RimWorld

RimWorld

39 ratings
CCRT Item Tags
   
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Mod, 1.4
File Size
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1.314 MB
24 Oct, 2022 @ 4:21pm
11 Nov, 2022 @ 4:28am
11 Change Notes ( view )

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CCRT Item Tags

Description
An item tagging system by Chief_Curtains

GitHub Repo: https://github.com/ChiefCurtains/CCRT_itemTags_RimworldMod.git

Coding is based on TagIt by Colinfang and Favourites by XeoNovaDan

I created this mod following several hours of frustration when dealing with my Pawns equipping, eating, storing, and just generally being frustrating in regards to items that I would like more specific control over. Specifically when it comes to infusions from Infused 2 with stats that are irrelevant to the pawn that decided to equip them.

This C# in this mod is HEAVILY inspired by the work of Colinfang's "TagIt" and XeoNovaDan's "Favourites!". I added comments in the source file referencing code that was borrowed from XeoNovaDan's work. Thank you again for sharing your source online!

All C# coding was done by me. The icons are the Rimworld star art.

Description and Compatibility

- Twelve tags have been added which can be applied to Pawns, Items, Minified Buildings, Cat Girls, Manure, whatever works for you!
- These tags can be renamed in the mod setting menu.
- As of this version, the tags are static A through L. The visibility of these tags can be individually toggled in the mod settings menu. I will look into support for adding more tags in the future.
- The stockpile, apparel, and food restrictions work as expected. If you tag it, they will come (or not come, I guess).
- The mod is safe to add mid game. I would not recommend removal, but I doubt it will have any major negative effects. That is your risk to take.
- The mod has a very light influence on the save file. It will simply add a value to any tagged item, following the format <color=green><b> "ccrt_itemATag" </b></color>. This was to make save cleaning easier and I wish more modders would follow this standard when their code scribes to the save file.
- I don't play Rimworld: Combat Extended, so I don't know. Don't ask.

Follow-Up

I plan to update the mod over time based on suggestions and feedback. I enjoy the challenge of finding new ways to weasel features into the game code so let me know in the comments if you have anything you would like to see added or additional options you would like and I will see what I can do (within reason).

I know that Auto-Favoriting was a huge bonus in Favourites by ZeoNovaDan. Now (11Nov22) that I consider this mod's foundation to be complete, I am going to look into adding that feature. It will likely take some time since the vanilla sources that Dan called on for this feature have changed significantly.

If you have any issues, hit me up on Steam and I will try to help after pretending I am too busy to reply to your message.

Enjoy!
Popular Discussions View All (2)
11
10 Nov, 2023 @ 4:21pm
PINNED: Suggestions!
Chief_Curtains
3
5 Nov, 2022 @ 6:02am
Github?
RobertPaulson
60 Comments
John Helldiver 11 Jun @ 9:56am 
Would love to see this for 1.5!
Three 28 Apr @ 3:53pm 
Is it safe to use this in version 1.5? :guard:
Chief_Curtains  [author] 8 Apr @ 2:05am 
I'm planning to get back into working on this with Ritual coming out soon. My goal is to get this better integrated with the UI to allow for the ability to modify the tags which are visible on the storage list. I've been working a lot with C# and XML on a private project and I can probably lean on ChatGPT a little to help me figure out how to get the storage UI to update custom names.

The main issue I was having when I last worked on it was the permanence of the storage list. Once the game loads storage categories from XML, it locks them in for the duration of that session. I wanted to avoid having to restart the game just to update a Tag name on the UI. Hopefully I can either find a solution to that or at the very least make the Tag category collapsible.

Thanks to everyone who has been using the mod and providing feedback!
Luke Vale 18 Mar @ 6:13am 
I believe it's because it's using the games stock system for "Allow type of X" which doesn't support collapsing. You'd need to probably just disable tags not being used in the settings.
Rexstriker 23 Nov, 2023 @ 2:24pm 
Can you make the tag list for stockpiles collapsible? It takes up a lot of space.
oliverrook 6 Sep, 2023 @ 3:57pm 
Surprised nobody's mentioned this yet. But in the tooltip for "Allow Tag C", there's a typo where it says "Allow Tag B" instead.
pearagon 14 Aug, 2023 @ 1:34am 
@luh mao you can use the designators from the item tags architect tab
luh mao 13 Aug, 2023 @ 11:02am 
even if you use cherry picker to trim it down to just one tag, you still have to hit 2 buttons to tag something (tag, tag a), not worth
Three 10 Apr, 2023 @ 5:48am 
Just subscribed to this interesting mod. :HKIndustry:
I hope you let the RimPy team know what order it should be loaded in. :floppy:
Thanks for the great job. :steamthumbsup:
ミ>.<ミ?♪~ 5 Mar, 2023 @ 2:46am 
Error in Work Tab, assembly name: FluffyUI, method: Widgets:SliderOption, exception: System.MissingMethodException: UnityEngine.Rect Verse.Listing.GetRect(single)
at (wrapper managed-to-native) System.Reflection.Module.ResolveMethodToken(intptr,int,intptr[],intptr[],System.Reflection.ResolveTokenError&)


error log: https://gist.github.com/ffe42c248da8fd5c5531981fb8a050d3