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SaintArchI-GK2_Shopping_List-0.7.0 icon

GK2 Shopping List

Ctrl + Right Click a recipe or a quest, and a small panel tracks what to bring, counting your backpack. Crossed off when done. Town orders tab included.

Date uploaded 2 weeks ago
Version 0.7.0
Download link SaintArchI-GK2_Shopping_List-0.7.0.zip
Downloads 253
Dependency string SaintArchI-GK2_Shopping_List-0.7.0

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2305 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2305

README

GK2 Shopping List

Never forget what you came for.

Ctrl + Right Click a recipe in the build menu or a workbench, or a quest in the quest tree. A small panel shows what to bring, counting what's in your backpack. A task is crossed off when you start the craft, place the building or hand in the quest.

  • F2: the full list (by task, total, and your town orders).
  • Shift+F2: hide or show the panel.
  • Missing something? It shows where else you have it: "+3 Home, +1 Morgue".
  • The mouse wheel scrolls a long panel; a scroll bar shows where you are.
  • Orders tab: town orders with their progress, and what can be raised in town now (house repairs, new shops, shop upgrades) with a + to add it.
  • Where filter: only what can be done in one zone.
  • A + next to a missing ingredient that can be crafted adds that craft too. Ctrl+Shift+right click puts a recipe at the top.
  • One list per save slot, kept next to the save. The save itself is never touched.
  • 11 languages, gamepad supported (R3 add, L3 window).

Settings

In the Mods menu (with GK2 Mod Framework), in ConfigurationManager, or in BepInEx/config/gk2.shoppinglist.cfg: hotkeys, gamepad bindings, panel position, window and panel size.

Manual install

Put GK2ShoppingList.dll into BepInEx/plugins/GK2ShoppingList/. Needs BepInEx 5.4.23.x (x64).

Questions and bug reports: Nexus page.

CHANGELOG

Changelog

0.10.1

  • Fixed: a craft at a station that goes on with its queue by itself comes off the list run by run; a bonus chance (Fine Incense) no longer hides a craft's sure output.
  • Fixed: two quest steps that share a title (Jack's "Give materials") are named by the item they ask for.
  • Settings: type a value next to any slider.
  • Made for game 1.010.

0.10.0

Everything since 0.8.0 (the versions in between were not published).

  • Added: "Take what the list needs" in an open chest's window: a button in the storage header (it looks like the game's own "put similar items into the chest" button) and the key X. It moves from the chest into your backpack what the list still needs, never more than is missing and never more than fits, and tells you what it took. It takes from every chest that side of the window shows, so it works with Storage Access; it is grey when there is nothing the list wants. Settings in the "Chest icons" block, plus an optional gamepad button.
  • Added: in a dialogue, Ctrl + right click on an answer that needs items (a locked answer, or one with a price such as "give 10 planks") puts those items on the list; the gamepad's add button does the same. The task leaves when you give that answer.
  • Added: the list window (F2) is now a window of the game: the game pauses, the controls are taken from the character, and Esc (or the gamepad's back button) closes only the list, not the pause menu or the inventory under it. The "Pause the game" setting is gone (it always pauses).
  • Added: the HUD panel can be dragged by its header and remembers where you left it; a small mark on every task's header takes that task off the list. Thanks Godfrey97 and shilum!
  • Added: the Orders tab has an "Add all town orders" button (thanks roflcopterpil0t!); the title strip of the window is slimmer.
  • Added: setting "Chests of every place count as have" (List window block, off by default). On: the counter counts the chests of every place and a note shows "bag 3 - here 7". Off: as before. Thanks onthyr!
  • Added: a factory layout added with "Layout from clipboard" shows the power it needs ("Iron kit line - 38 pieces - 31 power").
  • Added: finished tasks leave by themselves: an item task and a craft task once the backpack holds the item in the needed count (with the setting above, the chests count), a layout task once Move Buildings has pasted all of it (needs Move Buildings 0.7.2).
  • Added: an ingredient that no craft makes but an alchemy mix does (Dream Dust) shows "alchemy: ..." with the mixes your save knows under its row; a row that is short of an item shows what the backpack holds that only looks the same.
  • Added: the chest icons also appear over factory output storages (Alcohol Storage, Garden Storage) and over the crow nest (game 1.010). What lies there is still not counted as owned.
  • Added: with Travalgard's Keeper's Lantern installed, its controller wheel has an "Open the list" entry.
  • Added: the shared settings window of the SaintArchI mods (F7, the pause menu button or the wheel) lists Shopping List with all its settings.
  • Changed: the settings are grouped in blocks (Adding to the list, List window, Town orders, HUD panel, Chest icons, Gamepad, Language), the language can be set there, and Settings.txt explains every setting, in the game's languages. Your old settings are kept. The HUD panel groups by task by default for new configs.
  • Changed: the "+N Home" counts of what lies in your chests use the storages the game keeps for each zone (what a workbench there draws from), skip the town and conveyor stockpile halves that could count their stock twice, and show what lies where you stand first as "here".
  • Changed: gamepad: "Open the list" is L2 + R1 instead of a plain L3, and the bindings that use L3 are off while Keeper's Lantern's wheel is on (a setting keeps them on).
  • Changed: texts use the game's own words in every language.
  • Fixed: Ctrl + right click in a quest window that shows several quests of the same name (Jack's "Give materials": stone and planks) added the first quest twice; it now adds the one you point at.
  • Fixed: the window's toolbar (place filter, layout from clipboard, clear all) no longer overflows in Russian and other long languages; the Take button is a normal button, not an empty square.
  • Fixed: the HUD panel no longer jumps back and forth beside Almanac's quest list, and always stays on the screen. Chest icons keep off Almanac's quest and pin lists and off a chest Codex marks with its magnifier.
  • Fixed: with zombie suppliers working near you, the chest icons re-read every nearby chest on every game tick (a stutter source).
  • Fixed: a town building task saved before a game patch keeps asking for the old counts: for game 1.010 (it halved the kit counts of 24 town upgrades) the ingredients are rebuilt from the game's current recipe when the list loads.
  • Fixed: deleting one save slot (for example an old backup copy) no longer wipes the list of the save it belongs to.
  • Fixed: a reload of the game's language (a controller connecting) no longer rebuilds the window and the panel when the language did not change.
  • Compatibility: with Almanac the list panel steps around its quest list and hides while its hub, wheel or Pins/Quests view is open; Ctrl + right click no longer blocks the Back button of another mod's window. The hotkeys stay quiet while a text field has the focus or another mod's window is on top. Sorted Chests is listed among Travalgard's mods.
  • Compatibility: GK2 Codex 0.13.0 puts a "To Shopping List" button on its quest cards.

0.8.0

  • Added: icons over your chests. Chests near you that hold something the list still needs (an ingredient you don't carry enough of) get small icons of those items on top, so you know which chest to open. Size, position, how many per chest and per row, and how close a chest must be are all in the settings (section "Chest icons"); switch it off there too. Thanks OrionAF and namrog84!
  • Added: "Layout from clipboard" in the list window (next to "Clear all"): a factory blueprint copied with Move Buildings 0.7.0 becomes one task with the price of all its pieces, counted against your bag and chests like any other task.
  • Fixed: the + in GK2 Codex didn't add anything to the list since Shopping List 0.7.0. It works again (updating either mod is enough). Thanks aykachan and shadowkingii!

0.7.1

  • Fixed: the game stuttered every few seconds with a town building (a shop, a shop upgrade or a house repair) on the list. Such a task now leaves the list the moment the builders finish, whoever started it. Thanks Nevrosis!
  • Added: the game pauses while the list window is open, as it does for its own windows (setting "Pause the game", on by default). Thanks SilkyK and Gunshot08!
  • Changed: in the list window the count and "+3 Yard" columns are only as wide as their text, so long item names are no longer cut short. Thanks OrionAF!
  • Changed: the + next to a missing ingredient also shows when your chests hold enough but your bag doesn't; it adds what the bag is short of.
  • Changed: the "Where" filter looks at your buildings less often, and settings are written to the cfg once instead of at every click.
  • Fixed: items the game has no picture for get a fitting stand-in icon where one exists, and far fewer warnings end up in the log.
  • Fixed: a hook meant for the game's windows also sat on unrelated game code; it's limited to the windows now.

0.7.0

  • Added: the mouse wheel scrolls the panel while the cursor is over it, and a scroll bar on its right shows which part of a long list you see; drag it or click it. Thanks RaiderKnight!
  • Added: the Orders tab lists what can be raised in town right now: repairs of ruined houses, new shops for a free shop site, and upgrades of the shops you've built. Each with what it takes, and a + to put it on the list.
  • Added: a "Where" filter on the panel and in the list window: everything, or only what can be done in one zone (left click for the next zone, right click back).
  • Added: in the list window, a + next to a missing ingredient that can be crafted puts that craft on the list, right before the task that needs it.
  • Added: Ctrl+Shift+right click puts a recipe at the top of the list.
  • Added: "Added: ..." now also shows next to the mouse when a game window hides the panel (tech tree, craft and build windows, the list window).
  • Changed: in the Orders tab the + turns into a check mark once that order is on the list.
  • Changed: quitting the game is quicker: the mod no longer undoes its changes to the game on the way out.

0.6.12

  • Added: items that come in qualities (stories, crops, wine...) show the game's quality star on their icon, so a recipe that needs a gold story says so.
  • Added: hold Ctrl and right-click what a tech unlocks (the small blueprint icons in the tech tree) to put it on the list, to plan what to take along.

0.6.11

  • Fixed: after typing with an input method (e.g. Chinese), the mod's hotkeys could stop working until Shift or Ctrl was pressed again. Hotkeys now ignore keys that aren't part of them.

0.6.10

  • Fixed: with another mod that makes the game create a second input handler (Kebo Mod's "Start work once" option), the controller did nothing in the list window after opening it. Thanks Echelon for tracking it down!

0.6.9

  • Added: a Clear all button in the list window (a second press within a few seconds confirms).
  • Added: town orders on the list. The + in the Orders tab adds an order as a task that follows what's left to deliver; GK2 Codex and Thoughtful Week have the same +. New hotkey "Add all town orders" (not set by default).
  • Added: gamepad L2+R3 clears the list (press twice), R2+L3 collapses the panel.
  • Changed: the panel hides during fights, so it no longer covers your squads.
  • Fixed: buildings built by a script (the church choir and the like) now leave the list.
  • Fixed: R3 no longer blocks the game's own R3 (ending the pre-fight preparation); it only adds when a recipe is in focus.
  • Fixed: a rare "file busy" error while saving the list.

0.6.7

  • Fixed: the list could be lost when its file was briefly busy while saving (an antivirus scan, a folder watcher): the old file was deleted before the new one was in place. Now the old file stays until the new one is written, a busy file is retried, and a save that couldn't be finished is picked up on the next load.
  • Added: translations from files. Localization/en.json next to the DLL is the template: copy it to .json (e.g. uk.json, it.json) and translate. A file also overrides the built-in texts; the new Language setting picks a language the game doesn't have.

0.6.6

  • Changed: for game 1.006, which counts town orders as soon as the goods are on the pallets (and every night), not only on Pride. An order with everything on the pallets now reads "all there, counted tonight".

0.6.5

  • Added: reorder tasks. In the window's "By task" tab the arrow moves a task up; Shift+click moves it to the top. The order is the priority for the panel and the totals. Works with a gamepad too.
  • Fixed: a cleared blockage (church, basement, warehouse...) now leaves the list.
  • Fixed: with a gamepad, a craft started from the craft window is no longer counted twice.
  • Changed: "Leave chords alone" is on by default, so L3 / R3 no longer fire together with another mod's L2+L3 or R2+R3 (Thoughtful Week, Codex).
  • Fixed: "None" now leaves a gamepad button unbound (it used to fall back to the default).

0.6.3

First release on Thunderstore (same build as on Nexus).

  • Added: Town orders tab: every order you took, the vendor, progress, urgent/ready badges, and when new orders can be taken.
  • Added: where else you have it. Next to a missing ingredient: "+3 Home, +1 Morgue" in the window, the biggest stash on the panel. Can be switched off ("Count your chests").
  • Added: Window size and Panel size settings (1 = the game's own UI size).
  • Added: setting for which tab the window opens on.
  • Added: settings in the Mods menu follow the game's language (11 languages).
  • Fixed: finished repairs (repair signs, the kitchen table, the bridge...) leave the list.
  • Fixed: the window stays on screen at resolutions with a smaller UI area.
  • Fixed: panel offsets and row count apply at once.
  • Fixed: a finished order no longer shows one delivery short.