RimWorld

RimWorld

Caravan Item Selection Enhanced
238 Comments
Kopp  [author] 2 Oct @ 4:26pm 
v1.0.21 [RW1.6]
- compatibility with "Vehicle Framework", wait till VF updates! (all credits to SmashPhil)
- fix: no more red errors if there is defs in the config that are not present ingame
- new mod setting: selected items and pawns are automatically added when forming a caravan or loading a transporter
- fix: items from the "unassigned" tab and items from other tabs that are not in a subcategory did not appear in the loading list
- fix: in certain cases the loading list did not update
- tab configuration: added a list for items not assigned to a tab (tab settings) and a list of items not assigned to a subcategory of the selected tab (subcategory settings) and made the entries clickable to allow for fast assignment to a tab/subcategory
- confirmation window that opening the tab settings will reset the selection of items/pawns
Kopp  [author] 2 Oct @ 4:26pm 
- confirmation window that opening the tab settings will remove defs from the cfg file that are not present ingame (e.g. when a mod got removed)
- the dropdown menu when clicking "reform caravan" to choose if items should be preselected or not did not appear
- added a couple of new subcategories for the items tab in the default config (e.g. tainted apparel, books, ...)
- changed max number of subcategories to 20
- some code refactoring
- new translation strings (see changelog)
Rovstam 21 Sep @ 8:03am 
@Kopp Author, i know you are busy with life n stuff, but could you please:

Make Material filter load Before this mod?
Kopp  [author] 14 Sep @ 9:33pm 
@PookySmile
Not yet, but soon
PookySmile 14 Sep @ 11:45am 
Have the bug with vehicle framework been fixed on any side of mods?
Rovstam 13 Sep @ 7:50pm 
Putting material filter above this mod in the load order solves most bugs

But i still have my weapons tab without ranged or Unique weapons for some reason. You should put that load order thing, thank you.

Idk if it makes sense but well, fixed.
sirduck 12 Sep @ 3:32am 
okay i will post
Kopp  [author] 11 Sep @ 9:10pm 
@sirduck
If you do a proper report (see discussions -> bugs an issues), I will have a look.
sirduck 11 Sep @ 4:57pm 
the error i see blocking my load scenario crashlaned scenario vanilla :(
Rovstam 2 Sep @ 8:19pm 
Still having the issue of the unexistent ui for tabs. Hope Material filter updates... someday ;-;
Kopp  [author] 2 Sep @ 7:06pm 
@Smash Phil
Done!
Smash Phil 2 Sep @ 6:59pm 
Noticed the email too late, mind sending another invite for the repo? Thanks!
싱싱 1 Sep @ 7:20am 
Thanks for making this awesome mod!
Rovstam 23 Aug @ 10:01am 
Also could you add compability for this mod?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3551907511

I literally CAN'T for now on ever play without your mod, so it would be interesting to have this "auto load" functionality working with it

So all my items in the "sell" tab get autoloaded, better on, the ones in the subcategory or excluding subcategories.
Rovstam 23 Aug @ 9:57am 
If this nod is loaded AFTER anything that adds stuff, for some reason, and not everytime nor always, the tabs configurations shows nothing.
Kopp  [author] 23 Aug @ 9:33am 
@Rovstam
Post a proper report in the bug report discussion then.
Kopp  [author] 23 Aug @ 9:32am 
@Smash Phil
Alright, give me some time, I will rework some stuff and check out github.
I will get back to you then.
Rovstam 22 Aug @ 5:36pm 
My tab settings are completely broken. The settings i had are still there, but i can not edit anything from them.
Smash Phil 22 Aug @ 4:09pm 
No worries, I'm not here to judge. Someone brought this up as an incompatibility and I'd like to make it compatible again.

I haven't spent too much time looking into what else you're patching but if you're just changing the way tabs are drawn then as long as the vehicles tab gets added as a 'custom' tab to your tab drawer, there's no reason it can't work. I can probably patch this from my end.
Kopp  [author] 22 Aug @ 3:31pm 
@Smash Phil
No need to be polite - the code is absolutely crap, was my first mod.
I changed the transpilers, but the incompatibility persists.
My mod hinders vanilla from calling TabDrawer.DrawTabs() and completely nops the switch case in RimWorld.Dialog_FormCaravan.DoWindowContents().
Correct me if I am wrong, but I dont think both mods can be easily made compatible at the moment.
Smash Phil 22 Aug @ 8:58am 
If you have a github I can make a PR for your form caravan dialog patches, the way they're written right now (with hardcoded indices in the transpiler) will break the moment any mod patches the same method, or Vehicle Framework in this case. It will be harder to fix it from VF's end as I will have to unpatch your transpilers and make sure functionality remains the same for your mod.
Starempire42 19 Aug @ 11:24pm 
kinda sad I cannot use this mod with Vehicle framework, oh well...

Still great mod though!
Kopp  [author] 16 Aug @ 3:10pm 
@Rovstam
As I told you already: No, I will not patch/fix it.
I will fix only critical bugs for this mod.
Maybe there will be a rewrite (which will then fix all the small issues). But it is low priority on my list.
Rovstam 16 Aug @ 7:43am 
Can you patch it please?

It would be really convenient ^^
Kopp  [author] 16 Aug @ 2:01am 
@Rovstam
You also posted your issue at my other mod: Caravan Formation Improvements.
I gave you an answer over there, were you responded to.
In short: Opening the tab settings will reset your item selection.
So open the tab settings before you make a item selection.
Rovstam 15 Aug @ 9:01pm 
I did

Since 28th of July!
Kopp  [author] 15 Aug @ 1:04pm 
@Rovstam
Post your issue in the discussion "bugs and issues".
Rovstam 15 Aug @ 3:59am 
I have an issue
Kopp  [author] 9 Aug @ 2:22am 
@Ilarion
Thanks for the report. Fixed.
Ilarion 8 Aug @ 8:01pm 
Hey dev, minor UI issue: The "Presets" button in the LoadTransporters interface is currently overlapping the "Accept" button. No big deal, but thought I'd mention it.
Your Everuk 3 Aug @ 1:18pm 
Damn. I'll miss this one. I'm too used to my bikes and buggies from VF. You made great mod, thank you.
Guderian 24 Jul @ 4:38am 
Understandable. Thank you for this mod. Despite not being able to play with it due to vehicle mod incompatibility, I salute you for this mod and hopefully the issue can be resolved one day!
Kopp  [author] 24 Jul @ 2:23am 
@Guderian
No, I am sorry.
Guderian 24 Jul @ 2:12am 
Anyway to make to compatible with vehicle mod? both mods are amazing.
Kopp  [author] 17 Jul @ 5:20pm 
@Ki Shuya
Thanks for the compliment :)
Ki Shuya 16 Jul @ 8:37pm 
Sucks Vehicle Framework broke compatibility with this mod. Personally I prefer this mod, so they'll be getting removed, especially now we have the Grav Ship :D
Nicoman 12 Jul @ 9:51am 
@Kopp of course. Please excuse me.
Kopp  [author] 12 Jul @ 4:18am 
@Nicoman
I guess the comment was meant for another mod?
Kopp  [author] 11 Jul @ 5:26pm 
@NuanKi
Yeah, I already added the incompatibility to the 'About' file.
Glad the mod was useful for you :)
NuanKi 11 Jul @ 5:07pm 
Yeah i just checked and they are modifying and using vanilla isntead of the custom they had

That's sad, i really love this mod :c
NuanKi 11 Jul @ 3:32pm 
I remember they indeed had their own gizmo with dialog instead of using vanilla one, but since I'm just creating my 1.6 mod pack I haven't seen if they changed that
Kopp  [author] 11 Jul @ 3:05pm 
@NuanKi
I never used Vehicle Framework, but didnt they had their own "from vehicle caravan" dialoge?
Seems like they are using the vanilla one now and patching it...
As my mod does the same, seems like from now on (Rw1.6) the two mods are just incompatible.
NuanKi 11 Jul @ 2:38pm 
Thanks
Kopp  [author] 11 Jul @ 2:37pm 
@NuanKi
Happens if loaded together with Vehicle Framework.
I will see what I can do.
NuanKi 11 Jul @ 2:00pm 
Removed this mod and the error is gone
NuanKi 11 Jul @ 1:57pm 
https://gist.github.com/HugsLibRecordKeeper/f423188b0bf9d08a7c28ac7d3e923a9c

Error in static constructor of CaravanItemSelectionEnhanced.Harmony: System.TypeInitializationException: The type initializer for 'CaravanItemSelectionEnhanced.Harmony' threw an exception. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
[Ref EDFD71CB]
Kopp  [author] 26 Jun @ 1:53am 
@Prophet des Duschismus
Description says: "The vanilla feature to "auto select travel supplies" is removed."
Adding it back is not a option at the moment. Maybe some day.
Prophet des Duschismus 25 Jun @ 12:54pm 
The mod is great, many thanks for the work! Just one small remark, is the auto select travel supplies option gone or has it been move to somewhere else? Can you add it back if it is gone?
EAST 30 Apr @ 10:09pm 
It’s a bit complex, but this mod is incredibly versatile and highly recommended.
The core feature of this mod is the ability to create fully customizable categories(★★★★★) and subcategories.
This makes it much easier to filter specific items like sculptures or duster meant for trading, saving you the hassle of manually searching for them.
One of the most valuable unintended features of this mod is that it allows you to view only the desired items stored in a warehouse, making it incredibly useful for tracking quantities, thanks to its categorization system
It even allows you to check scattered inventories of bionic item and durgs all on a single scrollable page.
I would love it if the mod author could separate this excellent unintended inventory categorization feature into its own mod, or at least add a shortcut key or button to access the item list without needing to click form caravan button. Right now, I’m using the transport pod interface just to check it.
望月 21 Apr @ 7:22am 
"RV with built-in PD"'s 'Vehicle Cargo'