RimWorld

RimWorld

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Caravan Item Selection Enhanced
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.779 MB
26 Aug, 2022 @ 9:47am
2 Oct @ 4:21pm
22 Change Notes ( view )

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Caravan Item Selection Enhanced

Description
Description:
Personally I think one of the most user-unfriendly parts of the game is managing caravans.
This mods aim is to improve one aspect of it: The selection of the items/pawns when forming a caravan (or splitting a caravan or loading transport pods).

  • Add new tabs (vanilla has three tabs: Pawns, Travel Supplies, Items), rename tabs, change their position and so on.
  • Add subcategories to tabs (in vanilla only the pawns tab has subcategories: Colonists, Prisoners, Animals, ...)
  • Set which items each tab/subcategory should contain.
  • The mod comes with a default tabs configuration (config) which contains some additional tabs and subcategories. All items that can be stored will be assigned to a tab and a subcategory, even those added by mods. You can easily add new configs, load configs and change configs.
  • Items that are not assigned to any tab will be automatically assigned to a new tab called "unassigned".
  • Configs are saved in the mods config file in the config folder of the game, so they are not per-savegame but global.
  • The mod should be completely save to add and remove from exisiting savegames. Nonetheless make a backup!

Additional features:
  • Loading list: All three affected guis display what pawns/items are selected (can be turned off in the mod settings)
  • Presets: Save currently selected pawns/items as a preset to be able to form a caravan (or load a transporter) with just a few clicks later on. There is a mod setting to set the difference in hitpoints that is allowed. Hitpoints are only taken into account for things with quality and buildings.
  • Selected items and pawns are automatically added when forming a caravan or loading a transporter (can be turned off in the mod settings)
  • New "sort by" option: Sort by "colonist bar". This will order your colonists in the pawns tab according to their order in the colonist bar
  • Mod setting to show the button 'select everything' in the caravan forming dialogue, regardless whether dev mode is activated.
  • Mod setting to show a dropdown menu when clicking 'reform caravan' to define if items and pawns should be preseleced.


How to use:
The caravan form/split and load transporters gui have a new button called "tab settings" at the top right corner which will open the mods gui.
On the top right corner of the new gui there is a button called "help me" which will display additional infos and explanations.
This should solve all questions how things are working.


Limitations:
It is not possible to remove/change the pawns tab or add colonists to a another tab.
The number of tabs is limited to 15 and the number of subcategories per tab is limited to 20.
The vanilla feature to "auto select travel supplies" is removed.


Performance:
As the code only runs when the caravan/transport pod gui is opened (and a little bit on RW startup), performance should be not a problem.


Compatibility:
Not compatible with mods that rely on CaravanUIUtility.CreateCaravanTransferableWidgets(...).
Tell me if you stumble across mods that are incompatible so I can add them to the list of incompatible mods.


It does not work:
Either a bug, your config got smashed somehow or a mod conflict.
If it is the config you should delete the config of the mod in the games config folder. The default config will then get recreated at the next startup.
Otherwise it would be nice to post a report with at least a hugslib log, but way better would be steps to recreate the problem.


Else:
Source of the mod is included.
Credits and Thanks to:
Ratzinger for beta testing and giving feedback.
Brrainz for Harmony.
Timmy for the idea and hook for the loading lists.
Marnador for the RimWorld font, used in the preview pictures.
Tynan and Ludeon for RimWorld.
Dubs for an example how to save stuff to the config file.

License [creativecommons.org]
Popular Discussions View All (7)
12
30 Aug @ 1:46pm
Red errors
Rovstam
2
12 Sep @ 5:48am
PINNED: Bugs and issues
Kopp
11
18 Mar @ 10:41am
Feature requests
crow1
240 Comments
Kopp  [author] 7 Oct @ 11:09am 
@zecher
With or without this mod rideable animals do have a 'horse head icon' next to their name in the pawns tab. Not sure about mechs, but probably the same. If not, let me know.
zecher 7 Oct @ 7:37am 
I would like to ask if there is any way to see if animals or mechanical beings can ride ,thank you !
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.
Balin 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.