RimWorld

RimWorld

Drag-Sorting
171 Comments
Lemniscate_Mike Aug 19 @ 4:24pm 
Turns out "Reorderer" works just fine with it(so far at least)!

@AJarOfDirt, I found a solution, thanks!
AJarOfDirt Aug 18 @ 7:16pm 
@Lemniscate_Mike use UI not included for that and more.
Lemniscate_Mike Aug 18 @ 5:33pm 
Any ETA on being able to sort the main buttons?
I want to swap Tab-Sorting for this, but NEED that feature.
AJarOfDirt Aug 11 @ 11:52am 
@keylocke you can already do that in base game.
keylocke Aug 11 @ 11:06am 
can you also sort the pawns?

ie : i want to sort the colonists (sort workers from fighters), from the babies, the slaves, etc..
Cacodemon Aug 5 @ 10:13pm 
1.6 tab sorting and drag sorting cant use together, there should only be one or the tab UI will disappear
thesoupiest Aug 4 @ 9:31am 
Wish this could get rid of categories like Tab-Sorting, since Category Manager isn't updated
Rainsomnia Jul 29 @ 11:34pm 
Running into an issue where changing items from wood to steel/granite/etc moves to a different spot. The spot it moves to goes to is always the same. This does not occur if I move the item to the end of a row.
I'm getting it from the default Rimworld door, so I don't think its just an incompatible item from a mod. It happens to other build items as well. Resetting to default fixes it, but once I start reorganizing stuff it just breaks again.
Asteroid 25399 Jul 28 @ 12:23pm 
I use so many of your mods! I love the idea of this mod and want to use it but I need Dub's Mint Menu Wheel. Any chance you could make it play nice?
Guineatown20806 Jul 27 @ 3:23am 
I used "Tab-sorting" in 1.5, because it was more compatible with my 1.5 mods at the time. But after trying out "Drag-sorting" in 1.6, because Tab-Sorting wasn't updated to 1.6 when I started my colony yet. I changed my mind. Drag-Sorting is SOO much better, less laggy, simple and easier to use AND you don't have to go into mod options everytime to change something and when you are done, wait depending on how much is changed and how many tabs and buildables there are. The only 2 things that bother me a lot are if I compare drag- to tab-sorting: 1.Dragging doesn't get rid of tabs, even if they are empty. In my current modpack I therefore have lots of tabs, in fact so many that, I can't read half of the description of a buildable object. 2. The tab icons of any tab can be changed with tab sorting. Some just have a [X] as the mod which provided the tab didn't make an icon. I know about the "this" mod under FAQ, but that one isn't updated to 1.6 yet.
szmtex Jul 26 @ 2:10am 
@AJarOfDirt from what I saw with this mod you sometimes cant move things between categories when they are on edge you need to first move them to the middle and then to another category, and this thing with reverting to old position is it is moving not to position bo to thing near it example: I tried moving doors but when changing material it always moved back to left side of wall if you move wall it will move too
AJarOfDirt Jul 25 @ 11:06pm 
Well it seemed to let me move it on reload, but there is also an issue with grouped items. When you select a different grouped item, it reverts back to its old position.
AJarOfDirt Jul 23 @ 4:02pm 
For some reason can't move the royal wardrobe from furniture to the bedroom category? Everything else seems to work perfectly.
Church.exe Jul 23 @ 8:18am 
This is arguably outside of the scope of this mod, but it'd be really cool if there was a way to hide and unhide entries. I remember there used to be a mod that did that really well where each buildable item had a new 'hide' option gizmo and then there was one additional entry in every menu labled 'hidden' that you could then select from to build or unhide, but I think it got taken down or something (I could never find it again at least) and there haven't really been any good alternatives I've been able to find.

In a large enough modpack it's inevitable that you'll end up with things that you do want to keep in the game but that you don't plan on building often, so I think a good hiding implementation would fit in nicely with the rest of the mod here. (assuming it's feasible to implement it that is, there might be a very good reason that there aren't many mods for 'hiding' entries like that.)
szmtex Jul 18 @ 1:04pm 
Soooo anyone knows a mod to make your own architect categories?
Victor Jul 17 @ 3:51pm 
This mod breaks the Mint Wheel Menu from Dubs Mint Menus, so you can't add or remove any designators from it.
Paprikahörnchen Jul 17 @ 2:10am 
Don't think so, I just saw it while trying to slowly add mods and reading the log for once lol
ferny  [author] Jul 17 @ 2:00am 
@Paprikahörnchen Are you noticing any actual issues? this might be a mid-save modlist thing
Paprikahörnchen Jul 17 @ 1:57am 
Null key while loading dictionary of Verse.DesignationCategoryDef and DragSorting.GizmoOffsets. label=movedDesignators
UnityEngine.StackTraceUtility:ExtractStackTrace ()

Is this error log something bad?
KRKR Jul 13 @ 1:08pm 
Thank you for your hard work on this mod and the others. I didn't see this in the faq: does re-ordering the furniture (etc) stay across saves? Or will I need to do it for every colony?
ferny  [author] Jul 13 @ 12:03pm 
@moo Lots of stuff to handle right now, I'll look into this soon
moo Jul 13 @ 11:08am 
@TheLoneCenturion

I wasn't notified of the comment, but lucky I was looking back at some pending things on my to-review list.

I think the lag is still there. I haven't looked for it specifically and it's not noted by @ferny if it was addressed, but I'll re-confirm later.
TheLoneCenturion Jul 13 @ 8:42am 
@moo Did you ever figure this out as I am getting the issue without this mod as well.
Lulu Jul 12 @ 10:53pm 
Ferny you are a genius
Porknelius Jul 12 @ 1:49pm 
Each day I say a prayer for this mod to include bottom bar menu buttons. In this dark world in which we live, my prayers are whispered into the unanswering void. Does Ferny hide offline in fear of what he has created?
看家的鹅 Jul 11 @ 12:29pm 
cool!:steamhappy:
ferny  [author] Jul 11 @ 3:52am 
v9 - added mod icon
moo Jul 9 @ 11:43am 
Maybe I did a dumb in the modlist, but I dunno =)
moo Jul 9 @ 11:41am 
I am
ferny  [author] Jul 9 @ 11:40am 
@moo Yikes, I haven't seen this reported before. Are you using your mod collection listed on Steam?
moo Jul 9 @ 11:36am 
Hi @ferny

I'm getting incredible FPS drop with the build menu open, on a dev-test map. FPS drops from well over 300 FPS with everything closed, to say, sub 90 with the furniture build menu open.

When this happens, PerformanceAnalyzer reports DragSorting.GizmoGridDrawer_DrawGizmoPatch:Prefix as pulling for example ~7ms / frame - it's tied to the number of buildables so flipping on God Mode aggravates the damage to FPS - in my case with the furniture build menu open it is as bad as 20 ms/frame

Images to assist:
https://ibb.co/MDyKCFMv
https://ibb.co/mCdtRv38
https://ibb.co/WWcxTb6V
https://ibb.co/Fbkpqc1x
https://ibb.co/F4jK1nKX
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