial menu, and then drag them around in the radial menu when its in edit mode, not perfect but allows met use both mods.

One thing I would really appreciate for this mod is the ability to add custom Architect menu buttons, some times the categories that are there just aren't to my liking, I want to like your Category mods, but some of your choices on what to remove are counter to what I want, if they had options in the mod settings to disable removing things I would totally use all of them.
zyzyhasl Mar 16 @ 11:55pm 
Using iconTexPath to locate?Why?
zyzyhasl Mar 16 @ 11:52pm 
If two different buildings use the same icon, some bugs may occur
Sorting may disorder
ferny  [author] Mar 16 @ 6:49pm 
@xChibi Are you talking about when they become mini icons?
xChibi Mar 16 @ 6:44pm 
@ferny nice mod I love this, but is there a chance of getting this to work with Vanilla Psycasts Expanded please. Tried sorting out the gizmo for ability from there and they get re-arranged but it seems random where they arrange themselves, no real control of position.
ferny  [author] Mar 16 @ 5:20pm 
v6 - added loadbefore logic for I Aint Building That, lemme know if that makes it work
pourprsn Mar 16 @ 4:50pm 
I know it says I Aint Building That isnt compatible with this mod, and for a while this mod wasnt working with it enabled, but now the two seem to be working fine together (I can hide stuff and drag stuff). This mod is loaded before I Aint Building That so maybe thats why?
KarbonPanzer Mar 13 @ 6:52pm 
Ferny, for this I owe you a big wet kiss.
help. Mar 13 @ 6:32pm 
I understand my friend, but you misunderestimate the amount of nonsense I have added on top of fernworld
LZIM Mar 13 @ 4:42pm 
vanilla when
ferny  [author] Mar 13 @ 12:24pm 
@fentamento I kinda have a rule where I'm only gonna patch stuff that could theoretically align with my philosophy on modded Rimworld, and I think scrollable gizmos promotes a style of categorization that's not helpful when you could just have more, better organized categories if that makes sense. Maybe if enough people clamor for it, but my suggestion is just use my category/progression mods to split up your categories better and make them less bloated
help. Mar 13 @ 12:21pm 
Any possibility of a scrollable gizmo fix, or is it pretty much not in the cards?
ferny  [author] Mar 13 @ 9:15am 
@LumberingTroll Yeah, documented in the compatibilities section already. I do plan on addressing this after some more releases
LumberingTroll Mar 13 @ 6:16am 
I'm not positive but I think this conflicts with Dubs Mint Radial Menu, when its active I cannot assign anything to the radial menu.