GK2 Codex 0.13.0 - settings

Change them in the game: Esc > Mods > GK2 Codex (GK2 Mod Framework), or F1 (ConfigurationManager),
or in BepInEx/config/gk2.codex.cfg (close the game first).
The blocks below are in the order of the Mods menu. A setting you change here stays changed after an update
(0.13.0 moved the settings into these blocks and carries your old values over once).

== General ==

Open the codex  [1 General.ToggleCodex, default F4]
  Opens and closes the codex window, anywhere in the game. Up to 0.9.8 this was F1; a saved F1 was moved to F4 once,
  because F1 opens ConfigurationManager.

Open on  [1 General.OpenOn, default Last tab]
  Which page the codex opens on. "Last tab" (the Mods menu shows it in your language): the page you closed it on, and the card
  on it; the first opening after a start goes to the tab you closed it on last time. "Now": the Now page every time, with the
  card you looked at last one "Back" away. Without the Now tab the codex always opens where you left it.

Codex for the item under the cursor  [1 General.ShowHoveredItem, default G]
  Point at an item in any inventory, chest, craft or shop window (or focus it with the gamepad) and press this: the
  codex opens on that item's card. With the game's autopsy or embalming window open and nothing under the cursor, it
  opens the body on that table. In the world the world key below is used.

World key  [1 General.WorldKey, default G]
  In the world (no window open): the codex opens on what the Keeper faces, the object whose hint the game shows (a
  station or building, a chest, a zombie, a quest giver, a body on a morgue shelf or a table), or on the body on the
  Keeper's back. Used while Almanac is not installed. Before 0.13.0 the item key above did this too; if you had changed
  it, the world key took your key over once.

World key with Almanac  [1 General.WorldKeyWithAlmanac, default L]
  The world key while Almanac is installed: G in the world is Almanac's AutoWalk (rebindable in the game's Controls), so the codex
  uses this key instead (L by default). The body preview and the codex's hints always name the key that works.

"Codex" in the inventory menu  [1 General.InventoryMenu, default on]
  Adds "Codex" to the right-click menu of the items in your inventory; it opens the codex on that item.

Show all  [1 General.ShowAll, default off]
  Off: the codex shows only what your save has unlocked or met (no spoilers). On: everything in the game data. The
  "Unlocked / All" button in the window and the gamepad key below switch the same setting. Ignored in the demo.

Pause the game  [1 General.PauseGame, default on]
  The game stands still while the codex is open, as it does for its own windows.

Walk to the chest  [1 General.WalkToChests, default off]
  (Beta) Adds "Walk there" next to "Find the nearest" on an item's card: the Keeper walks to the nearest chest that
  holds the item, on the game's own path. Only when the Keeper can reach the chest without a door in between (the same
  test the game's magnifying glass uses to point at a door): for a chest in another room, building or place, the card says
  so ("The chest is in another place - the glass points at the door"), the glass marks the chest, and no walk starts.
  Any movement key, a window or a scene change stops the walk, and whatever ends it hands the Keeper back to you.
  If the Keeper ever gets stuck, send BepInEx/LogOutput.log (lines "Walk to ...").

Body preview in the morgue  [1 General.MorgueHover, default on]
  While the Keeper faces a morgue shelf or a table (autopsy, embalming, resurrection) with a body on it, a small card
  stands beside it: the body's skulls, the six organs with their icons, stars and skulls, the pockets, and what the swaps
  you could make with what you own would give for a zombie and for a grave. The world key opens the body in the codex
  (Zombies > Morgue and bodies); with the table's own window open, the "Codex" button next to it does. Like the game,
  which shows what is inside a body only at a table, it shows a body's insides only once your save knows the autopsy
  table (always with Show all). Off: no preview.

Mark the station for a carried zombie  [1 General.PlanMarkStation, default on]
  When the Keeper picks up a zombie that a step of Zombies > Plan moves (onto a carousel, an empty station or a
  training bench), the codex marks that step's station with the same locator as "Find" and the game's notification says
  where to carry it ("Carry it to Zombie carousel (Factory): the mark is set"). The mark goes once the zombie works
  there. Nothing is moved for you: you carry the zombie and the game decides whether it works there. Off: no mark by
  itself; the step's "Find station" button still marks the station.

== Tabs ==

Each switch shows or hides one tab of the codex window. A hidden tab is not searched either.

Now tab  [2 Tabs.Now, default on]
  The Now page: what needs attention (the attention ribbon's list, zombies with problems or a step to buy), today (with
  Thoughtful Week installed: what the day allows), your town orders, active quests with what they still lack, and your
  zombies and their limit (hover the limit for what it counts). With "Open on" = Now the codex opens on it every time; the
  card you looked at last is one "Back" away (the < at the top, or the mouse's back button). Off: no Now tab, and the
  codex opens where you left it.
Items tab  [2 Tabs.Items, default on]
  Recipes, uses, raw materials, where an item comes from, who sells and who buys it (with this week's likes left).
Chests tab  [2 Tabs.Chests, default on]
  Every chest and stockpile in the places you have been, with what is in it and the game's glass to find it.
Zombies tab  [2 Tabs.Zombies, default on]
  Your zombies: what each is doing and what is wrong, talents, perk trees, raising and collars, squads.
NPCs & Quests tab  [2 Tabs.Quests, default on]
  Your quests with what they still need (bag and chests), the game's quest tree, and the people who give them.
Vendors tab  [2 Tabs.Vendors, default on]
  Every vendor you have met: what they buy and sell at their tier, likes this week, your town orders.
Alchemy tab  [2 Tabs.Alchemy, default on]
  Only the formulas and mixes this save has already discovered, and the runes of the ingredients.
Buildings tab  [2 Tabs.Buildings, default on]
  What a building costs, what it makes, what grows on it and which of your zombies fits its station.
Graveyard tab  [2 Tabs.Graveyard, default on]
  Your graveyard, church and morgue: their quality, what makes it up, and every grave.
Factory tab  [2 Tabs.Factory, default on]
  Pick what the underground factory should make and see the machines, zombies, materials and power it needs.
  Inspired by GK2_Helper by Freaky and Fortigan.

== Attention ribbon ==

Attention ribbon  [3 Attention ribbon.AttentionRibbon, default off]
  A list of problems on the left of the screen that stays until the problem is solved or you close it (x):
  the factory short of power, a zone out of fuel, a crafter zombie waiting for materials no zombie supplier will
  bring (the craft window counts your backpack, the supplier only the storages of its zone), and what other mods
  report (Zombie++: chests full). A click marks the place on the map; drag the ribbon by its grip to move it. Hidden
  while a window is open. Off: the codex's Now page lists the same problems when you open it.
  The factory is reported as stopped only when something would run if the power were there: a machine with a craft in its
  queue. A factory with belts and nothing queued stands still by itself and is no problem. The line says why, e.g.
  "Factory stopped: needs 22 power, has 0 - no zombies on the carousels" (a carousel gives its power only for the zombies
  sitting on it; also "the carousels are broken", "no carousel built", "N more zombies needed on the carousels").

Ribbon grows  [3 Attention ribbon.AttentionRibbonGrow, default Down]
  Which way the ribbon grows. "Down" (the Mods menu shows it in your language): new problems appear below, the ribbon hangs
  from its top left corner. "Up": new ones appear above and the oldest stays at the bottom, the ribbon stands on its bottom
  left corner, which by default is the bottom left of the screen: so it can sit at the bottom with the messages growing
  upwards. Each direction remembers its own place after you drag the ribbon.

== Display ==

Text size  [4 Display.TextSize, default 0.82]
  How big the codex draws its contents: 1 is the size of the game's own text. The window keeps its size, so bigger
  text shows less at a time. 0.6 to 1.2.

Window size  [4 Display.WindowSize, default 1]
  Size of the codex window: 1 fills the screen, down to 0.6. Text size changes what's inside.

== Gamepad ==

Open with a gamepad  [Gamepad.OpenKey, default RightTrigger+RightStick]
  The game action that opens and closes the codex. The default is a chord, hold R2 and press R3: the game leaves a
  pad no free button, and a plain RightStick is what GK2 Shopping List adds recipes with. None turns it off.

Unlocked only / show all  [Gamepad.ShowAllKey, default Fold]
  The game action that switches Show all while the codex is open. In the window L1/R1 switch tabs, A opens, B goes
  back, so pick a button you do not use there.

  Valid names are the game's own actions, alone or as a chord "A+B" (hold the first, press the second):
  None, RightStick, LeftStick, RightBumper, RightTrigger, LeftTrigger, Fold, Inventory, ChangeWeapon, Map,
  QuestTree, TechTree, Inspirations, Plant, StartResurrection, AlchemyBoost, SaveImport, AcceptVendorDeal,
  MoveAllItemsFromPlayer, MoveAllItemsToPlayer, EndPrefight, AttackFocus, FoldAdditionalInfo, PrevSubTab, NextSubTab.
  One physical button sends several of these at once, so any name of its group works; turn Gamepad.LogInput on
  (below) to see in BepInEx/LogOutput.log which names each button of your pad sends.

== Language ==

Language  [Language.Language, default empty]
  Language of this mod's texts: a code such as en, ru, de, fr, es, pt-br, pl, tr, ja, zh_cn, ko, or your own code
  with a file in the mod's Localization folder (see Localization/README.txt). Empty follows the game's language.

== Not in the menu ==

  Gamepad.LogInput - for picking a gamepad binding: writes every gamepad action to the log. Advanced in F1.
  Debug.Diagnostics (default off) - writes "[Diag]" lines to the log: which of Travalgard's mods are loaded, the shared
    records, the wheel entry, why G was left alone, the ribbon's position and rect, the factory power alert's inputs and the
    carousel power the game reports, and when a Locate mark is set or cleared. Never every frame.
  3 Attention ribbon.AttentionRibbonPosition, AttentionRibbonPositionUp - remembered by the mod when you drag the ribbon (the top left
    corner for Down, the bottom left one for Up); don't edit.
  1 General.OpenOnShown, 3 Attention ribbon.AttentionRibbonGrowShown - the Mods menu's translated copies of "Open on" and
    "Ribbon grows"; they follow the real settings, don't edit.
  Internal.LastTab - the tab the codex was closed on, for "Open on" = Last tab; don't edit.
  Internal.HotkeyMovedToF4, Internal.GraveyardOnByDefault - one-time markers that protect old configs; don't edit.
