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Hello there!

Before you say it: I know it's not a Tuesday, but I do need your help now!

One of our extremely talented programmers started working on Vanilla UI Expanded mod, featuring some very unique and interesting UI improvements.

Of course the mod will be compatible with things like Mint UIs mod, we are not looking to replace them, we want to improve elements of the game that are left unimproved!

So my question to you is:

What kind of improvements to User Interface would you see in RimWorld? What kind of QoL overlays, mechanics etc would make the gameplay much more enjoyable?

Comments

Anonymous

Better Workbench Management is always a must have for me. It is SO HARD to queue up crafting bills in bulk on vanilla.

Anonymous

I would love if the animal tab didn't have a massive scroll menu with every animal on it, I don't know if it would be possible but it would be great if the Animal tab just listed what types of animals you have with each individual animal/their names listed in a sub-menu.

Anonymous

Areas of zones displayed somewhere when selected. (E.g. "17-tile growing zone")

Anonymous

A menu of Quick favorites when you right click in game?

Zachery Gaskins

Whatever gets made needs to have individually toggleable elements so that people aren't forced to adopt all of the changes, in case they prefer vanilla or have another mod doing what they like. Numbers has been a must-use for me for awhile, if only because of its configurability.

Anonymous

I was think faction relationships I think that would help I know there’s a mod for that already but it’s not very good. Also crafting it would be better if I could cue up things like make the beer wort but I always have to manually put the beer in the barrel one by one my pawns never do it even if I have haul set as number 1 in work order.

Anonymous

Hm, it would be nice to have a menu where you can see all pawns and their equipment on one side, and all weapons and equipment in your base on the other side of the screen. Then you could drag'n'drop equipment around after which your pawns will start moving to equip that stuff. Maybe with a tooltip to quickly compare the stats of a weapon/armor with what a selected pawn is currently wearing. Kinda like an RPG equipment screen.

Anonymous

I think that's already available in fluffys command palette? If you're looking for something in the meantime :D

Anonymous

Maybe more mouse over tooltips to help new players?

Anonymous

I second that. Managing large animal groups is a true pain. Though there are mods that add presets those kind of tabs, animal grouping would be a game changer and allow for a more vanilla type of play.

Anonymous

I may be behind the times but a cycle overlay key would just be useful for me, being able to tab through 'Roofing', 'Fertility', 'Power cables', 'Helixian gas piping' etc. Bonus points if it could also intergrate other mods such as the water table, plumbing and aircon piping from dubs bad hygiene (if other mods overlays would be intergratable, I have no idea)

Anonymous

I would be glad to be able to copy the colonist's assigns (allowed medicine, dress code, drug policy etc). It would save a lot of clicking

Anonymous

I would love the ability to change the architect menu, even filter the build options even more like separate tab for lights, hospital, etc

Anonymous

Auto set work prios based on pawn skill, like if someone joins the colony and they have 15 in medicine set 1 for doctor automatically

Anonymous

I'd love to have someting like Categoriezed Crafting Bills mod but with better layout. Also the mod Grouped Pawns Lists is also worth checking. I'd also like to have a way to hide certain bills because most times we have a lot of bill options that are either obselete because of progress, or would never use in the first place. This would make crafting bills menu a lot easier to look at, especially when we have tons of mod installed.

Thomas

yeah this is my biggest ask, split the architect menu, it is humongous

Anonymous

Overlays. -Heatmap of room usage (to find wasted space or tight walking paths). -Rate of room filth increase (to find how many cleans are needed in colony). -Workroom silver per sec variable (to find expected net export profit). -Percent of work a pawn is contributing to total work of a job (i.e. research, growing, stonecutting production, etc) -The expected increase of happiness (or any stat change) if a scheduled food or drug (to make clearer the benefits of vanilla expanded cooking and brewing).

Anonymous

I don't know if this would be possible, but would there be a way to save custom difficulties the same way you can save custom starting scenarios or ideoligions?

Anonymous

have ritual stuff being its own tab , more organization of furniture

Zac

A much more intuitive loadouts tab, instead of the massive drop down menu for each equipment category. Now that I think about it, that could be applied to a lot of other tabs, like growing zones or bills. The dropdown menu doesnt necessarily have to go, but it could definitely be better if it were bigger and had more room for you to view options. The ability to sort by different categories such as alphabetical in these tabs would also be a lifesaver. Something that I've always wanted is to be able to apply my own key binds to commands. Its always been so that I have to either go into a certain architecture tab and select the command I want, or reach across my keyboard to whatever a command like mine, hunt or haul is keybinded to. Being able to assign commands whatever keybind you want would be incredible.

Anonymous

The ability to rearrange, remove and resize the bottom tabs (research, animals, wildlife, social etc.) When you have a bunch of mods adding them you might end up with less used tabs taking up more space than something you use all the time

Anonymous

Nested architect menu.

Anonymous

Better drug and clothes management. i hate you can’t copy one to alter it. Like I want my stoner person to have a joint a day and it would be great to copy my original preset with all the vanilla expanded cocktails and drinks and desserts already enabled and then just alter the smokeleaf for her

Noisy Koi

An option to disable the research finished pop up

Anonymous

Being able to click on a plant or tree and having a third hotkey gizmo come up "harvest fully grown" that replaces harvest on 95%+ grown plants. Additionally, it would be nice to group select doubleclick trees for this same feature.

nick duncan

A "Relationships" Tab that makes the complex relationship webs of your colonists more digestible, because currently its a pain in the ass to click through every colonist to see what they think about one another

Anonymous

I can't think of many features that wouldn't replace an existing mod, but in general I think that the work tab may need some small yet useful tweaks, like loading presets or automatic priorities depending on various configurable stuff like the pawns' passions or skill levels. I guess some eye candy for UI's will be awesome as well, even if it doesn't add a lot of functionality on its own, but having everyithing look neat and cool will make the UI more friendly. I double the suggestion of animal tab, as well as colonist assignment and schedule tabs. It would be amazing to have them being able to group or expand to not show an eternal list of your 25 chikens.

Anonymous

Much more in-depth stockpile zones. The current system is Ok, but I’ve noticed times where I want an ex amount of items to be on ex amount of hoppers, or in ex area instead of ex area. Sliders in storage menus to set how many items you want, like 500 hay on one pen and 500 hay in another. Would solve all my problems.

Anonymous

I dont remember which of the hacky hauling mods used to do this, but having a cook clean the kitchen before cooking or doctors cleaning the hospital after? (forgot how infection chance is calcukated) a tend. Maybe have that need a skill minimum?

Anonymous

I'd really like something to improve and streamline caravaning. Right now it takes so many clicks to create a caravan, load it up with the right people, check food, animals. It's be nice to create presets and the ability to take items as long as you have more than X in stockpile to sell the overflow.

Anonymous

I would love to be able to set stockpiles to have different acceptable quality levels for different kinds of items. So this way I would be able to have a general stockpile that accepts items of any quality except for clothing which is set to 51% or above.

Marc

hiding and rearranging objects in the architect menu

Anonymous

Ok so something I've been thinking about ever since A13 (!) is a scroll function for the architect and building menus. As in once you get so many categories or things to build in them, rather than filling up the screen, you gain the ability to scroll up or down to see the hidden options. This way there's not so much of a practical limit on how many mods you can have with buildable stuff. At least that's my though process.

Anonymous

The ability to customise the quantity of goods in a stockpile / shelf would be great - you might want just a couple of meals in a guest room or prison. Oh, and a "fill area" option for growing zones - place a tile on rich soil, click the button, and it expands to fill all the adjacent rich soil.

Runehkt

Perhaps the, architect menu? How its organized? Always found it to be Very basic.

Anonymous

I'd like outfit managing settings that allow to restrict gear based on quality and material, so for example I wouldn't have to micro manage lower priority pawns wearing expensive materials just because it's normal quality. Perhaps being able to set a desired armor % range, but that could be complicated with each gear type. Or someway of prioritizing specific types of equipment over others (e.g telling psycasters to use eltex gear over regular clothing if possible regardless of armor stats)

Anonymous

you could also look into if fluffy would like some load taken off them and integrate some of thier qol stuff. cause they seem to have alot on their plate.

Anonymous

Some other means of transport over or bypassing the overworld map. Walking everywhere is a pain and always incredibly risky for the rewards you are offered. I rarely ever, ever leave my home base for quest enticements. Now they have quests that are forcing you to leave. I would be more willing to try if it didn't feel like every time some event happened however random it ended up with dead pawns. Maybe a large structure you could build at two bases that would allow instant transport of pawns or items between two bases at great energy cost? Maybe it drains all of your batteries but can send 5 of your best troops to your other base for that surprise attack.

Anonymous

Y'all this is a UI mod why are you asking about cleaning logic and new transport functionality smh

Anonymous

"But you can do it with the UI so it counts....Duh" or something like that.

Anonymous

Or perhaps more nuanced: A pawn with shooting 5 and crafting 15 should have crafting priority one better than hunting automatically. I feel like the best way to handle this, though, would be to have a mod options menu to set the thresholds yourself

Anonymous

I feel like blowing up the sub worktypes makes a total mess (This might be exclusive to Fluffy's Work Tab). it would be much clearer if tweaking sub work types only expanded that work type you are working on.

Anonymous

Wild idea: Being able to set room type once it's enclosed, and then a command palette that has a buldables list. I.E. Set room type to bedroom, righclick on room, list of buildable gizmos from mouse include bed, dresser, flooring groups, vents, etc. Mod options to customize room type gismo list

Anonymous

Something I feel really needed is an Upper/Lower threshold for things like Psyfocus. It is such a pain that the moment a colonist goes below 50%, they run off to mediate. Instead it would be nice if once they hit a lower limit (say 40) they then meditate until they hit the upper limit (say 60) This would especially be nice for when you have a nature shrine with a long walk from the colony to avoid time wasted. The same would be nice for Gauranlen Tree connections!

Anonymous

A better system to tell specific pawns to overwrite the base clothing load out. This would allow better use age of clothes from your mods and telling royal pawns what they can use rather the having 50 million different assignment loadouts for 50 millions different scenarios. Edit: to clarify not something to replace the current system just an addon system pawn specific so everyone else uses the base one and you can specify farm clothes for your farmer etc.

Anonymous

Probably already been said, but Id like to see better Architect menu tab control. Ability to sort them yourselves or merge tabs together to stop things like three different furniture and floor tabs

Sun_Rendered

more space/columns for the display of craftables when using benches would be helpful. by default everything seems to get shoved into 2 columns and anything else added just shrinks the contents of the columns to make the new stuff fit. This is especially apparent if you have most of the vanilla expanded content enabled and researched

Anonymous

I really only have too major wishes. That would be more graphics in the info pages (like when you look at a weapon, have a symbol to represent price, accuracy, range, damage, etc. in a way that makes reading theough all the stats easier/more visually appealing. Maybe a picture of the item in its description, just some kind of graphic that breaks up large walls of text. The second would be a search bar for the architect tab, or a favorites category, something that makes finding things easier when playing with a mountain of mods. Perhaps also some theming abilities, like setting that let you control color and menu opacity if at all possible.

Anonymous

Oh also please some sort of revamp for the research tree. At very least a drop down or something that lets you see all the categories of research when playing with mods (base game, vanilla expanded, SRTS, rimefeller, hygiene) without cramming all of them at the top like you opened a million tabs in chrome. Ideally something that would prevent nodes from overlapping, but ive never been a fan of the way many research tree overhauls organize research nodes, so an option to toggle that away would be nice for people that dont want the node ordering to be messed with.

Marc

buildable stargate? but that's getting away from a UI mod

Anonymous

Being able to exclude certain materials by default when making/queuing up crafing orders. I'm sick of manually having to ban thumbro and rinocerous leathers from slave collars and regular clothing etc

oskarpotocki

There are some great research UI mods out there already! Us overriding the menu would instantly go against the 'we don't want to replace other mods' philosophy, and considering how popular the existing research tree mods are, it would be an insult to great programmers like Fluffy.

Anonymous

I would love something that spruces up the surgery/operations window for pawns. The ability to drag the order of individual operations around would also be great. Currently, if you queue a lot of operations and need to move one to the top you have to click the one you want first all the way up. Maybe could even do an RPG inventory style window for queueing surgeries, where it shows a diagram of the body and what is installed/installable on what part.

Anonymous

Options! I would love to be able to choose as much as possible the UI features I want to use, the problem I have with lots of UI overhauls in Rimworld is they have some stuff I love and some stuff I can't stand that I'd love to turn off!

Anonymous

I'm new so i don't really know if this is a topic you even want to touch but I wouldn't mind having more done with slavery (i know not the best topic) but I don't really like how it feels like their integrated in to the colony with the possibility of rebellion, I personally would prefer if it was more like how the UI does animals, having some control but more in the management way, being able to choose the jobs they work, and the area's their allowed to go but separate from the colonists also really small but reserving the colonist box on the top of the screen for colonists and leaving slaves off it would make it feel a bit more citizen vs slave type feel to it. the slave tab could have a conscript button to draft them.

Anonymous

The pawn tabs should be made to be more effective at representing relations and interactions. I personally find that area lacking in the immersion department.

Anonymous

It'd be great if there were more gender options. I'm not expecting the Sims4 level or anything, but having non-binary pawns and genderless pronouns would be neat. Crazy that there are so many cat, dragon, rabbit and mouse people mods but the only genderless mod options are robots.

Lyn the Cookie

Oh wait, I didn't say anything it this post because I didn't really think of anything that wasn't fixed by other mods already, but I recalled something. The scenario editor, when you choose items and research - those lists can get slow the more mods you have. Could we get a better list, like the new Ideology relic search from the Vanilla Ideology Expanded?