RimWorld

RimWorld

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Better Architect Menu
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Mod, 1.6
File Size
Posted
Updated
7.964 MB
7 Sep @ 5:38am
9 Oct @ 3:58pm
54 Change Notes ( view )

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Better Architect Menu

In 1 collection by ferny
The Progression Modpack | (1.6)
552 items
Description
Organized to perfection
This mod is a long term community project designed to have a fully functioning architect menu that supports larger modlists. This means having subcategories, sorting, all sorts of ways of tolerating the newly added bloat.

[github.com]

Includes full architect icons retexture
Thank you to Deadmano for curating a large chunk of them! Originally from:
https://steamproxy.net/sharedfiles/filedetails/?id=3212495112

Directly supported patches (564+ mods)


Retextures
- Animal Harvesting Spot


Want more debloating?
- Progression: Aesthetics, for decorations and props.
- Progression: Storage, for storage overlap.

FAQ
- I don't like the way you named the categories - It is incredibly easy to modify this yourself, and release those changes as your own mod. Simply patch the <label> field on the categories, exactly what I did. Feel free to release your own naming structure as an addon mod.
- I can't see orders/zone/manage - Disable "hide empty categories" on Tab-Sorting.
- Did you manually patch all those? - Yeah.
- What about your old category mods? - Not gonna develop those anymore, see this as the replacement. But all my mods are completely free to use, if you'd like to fork them and do your own thing then please do!
- Can I get this mod ____ in this category ___ ? - Write the patch yourself (its very easy) and submit it on Github, or just grab the Tab-Sorting mod from Mlie and put them in yourself for you client.

Compatibility
- Works with Tab-Sorting, but disable "Hide empty categories"
- Works with Niilo's QOL, but disable "Remove empty categories"
- Works wtih Drag-Sorting (only the category part, not the buildings themselves)
- Works with Dubs Mint Menu radial wheel, compatibility has been added

Credits
- C# by our talented Taranchuk
- Design and many patches done by Ferny
- Large amount of patches are done by pillbug2
- Many icons curated by Deadmano
- Gerrymon did the retexures for Animal Harvesting Spot




[discord.gg]
Popular Discussions View All (1)
0
13 Sep @ 8:04pm
FULL LIST OF DIRECTLY SUPPORTED MODS
ferny
624 Comments
ferny  [author] 1 hour ago 
@qux It goes purely off of research projects, so none of these are actually incorrect. Either a bug in our code or something else. I'll look into it.
qux 12 hours ago 
@ferny :
- Chanlink fences from RH2 Uncle Boris are neolithic
-lot of decorations are incorrect (toilet paper from wall decoration is neolithic, laptop, trophy from erin decoration are medieval)
- chemfuel heater from VFE settlers is medieval
- telescope and megascreen are neolithic
- basketball hoop, football cage and nerf cible from Uncle boris are neolithic
Razengiie 23 hours ago 
It was indeed tab sorting. thx @ferny
Razengiie 23 hours ago 
I'll check then by disabling tab sorting since that's the only mod I have that can possibly conflict with this one
ferny  [author] 23 hours ago 
@qux Can you give an example?
@Razengiie It's being done by Tab Sorting or Niilo's QOL forcibly deleting our stuff
Razengiie 23 hours ago 
It appears that the manage tab completely disappeared despite the "hide empty categories" feature being disabled in Mlie's Tab-Sorting mod. Are there any other mods that might be causing this issue?
qux 10 Oct @ 1:13pm 
I see some objects that should not require much research to build but are incoherent with their era, I see a lot of "Neolithic" or "Medieval" objects that are clearly from the industrial era
ferny  [author] 10 Oct @ 1:10pm 
@qux Much more effective to just go off of when they are unlocked in the tech tree
qux 10 Oct @ 1:08pm 
oh the techlevel grouping of an object cannot be associated with its "techLevel" tag if it exists?
ferny  [author] 10 Oct @ 1:05pm 
@qux Tech level grouping is based on associated research project(s), as for the other things we'll figure em out apologies