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.Changelog
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.
