Yep – I modded reflectionmetadata.xml to make folders unconditionally display first, and I’ve been living the life since then. Can confirm folders being at the top is an excellent idea.
@Silent137 Instead of just the folder, can we expand that card to tweaking more objects’ explorer order values?
Here are my suggested tweaks. These are the current values I use in my modded ReflectionMetadata.xml and have been using ever since I switched to RibbonBar, so I can confirm through personal experience that they feel great:
Folder - from 22 to 2
UnionOperation - from 0 to 12
NegateOperation - from 0 to 11
Part - from 11 to 13
Truss/Wedge/CornerWedgePart from 12 to 14
Camera from 5 to 1
Justification
Folder: It should be at the top for reasons stated in the OP, but 0 would be too high because then it's above Terrain. Terrain is essentially a service like Workspace/Lighting/etc, so it seems improper imo to intermingle Terrain with stuff I created and put in my game (folders). I like Terrain at the top of the Workspace like it is now.
Camera: The Camera is closer to a Service than something I put into the game since it gets automatically generated with the place. It should be at the top, below Terrain but above folders for the same reason Terrain should be above folders.
UnionOperation - 0 is waaaaay too high for UnionOperations – they need to be grouped together near parts instead of placed all the way at the top of the explorer. I wouldn’t want parts at the top of the explorer, above Terrain and all, and I don’t want UnionOperations up there either. It’s useful to separate them out from parts to make them easier to work with, but they should be right on top of parts – not in the ass end of nowhere. The value I’m suggesting for them conflicts with parts/trusses/etc, but more on that after NegateOperations
NegateOperation - Put them right above UnionOperations instead of intermingled with them. As someone who uses CSG constantly, having NegateOperations separate from UnionOperations, easy to find, makes my job a whole lot easier. NegateOperations are temporary (not meant to be used in the actual game), so separating them out like that means I can make sure I don’t have any strays (not currently possible if they’re intermingled with tons of unions).
Parts/Trusses/etc - I had to move them up to fit unions in. If I had made Unions/Negations 10 and 9, they would be within / above models (ExplorerOrder 10), which wouldn’t look good. I suppose you could make Unions/Negations 10 and 9 and move Models to 8, but for some reason I moved parts instead of the model.