JonathansTaskList
A Burglin' Gnomes quality-of-life mod that lets players keep current mission objectives visible in a movable paper task list.
By TeamRose
| Date uploaded | 19 hours ago |
| Version | 0.1.41 |
| Download link | TeamRose-JonathansTaskList-0.1.41.zip |
| Downloads | 2 |
| Dependency string | TeamRose-JonathansTaskList-0.1.41 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
Jonathan's Task List
Jonathan's Task List is a visual quality-of-life mod for Burglin' Gnomes.
Press the toggle hotkey while the game's objective list is visible to copy the current objectives into a small off-white paper panel. The panel can stay visible without holding TAB, can be dragged with the mouse, and can be scaled from the in-game settings window.
Default controls
F9/`/Insert: Capture visible objectives and toggle the task list on or off- Drag the paper panel with the left mouse button to move it
Features
- Always-visible objective list
- Off-white paper-scroll inspired panel
- Bahnschrift font when available
- 14 point font size
- Draggable position
- Configurable scale
- BepInEx config entries for players who use a config manager
Notes
This first version captures objectives from the visible in-game objective UI. If the game changes how it draws objectives, the capture filters may need a small update.
Installation
Install with Thunderstore/r2modman once packaged, or place the built DLL in:
BepInEx/plugins/JonathansTaskList/
CHANGELOG
Changelog
0.1.47
- Prefers reading the game's
PlayerTaskElementrows directly when TAB objectives are visible. - Falls back to the broader text scanner only if no task rows are available.
- This should reduce stale task names carrying into later days while keeping live counters intact.
0.1.46
- Restores support for large legitimate progress counters, such as grass-cutting tasks with totals above 20.
- Keeps the hidden/transparent UI text filtering from 0.1.45.
0.1.45
- Tightens objective text capture to ignore hidden or fully transparent UI text objects.
- Filters out implausibly large task counters so stale UI rows cannot receive bogus progress such as
0/150.
0.1.44
- Replaces the saved task list on each fresh capture instead of merging partial rows with old objectives.
- Requires a fresh visible objective capture after round/day resets before automatic state updates resume.
- Ignores duplicate hotkey events that arrive nearly simultaneously from multiple Unity input paths.
0.1.43
- Clears and hides the task list when leaving gameplay, including round extraction/end-of-round transitions.
- Resets captured task state when a new gameplay scene starts so later days do not mix old and new objectives.
- Ignores task-list toggles outside gameplay to avoid capturing stale lobby/home-base UI.
- Updates the Thunderstore package icon.
0.1.42
- Updates the Thunderstore listing description and README details text.
- Simplifies the listed default controls and features.
0.1.41
- Changes the Thunderstore package ID to
JonathansTaskListso it passes upload validation. - Keeps the display name as
Jonathan's Task List.
0.1.40
- Moves the task list to the top-right of the screen by default.
- Calculates the right-side placement from the current screen width so it works across resolutions.
0.1.39
- Moves the saved default panel placement to X=100, Y=96, roughly one inch below the top of the screen.
- Adds a placement migration so existing configs are moved to the updated default once.
0.1.38
- Renders the completed-task
DONEmarker in red so it stands out more clearly. - Moves the default panel position to 100 pixels from the left and 100 pixels from the top.
- Migrates the old default panel position to the new default without changing custom dragged positions.
0.1.37
- Automatically refreshes progress counters and
DONEstatus after the task list has been captured once. - Removes the need to reopen the game's TAB task list every time a task progresses or completes.
0.1.36
- Prevents completed tasks from accumulating duplicate
DONEmarkers after repeated refreshes. - Treats the mod's own
DONEtext as a completion marker when comparing and updating task rows.
0.1.35
- Logs the cleaned task list used by the mod instead of the game's raw task-list text.
- Prevents overall progress labels such as
0/3 Tasksfrom appearing in the capture-order log when real task rows are present.
0.1.34
- Keeps the working direct game-state completion tracking from 0.1.33.
- Stops logging standalone overall progress labels such as
1/3 Tasksas task-list captures. - Reduces repeated capture messages while TAB is held and the kept task list has not changed.
0.1.33
- Reads task completion/progress directly from the game's
PlayerTaskManagerwhen available. - Uses game state to mark non-counter completed tasks with
DONE, instead of relying only on visible task text.
0.1.32
- Removes the verbose diagnostic logging from recent test builds.
- Keeps the working completed-counter behavior that displays completed tasks with
DONE.
0.1.31
- Displays completed task rows with
DONEinstead of relying on the checkmark glyph, which may not render in the mod panel font. - Uses completed counters such as
2/2to mark the task as done.
0.1.30
- Adds non-text task-list UI diagnostics for image/graphic/checkmark objects under the game's Task List hierarchy.
- Keeps 0.1.29 behavior while gathering evidence for the non-text completion checkmark.
0.1.29
- Stops treating
1/3 Tasksstyle button/status text as a task counter. - Continues to support real task-row counters that end with bare
0/x, such asKiss garden gnomes 0/3.
0.1.28
- Adds detailed task-capture diagnostics with UI object type, path, and position whenever the captured task text changes.
- Keeps 0.1.27 behavior while gathering the information needed to identify non-text completion/checkmark UI.
0.1.27
- Prevents the
Tasksheader row from receiving loose0/x Taskscounters. - Slightly widens same-row counter matching while keeping it strict enough to avoid cross-row counter drift.
0.1.26
- Restores standalone
0/xcounter pairing, but only when the counter is almost exactly on the same row as a task. - Leaves unmatched standalone counters in the raw capture log for troubleshooting without adding them to the visible mod list.
0.1.25
- Recognizes
Task Completed!with an exclamation mark as a completion signal. - Allows completion signals to match a nearby task row with a wider vertical tolerance.
0.1.24
- Stops pairing standalone
0/xcounter text by screen position, preventing unrelated counters from attaching to the wrong task. - Keeps inline task counters such as
Kiss garden gnomes 0/5and completed inline counters such as2/2working.
0.1.23
- Converts completed counters such as
2/2into a completed-task checkmark. - Replaces the visible list after a full five-task capture so stale or mispaired counters do not stick to old rows.
- Logs raw capture order again whenever the game's readable task text changes.
0.1.22
- Treats
Task Completedas a completion signal and maps it back to the nearby task row. - Keeps the captured list to the five main objective rows so gameplay help/submenu text is not added to the mod list.
0.1.21
- Preserves the game's completed-task checkmark in Jonathan's Task List.
- Treats checked and unchecked versions of the same task as one row so completed tasks update instead of duplicating.
0.1.20
- Captures standalone
0/xcounter text even when that UI text object has no task/objective label of its own. - Keeps positional count matching, with a slightly wider same-row tolerance for the game's separate counter labels.
0.1.19
- Stops standalone
0/xtext from attaching to the previous captured line. - Only pairs standalone counts with task text when the count is on the same row and to the right of that task.
0.1.18
- Filters generic header rows by base name, so
Tasks (0/3)is removed just likeTasks. - Cleans any previously captured generic task/header row from the sticky task list during capture.
0.1.17
- Pairs standalone
0/xtext with the closest nearby task by screen position instead of relying only on text order. - Keeps task rows separate while still preserving repeated-task counts that are rendered as separate UI text.
0.1.16
- Re-enabled
0/xcounts only when they appear immediately after a task in the captured order. - Added one-time raw task capture logging to diagnose any remaining count mismatches.
0.1.15
- Disabled standalone
0/xprogress attachment because hidden/separate progress text could attach to the wrong visible task. - A clean capture without progress now replaces an older progress version of the same task, preventing stale counts from sticking.
0.1.14
- Removed all cursor lock/visibility handling so the mod no longer touches mouse control.
- Removed same-row text merging because some Unity UI layouts report multiple task rows with similar coordinates.
- Loose progress rows now apply forward to the next task instead of backward to the previous task.
- Panel width/height now calculate from wrapped text so longer task lists are not clipped.
0.1.13
- Combines text objects that share the same UI row before parsing task progress.
- Prevents a loose progress row from being applied backward when the actual task line already contains inline progress.
- Fixes cases where
0/xcould attach to the task above instead of the task on the same row.
0.1.12
- Allows progress-only rows like
0/4through the scanner when they are inside the objective/task UI. - Generalizes progress detection to any
number/numbercount, not just small hard-coded values.
0.1.11
- Sorts captured objective text by on-screen position so the task list follows the game's top-to-bottom order.
- Handles inline progress like
Open cabinet 0/2asOpen cabinet (0/2)before loose progress-row merging. - Reduces incorrect loose progress assignment caused by reversed Unity text-object order.
0.1.10
- Merges duplicate task names when a later capture includes progress, e.g.
Gather ScragsbecomesGather Scrags (0/3)instead of showing both. - Progress updates now replace older versions of the same task instead of adding duplicate rows.
0.1.9
- F9 now toggles the task list instead of opening settings.
- Removed the in-game settings window.
- Removed the temporary JTL/List launcher buttons entirely.
- Locked the task text font size at 14.
- Improved progress-row pairing so multiple
0/xrows can attach to multiple nearby tasks.
0.1.8
- Renamed the panel title from
ObjectivestoTasks. - Changed the primary task-list hotkey from
F8toBackQuote, withInsertstill available as an alternate. - Migrates existing
F8config values toBackQuote. - Removed generic
task/tasksrows from the captured list. - Merges standalone progress rows like
0/3 Tasksinto the task above or below them. - Hides and clears the task list when the main menu/title scene is active.
- Turns off the temporary
JTL/Listlauncher buttons by default.
0.1.7
- Added display/author metadata for local Thunderstore imports.
- Objective captures now merge into the existing list instead of clearing it when TAB fades or only part of the UI is visible.
- Relaxed objective text detection so objective-panel lines without specific verbs can still be kept.
- Increased captured line limit from 12 to 24.
0.1.6
- Added hold
Left Altto temporarily unlock and show the mouse cursor for clicking the mod UI. - Auto-capture while TAB is held now shows the task list automatically when objectives are found.
- Made the on-screen launcher buttons a little larger.
0.1.5
- Fixed a diagnostic key logging null reference that could stop the mod update loop.
- Changed Unity Input System hotkey detection to use a manual pressed-state tracker.
0.1.4
- Added alternate default hotkeys:
Insertfor task list toggle andHomefor settings. - Added a tiny on-screen launcher button so the mod can be opened with the mouse.
- Added temporary diagnostic logging for the next several keyboard presses Unity receives.
0.1.3
- Added direct Unity Input System keyboard handling for Burglin' Gnomes.
- Added a log line confirming when the mod sees the Input System keyboard.
0.1.2
- Replaced BepInEx
KeyboardShortcutconfig values with plain UnityKeyCodevalues to fix startup on the real Burglin' Gnomes BepInEx runtime.
0.1.1
- Added Unity GUI key-event handling for F8/F9 in addition to BepInEx keyboard shortcuts.
- Added clearer startup and hotkey diagnostic log messages.
- Guarded legacy input checks so newer Unity input settings do not silently break the mod loop.
0.1.0
- Initial project scaffold.
- Added hotkey objective capture and toggle behavior.
- Added draggable/scalable paper task list overlay.
- Added in-game settings window.