DarkSlayerEX Posted August 18, 2015 Share Posted August 18, 2015 -------------------Credits to Brybry and Blindcoder for help with getting started-------------------------------------If I forgot anyone who helped me get this done, Let me know.-------------------1.2: Updated Hydrocraft support to 3.4. Overwriting other CustomCategory modules is now possible.1.1: This mod is now Modular. Anyone who wishes to make use of this mod for their own mod can do so!Instructions at end of post. If someone makes use of this for their mod, It would still be recommended to leave this out of your mod, in case some people do not wish for the extra categories.--------If anyone finds any items that do not fit in the category assigned, or found that I have missed something, please let me know.------ This mod aims to add new categories to vanilla and mod items for better organization. The mod adds the following categories: Ammunition, Carpentry, Cleaning, Comfort, Critters, Drinkable, Fillable, Edible(Perishable), Non-Perishable, Sealed, Electronics, Engineering, Farming, Fishing, Fuel, Hunting(includes Trapping-related items), Ingredient, Instruction Manual(Skill + Recipe books), Kitchenware, Martial Arts(Reserved for Custom Animations), Medical, Office, Painting, Recreation, Repair, Seeds, Smokable(Cigarettes), Survival, Terraforming, Weapon Upgrade. With the inclusion of Hydrocraft, the following were also added: All-Purpose, Animal, Animal - Caged, Animal Care, Animal - Dead, Automotive, Bones, Brewing, Chemistry, Clothcraft, Container - Component, Container - Packed, Critters - Tools, Critters - Jarred, Currency, Dog, Holiday, Illumination, Material Working,Pack Dog, Pottery, Stone Working, Vehicle. Melee Weapon Categorization takes on a slightly different approach.They are categorized first by weapon length, then damage type, and then finally a category from above: Sledgehammer: Long Blunt Weapon - Carpentry Axe: Long Blade Weapon - Carpentry Fork: Stabbing Kitchenware Ranged Weapon Categorization is also slightly different. Pistol: Ranged - Gun Shotgun: Ranged - Long Gun LongBow: Ranged - Archery Potato Cannon: Ranged - Improvised Molotov: Ranged - Thrown Firebomb This is what the game looks like using this mod. (Hydrocraft loaded in image) Instructions on how to make your own mod's categories. For other examples, see: CustomCategories\media\lua\client\CustomCategories_Base.luaIn order to make use of CustomCategories for your mod, you will need to begin your new LUA file with: if getActivatedMods():contains("CustomCategories") then require("CustomCategories_Core"); require("CustomCategories_Base"); --Add if you need to overwrite a Base Item. else return end --"Add a check like the following for any mod's CustomCategories module you wish to override." Example: Hydrocraft. if getActivatedMods():contains("Hydrocraft") then require("CustomCategories_Hydrocraft"); endOnce initialized, for each item to modify follow the syntax: CustomCategories.Database["MODULE.ITEMID"] = "CATEGORYID";Breakdown: MODULE.ITEMID Example -> Base.AxeBreakdown: CATEGORYID Example -> WoodWorking, ArtsAndCraftsTo add the visible text in game, you will need to go to/create lua/Shared/Translate/EN/IG_UI_EN.txt If this file did not exist already, you can initialize your own using: IGUI_EN = { ALL_CONTENTS_HERE } Now that you have the file open/set up, you will need to create your Category Definition IGUI_ItemCat_CATEGORYID = "Visible String in game", Breakdown: CATEGORYID Example -> WoodWorking, ArtsAndCraftsBreakdown: "Visible String in game" Example -> "Woodworking", "Arts and Crafts"-------------------------------WORKING EXAMPLE--------------------------------------------------------To make the Base Item - Plank have a display category of "Awesome Pants Man"in your LUA file, you would assign it CustomCategories.Database["Base.Plank"] = "AwesomePantsMan";Inside lua/Shared/Translate/EN/IG_UI_EN.txt, you would then create your display category. IGUI_ItemCat_AwesomePantsMan = "Awesome Pants Man",That should be all there is to it.The list of CATEGORYIDs already added are in this mod's IG_UI_EN.txt.Use them as you see fit. If you see one that doesn't fit, Simply make your own in your own mod's IG_UI_EN.txt!CustomCategories 1.0.zipCustomCategories 1.1.zipCustomCategories 1.2.zip Jab, Man_In_The_Purple_Hat, Svarog and 1 other 4 Link to comment Share on other sites More sharing options...
fluffe9911 Posted August 18, 2015 Share Posted August 18, 2015 You should put this on the workshop lol Link to comment Share on other sites More sharing options...
DarkSlayerEX Posted August 18, 2015 Author Share Posted August 18, 2015 That would only work for people who have the workshop accessible though, wouldn't it? does the stable branch already have it? Link to comment Share on other sites More sharing options...
fluffe9911 Posted August 18, 2015 Share Posted August 18, 2015 Its on the Unstable but might as well upload it Link to comment Share on other sites More sharing options...
DarkSlayerEX Posted August 18, 2015 Author Share Posted August 18, 2015 ..Fair enough.. Added to Workshop. fluffe9911 1 Link to comment Share on other sites More sharing options...
Hydromancerx Posted August 19, 2015 Share Posted August 19, 2015 Do I have permission to just merge it into Hydrocraft if I want to? Man_In_The_Purple_Hat and fluffe9911 2 Link to comment Share on other sites More sharing options...
DarkSlayerEX Posted August 19, 2015 Author Share Posted August 19, 2015 Do I have permission to just merge it into Hydrocraft if I want to? Woah, really? I have no problem with that, but I'm honestly not sure if you like the category I set everything up for. I did not entirely follow the format from your script files. The log barriers at the moment are categorized as "Survival" and the dung is "Hunting" yes.. even dog poop.... Are you referring to only the hydrocraft part of the mod? Will you keep it so it only activates when Custom Categories is loaded? I am mainly curious. I am in the process of trying to make it more modder-friendly, so anyone who wants to use this, can consider it a base to add-onto. I will pass on my Hydrocraft module for you to make use of and modify how you like. Man_In_The_Purple_Hat 1 Link to comment Share on other sites More sharing options...
Hydromancerx Posted August 19, 2015 Share Posted August 19, 2015 I will have to look it all over. But I wanted to go the category route already. This could possibly save me some time. Link to comment Share on other sites More sharing options...
DarkSlayerEX Posted August 19, 2015 Author Share Posted August 19, 2015 I will have to look it all over. But I wanted to go the category route already. This could possibly save me some time.Alright, I will finalize my work, and send you the module, and the extra bits needed to add your own for new items. Link to comment Share on other sites More sharing options...
DarkSlayerEX Posted August 19, 2015 Author Share Posted August 19, 2015 Mod updated to 1.1. Now anyone can make a module to add categories for their items! Link to comment Share on other sites More sharing options...
DarkSlayerEX Posted August 21, 2015 Author Share Posted August 21, 2015 Mod updated to 1.2. Hydrocraft module updated to 3.4 Mods can now properly overwrite other defined modules. Example:CustomCategories sets CatToy to "Recreation", Hydrocraft module sets it to "Animal Care".If you wanted to override it further, your module file should start as follows:if getActivatedMods():contains("CustomCategories") then require("CustomCategories_Core"); require("CustomCategories_Base"); --"Add if you need to overwrite a Base Item."else return end --"Add a check like the following for any mod's CustomCategories module you wish to override."--"Example: Hydrocraft."if getActivatedMods():contains("Hydrocraft") then require("CustomCategories_Hydrocraft");endCustomCategories.Database["Base.CatToy"] = "CATEGORYID"; Link to comment Share on other sites More sharing options...
swissheart Posted August 1, 2016 Share Posted August 1, 2016 (edited) @DarkSlayerEX Do you think you could help me? I have been trying to change your mod to be more specific to the way I play so I changed a lot of the categories and now none of the base game items are displaying properly and I cannot figure out why. Hydrocraft items seem to all work, though. I followed your instructions and I don't know what I am doing wrong. Maybe you can take a look? Btw, I added some items that were missing if you want to copy them to your mod (mostly fruits, veggies, spices). CustomCategories_Base.lua CustomCategories_Hydrocraft.lua IG_UI_EN.txt Edited August 1, 2016 by swissheart pressed something by mistake Link to comment Share on other sites More sharing options...
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