GK2 Shopping List 0.10.0 - settings

Change them in the game: Esc > Mods > GK2 Shopping List (GK2 Mod Framework), or F1 (ConfigurationManager),
or in BepInEx/config/gk2.shoppinglist.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.

== 1 Adding to the list ==

Add to the list: hold + right click  [1 Adding.AddModifier, default LeftControl]
  Hold this key and right-click a recipe in a craft or build window, a quest, a town building or a dialogue answer that needs items (a locked answer, or one with a price) to put it
  on the list. The key is the "hold" part only; the right click is always the mouse.

Shift adds to the top  [1 Adding.ShiftToTop, default on]
  Hold Shift as well (Ctrl+Shift+right click) and the task goes to the top of the list instead of the bottom.

Crafts for ingredients  [1 Adding.SubRecipes, default on]
  A "+" next to an ingredient you are short of, when that ingredient can be crafted: it puts that craft on the list
  too, in front of the task that needs it.

== 2 List window ==

Open the list  [2 List window.ToggleWindow, default F2]
  Opens and closes the list window. The window is one of the game's own windows: the game pauses while it is open and
  Esc or the back button closes only this window (not the pause menu, not a window under it).

Window size  [2 List window.Scale, default 0.85, 0.5 to 1.5]
  Size of the window; 1 is the size of the game's own windows. It is kept on screen.

Count your chests  [2 List window.CountStorage, default on]
  Next to a missing ingredient the window and the HUD panel show how many more lie in your chests and storages
  ("+N", with the place). The have/need counter itself counts the backpack only.

Chests of every place count as have  [2 List window.ChestsCountAsHave, default off]
  Counts what lies in your chests in every place as "have", on the window, the panel and the town repairs, not only
  what the backpack holds. Off by default, because a workbench draws only from the chests of its own place: with it
  on, a note next to each counter says how much is carried and how much lies where you stand ("bag 3 · here 7"), so a
  station that is short stays visible. Off: the counters count the backpack only, and "Count your chests" shows
  where the rest lies.

"Where" filter  [2 List window.WhereFilter, default on]
  Shows the "Where" button in the window and on the panel: it narrows the list to what can be done in one place.

== 3 Town orders ==

Town repairs and shops  [3 Town orders.TownRepairs, default on]
  The Orders tab also lists what can be raised in town now (repairs of ruined houses, shops for the free sites), with
  what each takes and a "+" that puts it on the list.

Add all town orders  [3 Town orders.AddAllOrders, default none]
  A key that puts every open town order on the list at once. No key is set by default; the "Add all town orders"
  button on the window's Orders tab does the same.

== 4 HUD panel ==

Collapse the panel  [4 HUD panel.ToggleHud, default Shift+F2]
  Collapses and expands the panel on the screen. The "-" button in its header does the same.

Group by task  [4 HUD panel.ByTask, default on]
  The panel lists the ingredients under the task they belong to, instead of one total list. (On by default for new
  configs; an existing config keeps the value it had.)

Rows on the panel  [4 HUD panel.MaxRows, default 8, 1 to 20]
  How many rows the panel shows before it scrolls. Task headers count as rows.

Panel size  [4 HUD panel.Scale, default 0.8, 0.5 to 1.5]
  Size of the panel; 1 is the size of the game's own UI.

Scroll with the wheel  [4 HUD panel.WheelScroll, default on]
  The mouse wheel over the panel scrolls it.

Offset from the right  [4 HUD panel.OffsetRight, default 6, 0 to 200]
Offset from the top  [4 HUD panel.OffsetTop, default 36, 0 to 200]
  Where the panel stands, in game UI pixels. Drag the panel's header with the mouse to move it: these two
  values follow. With Almanac installed the panel steps below or beside his quest list by itself when they would
  overlap by more than a few pixels, and comes back after a second with nothing in the way. It always stays on the screen.

== 5 Chest icons ==

Icons over chests  [5 Chest icons.Enabled, default on]
  Small icons over the chests in the place you are in that hold something the list still needs.
  Icons stay off Almanac's quest and pin lists on the screen, and off a chest Codex has marked with its magnifier.

Icon size  [5 Chest icons.Size, default 12, 6 to 40]
  Size of the icons, in game UI pixels.

Range (distance to the chest)  [5 Chest icons.Range, default 10, 2 to 40]
  Only chests this close to you get icons, in game world units.

Icons per chest  [5 Chest icons.MaxIcons, default 3, 1 to 8]
  At most this many icons over one chest, in the list's order.

Icons per row  [5 Chest icons.IconsPerRow, default 3, 1 to 8]
  How many icons stand side by side; the rest go in rows above.

Take what the list needs (button in the chest window)  [5 Chest icons.TakeButton, default on]
  A button in the storage header of an open chest's window, a copy of the game's own "put similar items into the chest"
  button with the arrow turned round. It moves into the backpack what the list still needs: never more than is missing
  after what you already carry, and never more than the backpack has room for. It takes from every chest that side of
  the window shows: the opened chest and, with a mod that adds the area's other chests there (Storage Access), those too.
  The log says which ones. Not drawn while a gamepad is the active input (the gamepad key below does it).

Take what the list needs: key (chest window)  [5 Chest icons.TakeKey, default X]
  The same as the button above, from the keyboard, while a chest window is open. X is free in that window (the game uses
  W A S D, E, F, R, T, Q, I, P, M, Tab, Space and the arrows elsewhere). The button's tooltip shows the key. Not read while you
  type in a text field. Clear the key to turn it off.

Shift sideways  [5 Chest icons.OffsetX, default 0, -80 to 80]
Shift up  [5 Chest icons.OffsetY, default 0, -80 to 80]
  Move the icons from the middle of the chest's top, in game UI pixels.

== Gamepad ==

Add to the list  [Gamepad.AddKey, default RightStick]
  Press it with a recipe focused in a craft or build window to add it to the list.

Open the list  [Gamepad.WindowKey, default LeftTrigger+RightBumper]
Collapse the panel  [Gamepad.HudKey, default RightTrigger+LeftStick]
Clear the list  [Gamepad.ClearKey, default LeftTrigger+RightStick]
  Open or close the window; collapse or expand the panel; clear the whole list (the first press asks, a second press
  within 4 seconds clears). Type None to leave a button unbound.
  "Open the list" is L2 + R1 (hold L2, press R1). It was a plain L3 before: a saved LeftStick is moved to the new
  default once, and a button you pick afterwards stays. L2 + R1 is free of the other GK2 mods' chords (Codex R2+R3,
  Thoughtful Week L2+L3) and of the Keeper's Lantern wheel, which opens on L3.

Take what the list needs  [Gamepad.TakeKey, default None]
  In an open chest window, does the same as the button (which is not drawn while a gamepad is in use). Not bound by default.

Use L3 with the Keeper's Lantern wheel  [Gamepad.ForceL3, default off]
  Another mod's Keeper's Lantern wheel opens on any hold of the left stick press, so while it is installed our
  bindings that use the left stick (Collapse the panel, or Open the list if you set it back to LeftStick) are off.
  Turn this on to keep them anyway.

  Valid button names: the game's own names for its actions, written as in the list below, or a chord of up to three
  names joined with "+" (the last one is the press, the others are held), for example RightTrigger+RightStick.
    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 from its group works. The setting "Log pad input"
  (see below) writes the names your pad sends to the log.

== Language ==

Language  [Language.Language, default empty]
  Language of this mod's texts: a code such as en, ru, pt-br, zh_cn, or your own with a file in the mod's
  Localization folder. Empty follows the game.

== Not in the menu ==

  Kept in the .cfg, shown in F1 only as advanced or not at all:
  Gamepad.LogInput (default off)           writes every pressed gamepad action to the log, to pick a binding.
  Debug.Diagnostics (default off) writes "[Diag]" lines to the log: which of Travalgard's mods are loaded, the shared
                                           records, the wheel entry, the L3 decision, the HUD panel and Take button rects, and
                                           which windows of other mods the panel hides under. Never every frame.
  Gamepad.ExclusivePlain (default on)      a button without a chord stays quiet while a trigger or R1 is held.
  Window.Tab, Window.Where, HUD.Collapsed  remembered by the mod (the opening tab, the "Where" filter, the collapsed
                                           panel): don't edit.
  Window.ByTask, Internal.ChordsDefaultApplied   old settings kept so an old config still loads: don't edit.
