Project Zomboid

Project Zomboid

organizedCategories: Core
69 Comments
莫名某某 7 Oct @ 12:34am 
Could support for Vanilla Foods Expanded be added? This might be a bit rude to request, as it is a very large workload. But precisely because it has so much content, the current mod classification seems to be somewhat ineffective.
kittysmugglers 3 Oct @ 4:21pm 
pretzels are categorized as perishable when they are not
augustaugur  [author] 25 Sep @ 2:11pm 
Thank you for the report, this is fixed at this time. Everyone: be advised that a lot of mods which interact with items through scripting have been broken by 42.12 in general, so I will suggest that everyone debug their save files mod by mod so to be able to report the right bugs to the right mods.
Giggity 25 Sep @ 2:05pm 
update broke your mod
Ex Ossibus Fumus 18 Aug @ 3:39pm 
I've found that these two specific mods don't follow your categories, i hope it isn't a inconvenience to support them?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3457003463 - Fishing Mod
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3424309174 - Smokable/Food/Drink Mod
흉내쟁이 9 Aug @ 3:04pm 
It doesn’t seem to be compatible with the Smart Radial Menu mod. That menu display method appears to use the original vanilla categories, and I think that’s where the issue is coming from.
augustaugur  [author] 10 Jul @ 7:13pm 
@汉太祖, Hmm, I will take a look at it once I have a chance. It is plausible if not the expected behavior for another mod to be looking for a specific DisplayCategory in its script logic that could in theory be overwritten by my mod and therefore break for that reason. I haven't seen this previously (since Project Zomboid fortunately separates an item's actual, used by the game "category" versus its DisplayCategory) but that would be why if it was causing an issue.
汉太祖 10 Jul @ 6:55pm 
Since Red Days only has three item types, perhaps you could specifically exclude these three types from classification in your mod? This is just my suggestion—I'm not familiar with the implementation details. I sincerely apologize for any inconvenience this might cause.
汉太祖 10 Jul @ 6:26pm 
Because his items are classified as "armor" type in your mod, while in Red Days they have their own specific type, perhaps there's a conflict in the code? Also, I noticed that in Red Days, the "Sanitary Pad" armor status effect depletes over time based on its own mechanics, modifying stats accordingly. Sorry, I'm not very knowledgeable about these technical details. Your mod might be functioning correctly; I really can't offer specific advice, I can only share my observations and guess at the cause. Anyway, your work is fantastic – thank you for creating it!
augustaugur  [author] 10 Jul @ 5:34am 
@汉太祖, Are you certain the incompatibility lies with Organized Categories and if so, what is the nonfunctional behavior being experienced so I can take a look at it? This mod is visual only and the sole LUA script inside it controls another visual element (display categories) so should not interfere in any way with another mod's ability to function.
汉太祖 9 Jul @ 11:48pm 
thank you for your amazing work and dedication. I'd like to report an incompatibility between your MOD and 'Red Days' - when both are active, all items from 'Red Days' (including sanitary pads and other feminine hygiene products) stop functioning properly.
augustaugur  [author] 3 Jul @ 7:08pm 
@Fortirus, yes it should, it is a visual mod only.
Fortirus 2 Jul @ 3:24pm 
Does this mod works fine with "Manage Containers"? Like "Better Sorting" in B41
Ava J Taylor 11 Jun @ 7:27pm 
russian translate in B41 please....
augustaugur  [author] 7 Jun @ 5:40am 
@Sadc0m, are you referring to Hyzo's Firearms? If so, yes it is fully supported.

I will consider updating how containers are displayed, unfortunately a bug on the Indie Stone's side makes such changes more work than they normally would be.
Sadc0m 7 Jun @ 1:27am 
Is it compatible with Firearms mod?? Theres a ton of stuff there
Conqueeftador 4 Jun @ 9:19pm 
would it be an option to have the bigger category first. change Container- Cooking, to Cooking-Container.
all the fast storage mods, (I use Clean UI) treat container cooking, the same as container- liquid, for everything like buckets, gas cans and stuff. can we adjust that?
augustaugur  [author] 23 May @ 5:07am 
@p6kocka, your processor is stronger than mine, I do not believe my mod would be contributing to the stuttering that you see. I also play in Louisville and most of my stuttering is controlled after the initial cell loads for the first time, but I also play only with vanilla vehicles at present.
p6kocka 23 May @ 5:03am 
I have: Nvidia 4090, Processor AMD Ryzen 7 7800X3D 8-Core Processor 4.20 GHz
Installed RAM 64.0 GB
But I just want to disable some of the mods I have because the game´s stuttering with vehicles in big cities like louisville etc.
augustaugur  [author] 23 May @ 4:36am 
@p6kocka, not in my testing since it iterates on only the held inventory when that inventory updates. My computer uses a Ryzen 5800X3D so I cannot say for certain if weaker processors would be more affected, I suspect not since the game loops through far more items every frame for other activities.
p6kocka 23 May @ 12:06am 
Hello. Your mod looks very promising. Does the automatic sorting function affect performance in some if any way please?
augustaugur  [author] 19 May @ 6:41am 
@darknessyt, glad to have helped. Thank you for letting me know that Mixology was not being caught by anything other than the while-running liquid autosort, I have added manual definitions at this time and hopefully improved the autosort function. Enjoy!
darknessyt 18 May @ 5:46pm 
@augustaugur, Thank you!!

I had no idea you could edit save files and that the new mods did not automatically add themselves to existing saves!

I really appreciate you taking the time to explain this to me.

Everything works great!
I did notice that the "Mixology" mod I tried out does not have the new labels. It is the only one I have noticed so far which is really impressive. Nice work.

Thanks again for the help and for the great mod!
augustaugur  [author] 18 May @ 5:27am 
@darknessyt, it should work fine for existing saves as it is visual only. Make sure it's at the bottom of your mod list and that it's enabled in the save file you're trying to activate it in, since save files in Zomboid each have their own individual mod list from the last time it was ran that the game will reload into if you don't edit the save file prior to loading it from the load menu (this behavior isn't made clear by the game, so understandable there could be some confusion). I was able to successfully test this on my end with an example save.
darknessyt 17 May @ 11:34pm 
This looks amazing!

I have a problem though. When activating this mod (with 150 others lol) it does not work on pre-existing saves. When I start a new character it works great. Same load order on both.

Do you have any ideas on how to get this working with pre-existing saves?

Thanks in advance for your time and all your hard work
Rusty #DopeRust 8 May @ 11:15pm 
@augustaugur, thank you so much for the update, all the mods supported you have added, i have subscribed, awesome work.

Cheers.
dragonsphotoworks 4 May @ 1:36pm 
Oh wow awesome to hear August! Didnt expect that. This is wonderful news. Hope all is well in real world for you. You mod been a OCD miracle fixer for me :-)
Rusty #DopeRust 4 May @ 1:35pm 
@augustaugur, glad to know it, in case you need mod names that add stuff that arent "by category", then please let me know, i will gladly help you.

Cheers.
augustaugur  [author] 4 May @ 1:24pm 
@Rusty More mod support is forthcoming, yes, and thank you for the kind words. I am somewhat busy in real life still so updates have slowed down, but I imagine especially when B42 is closer to its stable release I will have more time to catch everything up.
dragonsphotoworks 4 May @ 1:21pm 
I would love it if other mods tagged their items so would work with this mod. I tend use lot of mods that add items and gets messy at times. "Not this mods fault."
Rusty #DopeRust 4 May @ 1:04pm 
@augustaugur, firstly, thank you for making your mods available to the community of PZ, amazing work, good QoL's, thank you for updating them to the most recent build as well.

Secondly, do you plan to update this mod to include more mods or we should ask for a compatability?

Keep the awesome work you do.

Cheers.
augustaugur  [author] 4 May @ 10:58am 
This mod does not impact loot methods, returns, or abundance in any way. It is visual only. I would recommend checking any other mods you may have which affect loot or sandbox settings.
2822838428 4 May @ 10:19am 
Hello, there is an abnormal generation of ammunition, I opened the rich (3)ammunition, the actual generation is very little ammunition,
M1ST0R 25 Mar @ 2:57am 
also, can u make compatibility with other mods, like Lifestyle Hobbies, Efficiency, KI5 cars, Vehicle Repair Overhaul and etc.
M1ST0R 25 Mar @ 1:53am 
very very good thing
百忧解 20 Mar @ 2:50am 
GOOD
augustaugur  [author] 7 Mar @ 7:48am 
@SP4RTAN Better Sorting and related forks generally have less specific categories since it relies primarily on an autosort LUA script. My mod uses more specific categories such as firearm calibers for firearms and food categories between vegetarian/meat, but my mod and basegame support has to be handwritten.
SP4RTAN 6 Mar @ 4:51pm 
What are the differences between this and Better Sorting?
augustaugur  [author] 24 Feb @ 5:08pm 
@Amroth One would take precedent over the other depending on load order, correct.
Amroth 23 Feb @ 1:17pm 
I'm guessing this would be totally incompatible with BetterSorting since it does roughly the same thing?
brunonbernardes 20 Feb @ 10:47am 
Can u translate to PT-BR? We have AI to do the hardwork for us right now, it's not perfect but it's fast and efficient
vale gracias entonces no debo usarlo con el inventario tetris quiza
augustaugur  [author] 5 Feb @ 12:05pm 
@hades-84 ordum mundus glorimus Unfortunately compatibility with Inventory Tetris must be handled by the Inventory Tetris mod author. This mod only changes display categories.
INVENTORY TETRIS ME DICE QUE NO USE ESTE MOD JUNTO A EL ES UN ERROR POR LA ALERTA DE MENSAJES O ES REAL
suzinistherealjuno 18 Jan @ 3:11pm 
you should add an in game option to give items their own categories
fen 18 Jan @ 12:07am 
thanks for this! makes organizing so much easier :mhwgood:
Jaxx - pshoooo 24 Dec, 2024 @ 11:26pm 
sounds good :) early days so i figure i'd ask while it's all still being fleshed out
augustaugur  [author] 24 Dec, 2024 @ 8:12pm 
@Jaxx - pshooo Unfortunately this is an artifact of Build 42, as emptied liquid containers would revert to an "empty" version of itself in B41, thereby updating the category, but in B42 their dynamic fluids systems ensures that the item type is always consistent. The best I could do with this in mind is folding all probable liquid containers under Containers - Liquid and leaving Beverages for anything which can only ever be consumed as a beverage like juice boxes, but that is not very ideal either.

It could be possible to change the category based on the evaluated contents of an item, but I do not know if there is a method to do this without reducing overall performance. I will look into it once B42 documentation is more mature as I am also not satisfied with that category set myself at the moment.
Jaxx - pshoooo 24 Dec, 2024 @ 7:33pm 
are you aware if B42 has allowances for dynamic item categorization changes? namely, for all the possible container combinations, half the time it lists an empty plastic bottle as Food - Beverage since it was originally filled with drinkable liquid, or an originally Empty Plastic Bottle item gets filled with water but is still listed under Container ? just an idea, don't even know if it's possible but it would help tremendously
additionally, is it possible to get a separate Food - Beverage - Water categorization? would be nice to be able to separate out everything that *only* contains water from flavored drinks.