[b]This is a lightweight UI overhaul designed for players who manage squads, psycasters, and large colonies without the visual headache.
Ever selected a squad of 10 pawns only to have your bottom bar explode into a chaotic mess of 50 identical buttons?[/b]
[hr]
Features
[list]
[*] [b]Command Grouping:[/b]
Identical commands and abilities are automatically collapsed into a single stack. No more infinite rows of the same "Cast Fireball" icon.
[*] [b]Refined "Cast Ready" Counter (X / Y):[/b]
Instantly see how many pawns can actually act. The top-right of the button displays Ready / Total.
[i]Example: 2 / 5 means that out of 5 pawns with this ability, only 2 are currently able to cast it.[/i]
[*] [b]Caster Selection Menu:[/b]
When a button represents multiple pawns, clicking it opens a sleek, real-time list of all casters. See exactly who is ready and who isn't. The list also displays pawn locations and casting ranges, letting you pick the perfect caster without deselecting your group.
[*] [b]Enhanced Combat Clarity:[/b]
Centralizing information reduces misclicks and manual oversight during intense raids. Find the right tool for the job, faster.
[*] [b]Multiselect Gear Fix:[/b]
In Vanilla, apparel-granted abilities often only show up for one person when multiselected.
This mod fixes that—all gear-based abilities from all selected pawns are correctly aggregated and usable, providing Per-Pawn Control for Merged Gizmos. You can now trigger specific abilities for the entire group or individuals without the UI limitations.
[*] [b]Performance Optimized: [/b]
The grouping logic only triggers when 2 or more units are selected. When managing a single pawn, the overhead is near zero, ensuring no FPS drops during normal gameplay.
[/list]
[hr]
Why was this made?
Between DLCs and an endless mod list, the number of abilities pawns can gain has exploded. Whether it's Psycasts, specialized apparel, gene powers, or Anomaly weapons—I was tired of hunting for the right caster in the heat of battle. This mod exists for one reason:
[b]Stop the UI clutter and find the best caster for the job instantly.[/b]
[hr]
Functional Coverage
Designed to support most mod-added abilities. It processes virtually any Ability or Command button built on the Vanilla system. If it shows up on a pawn’s bar, it can be grouped.
[list]
[*] [b]Most Ability Sources:[/b] Genes, role skills, psycasts, creature actions, implants, bionics, and more.
[*] [b]Equipment & Gear:[/b] Modded weapons, specialized clothing (Jetpacks, Shield belts), and tool-based gizmos.
[*] [b]Diverse Units:[/b] Works for pawns, ghouls, pets, trained animals, and Mechanoids.
[/list]
[hr]
Compatible with:
This mod is built for maximum compatibility. It has been tested with:
[list]
[*] [b]Scrollable Gizmos[/b]
[*] [b]Vanilla Psycasts Expanded:[/b] Includes a patch that adds a float menu, letting you select the exact caster from the grouped button.
[/list]
Incompatible with:
[b]None yet![/b]
Conflicts are only expected with mods that completely replace the vanilla Gizmo drawing system. Please report any issues you find.
[hr]
FAQ
[b]Q: Safe to add/remove mid-game?[/b]
A: Yes, absolutely.
[b]Q: What does the "2 / 5" at the top-right of the button mean?[/b]
A: This is the Availability Tracker. It means that among your selected pawns, 5 of them possess this ability, but only 2 can currently use it (others might be on cooldown or lack resources).
[b]Q: Why is there a slight UI refresh delay when selecting groups?[/b]
A: To keep your FPS high even with hundreds of abilities, the mod uses throttled logic for multi-pawn grouping. This split-second delay in the UI updating is a deliberate trade-off for much better overall game performance and stability.
[b]Q: [Mod] isn't being grouped/covered, can you add support?[/b]
A: No plans for additional patches at the moment.
[hr]
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