RimWorld
Drag-Sorting
140 commenti
Tal-Knight2 20 giu, ore 4:35 
There seems to be a soft incompatibility with this mod: https://sp.zhabite.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  [autore] 17 giu, ore 16:47 
@timbersaw You're probably using the mod Category Manager, that's a bug on that mod's part
timbersaw 17 giu, ore 14:47 
@Bones what was it? I'm having the same issue.
Bones 16 giu, ore 22:20 
Never mind I fixed it!
Bones 16 giu, ore 22:14 
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  [autore] 14 giu, ore 10:31 
v8 - updated to 1.6
Phyro 14 giu, ore 0:52 
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 14 giu, ore 0:50 
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 12 giu, ore 18:55 
dream feature: when dropping item on top of another item, it should group them, like this mod does: https://sp.zhabite.com/workshop/filedetails/?id=3343888138
NotTildaSwinton 11 giu, ore 12:46 
(I know that you're aware of the incompatibility I just wanted to plead the case anyways)
NotTildaSwinton 11 giu, ore 12:45 
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  [autore] 15 mag, ore 22:55 
@ozfresh Look at the FAQ
ozfresh 15 mag, ore 22:51 
Can I make new architect buttons/groupings with this mod? (like in tab sorting)
Cantaloupe The Clown 15 mag, ore 12:43 
@StockSounds don't use cherry picker to hide categories - use category manager
StockSounds 14 mag, ore 17:27 
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 12 mag, ore 9:13 
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 26 apr, ore 8:18 
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 23 apr, ore 20:31 
@Ssjx7squall Please tell me what should I do...
Ssjx7squall 21 apr, ore 16:31 
word of advice, do not drag your alpha prefab button to your blueprint section........... it will get rid of your hud lol
McFlurry Butts 20 apr, ore 21:20 
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  [autore] 16 apr, ore 23:50 
@Learnign Floors menu specifically seems to cause issues. Will fix soon
Learnign 16 apr, ore 20:15 
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 14 apr, ore 20:46 
The reset button in the mod options don't work nigga.
Hatoful Pengu 13 apr, ore 22:38 
is there any possibility of adding the ability to drag-sort the overlay toggles in the future?
ferny  [autore] 12 apr, ore 5:00 
@emihead Oh really? Okay, I'll jot this down
emihead 11 apr, ore 21:13 
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  [autore] 11 apr, ore 13:51 
@wynnyx Yeah that's not from this mod.
Moriarty 11 apr, ore 13:12 
@wynnyx are you using category manager?
wynnyx 11 apr, ore 13:11 
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  [autore] 29 mar, ore 12:12 
@SologilI have also noticed this floors issue. Looking into it.
Sologil 29 mar, ore 5:49 
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 28 mar, ore 6:00 
@ferny Thanks for the update! this was killing me yesterday.
ferny  [autore] 28 mar, ore 4:21 
v7 - fixed lag, fixed some things not being able to be sorted
0。0 26 mar, ore 19:09 
Feature request: Support ToggleableIcon sorting
veryfuzzylogic 18 mar, ore 18:49 
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 18 mar, ore 18:16 
@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 18 mar, ore 9:33 
@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 16 mar, ore 23:55 
Using iconTexPath to locate?Why?
zyzyhasl 16 mar, ore 23:52 
If two different buildings use the same icon, some bugs may occur
Sorting may disorder
ferny  [autore] 16 mar, ore 18:49 
@xChibi Are you talking about when they become mini icons?
xChibi 16 mar, ore 18:44 
@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  [autore] 16 mar, ore 17:20 
v6 - added loadbefore logic for I Aint Building That, lemme know if that makes it work
pourprsn 16 mar, ore 16:50 
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 13 mar, ore 18:52 
Ferny, for this I owe you a big wet kiss.
help. 13 mar, ore 18:32 
I understand my friend, but you misunderestimate the amount of nonsense I have added on top of fernworld
LZIM 13 mar, ore 16:42 
vanilla when
ferny  [autore] 13 mar, ore 12:24 
@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. 13 mar, ore 12:21 
Any possibility of a scrollable gizmo fix, or is it pretty much not in the cards?
ferny  [autore] 13 mar, ore 9:15 
@LumberingTroll Yeah, documented in the compatibilities section already. I do plan on addressing this after some more releases
LumberingTroll 13 mar, ore 6:16 
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.