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RimWorld => Releases => Mods => Outdated => Topic started by: koisama on December 26, 2016, 06:05:55 PM

Title: [A16] koisama's mods (previously Numbers)
Post by: koisama on December 26, 2016, 06:05:55 PM
Numbers!

22.04.2017: updated to 0.6.3

Ever wanted to compare multiple colonists? Quickly see who is on the verge of a mental break?
Now it's possible!

(http://i.imgur.com/Es3ya1l.png)

Features:

Changelog:

0.6.3-A16
    Fixed various bugs preventing tab from displaying contents
    Things can be selected without camera focus if alt is pressed
    Multiple Things can be selected if shift if pressed

0.6.1-A16
    Merged a capacity patch - now you can see health capacities, just like in MedicalInfo
    Finally merged Spanish and Russian translations

0.6.0-A16
    Updated to A16 (0.16.1393)

0.5.2-A15
    Updated to A15b (0.15.1280)
    Added new needs
    Added mental state

0.5.1-A14
    Fixed need bar issues

0.5.0
    Updated to A14 (0.14.1234)

0.4.4-A13
    Fixed the tab sometimes not loading saved layouts
    Added "age" column definition

0.4.3.1-A13
    Fixed current job text not fitting the column
    Minor GUI improvements

0.4.3-A13
    Fixed a crash under Linux
    Added "current job" column definition
    Minor GUI improvements - tab will now occupy all available horizontal space and display line count, stats are now alphabetically sorted

0.4.1-A13
    Updated to A13
     Added new categories: Guests, Corpses, Animal Corpses

0.3-A12d
    Settings (chosen columns) are now stored in a save.

0.2.1-A12d:
    Added a tooltip for displayed equipment

0.2-A12d:
    Added prisoner interaction and food, medical care level controls
    Added equipment column
    Various bugfixes

0.1-A12d:
    Initial release

   
Compatibility & bugs:
Save issue - sometimes mod will not load the tab contents from the save file. Will be fixed in the next release.

Attribution:
Inspired by MedicalInfo (http://"https://ludeon.com/forums/index.php?topic=16120.msg171785#msg171785") by Fluffy (l2032) (http://"https://ludeon.com/forums/index.php?action=profile;u=12611")

License:
This mod can be used by anyone for any purpose as long as it's free and there's proper attribution - mod name, author's name and a link to this page.

Download:
Latest release (https://github.com/koisama/kNumbers/releases/latest)


A16 Caravan Speed Fix

A little mod that modifies the way caravan travel time is calculated.
Right now resulting tile travel time is calculated by adding two values - base travel time and tile travel time. Base travel time depends on your pawn conditions, but tile travel time is always constant. So your pawns will go proportionally slower or faster on flat terrain, but will go a little bit slower or faster on rough terrain.
This mod changes it to (base_time / base_default_time) * (base_default_time + tile_time), resulting in proportional travel times for each tile type.

Compatibility & bugs:
Detours Caravan_PathFollower.CostToMoveIntoTile and Caravan.GetInspectString. Won't work with mods that detour the same methods.

Download:
Latest release (https://github.com/koisama/CaravanSpeedFix/releases/latest)
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: koisama on December 26, 2016, 06:06:59 PM
Sorry, I got trigger happy and accidentally deleted the previous thread. Re-creating it in case recycle bin was not enabled.
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: Grishnerf on December 26, 2016, 06:29:35 PM
merry xmas, one of my most used mods, thx for that!  :)

was just thinking now. what about showing Body parts in columns?
so you can view all left legs, all the brains or all left kidney etc...
dont know if this is possible.
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: thedudes on December 26, 2016, 07:35:32 PM
download link is down
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: Wishmaster on December 27, 2016, 02:20:53 PM
Noticed that when you click on the "food" field, it's ranked by the absolute value of the need (instead of the percentage). The maximum value of this varies depending on the race.
So when having a look at the animal list and sorting them by their food need, it doesn't look well ranked.
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: koisama on December 27, 2016, 02:36:28 PM
Quote from: Wishmaster on December 27, 2016, 02:20:53 PM
Noticed that when you click on the "food" field, it's ranked by the absolute value of the need (instead of the percentage). The maximum value of this varies depending on the race.
So when having a look at the animal list and sorting them by their food need, it doesn't look well ranked.
And it only happens after you sort it, right? It's a small fix, will include it in the next release.
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: Wishmaster on December 27, 2016, 08:16:02 PM
Quote from: koisama on December 27, 2016, 02:36:28 PM
Quote from: Wishmaster on December 27, 2016, 02:20:53 PM
Noticed that when you click on the "food" field, it's ranked by the absolute value of the need (instead of the percentage). The maximum value of this varies depending on the race.
So when having a look at the animal list and sorting them by their food need, it doesn't look well ranked.
And it only happens after you sort it, right? It's a small fix, will include it in the next release.

Indeed.
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: Pichu0102 on December 29, 2016, 06:18:58 AM
Where does Numbers save the layouts you make? I remember the A15 version randomly forgetting the layout and was wondering if something was changed to prevent it from forgetting the layout you had.
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: koisama on December 29, 2016, 08:28:31 AM
Data is stored in MapComponent, which is then packed into the save file.
A16 seems to drop layouts even faster, so I'm going to rewrite the way it's done.
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: Rock5 on December 30, 2016, 12:52:34 AM
Seems to loose the setup when switching colonies. Please fix. :)
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: 14m1337 on December 31, 2016, 01:40:59 PM
Another idea what could become part of Numbers: How about a storage summary?

I imagine the storage priorities as fixed line descriptions on the left, the good could be chosen in the top line (just as the skill or stat type in colonist tab) in two ways (for example "devilstrand" and "devilstrand only") and what is displayed would be the used and overall storage of the item, in a format of "[used]/[overall]".

is that possible ?
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: JM401 on January 17, 2017, 10:09:50 PM
Hello Koisama! I love this mod. It has become one of my "Can't play without" mods! I know you are probably having request (and complaints) thrown at you. For us OCD (or just OC) is it possible to to make the tabs drag-able? or is this beyond the capabilities of Unity/the UI system? I know it's dumb and minuscule in terms of priorities but I was just wondering if it was possible. Not just for your mod either but in general.
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: minakurafto on January 17, 2017, 10:32:23 PM
numbers tab is essential tab to the game, and its currently must be clicked manually without hotkey.
i suggest add <defaultToggleKey></defaultToggleKey> in knumbers.xml , so in keyboard config it can be assigned to hotkey, i myself assigned it on F5 for easy access
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: JM401 on January 17, 2017, 11:52:43 PM
Oh no no, I don't mean like the to open it up xD. I meant like sliding them around within the menu. Like if I want to move global speed to the front and mood to the end of the list. However, that hotkey tip IS very useful though thanks a bunch.
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: gendalf on January 23, 2017, 01:12:03 PM
sometimes the settings reset
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: Rock5 on January 23, 2017, 01:52:37 PM
Quote from: gendalf on January 23, 2017, 01:12:03 PM
sometimes the settings reset
Yeah, I think the settings only survive while you remain in the same map.

Still, I find it useful. If I want to check if everyone is wearing a full set of cloths, I pop open numbers and add equipment and have a look. If I want to know who my fastest runner is I pop open numbers, add move speed and have a look.

By now I know where everything I use is, so it doesn't take me too much time.
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: gendalf on January 24, 2017, 12:23:13 PM
Rock5, It's the same map, but still just resets at random after some of the reloads..
I think the settings reset with any change to the list - like adding a colonist or a tamed animal, including adding tamed animals on birth, after pregnancy (which happens all the time with tamed boars)

If I click on the "wild animals", the panel bugs out and and all buttons disappear.

suggestions:
- option for colonist's defense stats: piercing/blunt/fire/electric
- option for Psychic Sensitivity (different stat from Mental break threshold)
- ability to change allowed medicine level usage for all colonists or pets simultaneously.
- pregnancy stage and egg stage for animals
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: J_Dawg_27 on March 07, 2017, 05:28:55 AM
Having a similar problem to someone on Steam, animal corpses tab goes blank after switching between groups (colonists, animals, animal corpses, etc.)
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: AngleWyrm on March 09, 2017, 08:13:58 PM
I've been using this kNumbers mod to track the results of training classes from Nandonalt's (https://ludeon.com/forums/index.php?action=profile;u=58544) Leadership and Teaching (https://ludeon.com/forums/index.php?topic=29847.0) mod, and how they effect these stats (https://ludeon.com/forums/index.php?topic=29847.msg317249#msg317249) in their students.

(https://s6.postimg.org/nbuopuytt/training.png)

Suggestion/Request
Would it be do-able to add a horizontal scroll bar?

Title: Re: [A16] koisama's mods (previously Numbers)
Post by: XeoNovaDan on March 13, 2017, 02:30:40 PM
Nice little QoL mod which unfortunately doesn't get as much press as it probably should...
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: koisama on March 31, 2017, 06:15:42 PM
Updated to 0.6.1

Scrollbars will automatically appear if tab contents won't fit into the tab. This should be fairly easy to implement.
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: koisama on April 09, 2017, 03:44:43 PM
Released a mod for fixing caravan speeds.
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: Mehni on April 14, 2017, 06:21:33 AM
Getting an error with Numbers, and I assume the new Capabilities function.

I use it to display surgery success chance, shooting accuracy, equipment, medical care, current job, sight and manipulation. In that order. Using this, it sometimes only shows 1 colonist and an otherwise blank slate. Removing the last two columns fixes it and returns it to normal behaviour.

https://gist.github.com/10ed44e74fd40dd72e59348a81b73e63
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: AngleWyrm on April 14, 2017, 01:53:08 PM
Suggestion: Make it save and restore the layout
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: koisama on April 22, 2017, 01:10:31 PM
New Numbers! version. Some previous bugs are fixed.

Tab restoration should be working since 0.6.2, but tell me if I missed something again.
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: ArguedPiano on May 26, 2017, 09:02:21 PM
I love this mod! Any plans to update for A17?
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: Juujika on May 26, 2017, 11:21:23 PM
Quote from: ArguedPiano on May 26, 2017, 09:02:21 PM
I love this mod! Any plans to update for A17?
This mod is Super usefull^^
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: mr_moose on May 28, 2017, 11:01:06 AM
You never realize how much you rely on a mod until you go with out it.  Really looking forward to an A17 release.
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: manelmp66 on May 29, 2017, 04:24:07 AM
Quote from: mr_moose on May 28, 2017, 11:01:06 AM
You never realize how much you rely on a mod until you go with out it.  Really looking forward to an A17 release.

You has all the reason. Please a update on A17!!!
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: MisterVertigo on May 30, 2017, 01:41:13 PM
Piping in to say how much I love this mod too! It's one of my top mods that I really miss when I don't have it. Hoping for a A17 update! Thank you!
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: gslarmour on June 01, 2017, 08:31:16 PM
what would it take to fix this for a17?
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: Juujika on June 02, 2017, 06:25:03 PM
Quote from: gslarmour on June 01, 2017, 08:31:16 PM
what would it take to fix this for a17?
A skilled modder like Koi sama.
I really hope hes ok, i mean, he havent been online for while.
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: MisterVertigo on June 11, 2017, 02:20:34 PM
Another bump for this mod. I'd love to see it for A17. I wish I was more skilled to make something like this as I feel bad bugging the author about it. I hope he/she is doing well and I hope to see them modding again soon!
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: AVE on June 20, 2017, 09:18:24 AM
I updated (actually fully rewrote using Harmony and Hugslib) caravan speed fix here (https://ludeon.com/forums/index.php?topic=33874.0).
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: tonsrd on July 21, 2017, 05:56:05 AM
any news about this  awesome mod /mod maker ?
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: Multistream on September 30, 2017, 01:01:48 PM
I don't know how, but they updated the mod here http://lttlword.ru/rimworld-a12d-customizable-overview-tab (use google translate). I am going to test it now.
Upd: It works in a17, but the mod here is translated to russian so no eng. version, but I think you can possibly replace some files by originals from a16 version to get english back
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: tonsrd on October 02, 2017, 12:15:20 AM
I downloaded the mudpack hardcore-sk and moved just there "numbers" folder to my game folder works fine

this is the only working "numbers" mod ive fouind for 17b

( also its in English )
Title: Re: [A16] koisama's mods (previously Numbers)
Post by: Liberum Finis on October 02, 2017, 04:15:30 PM
I can confirm what tonsrd said. Downloading the hardcore-sk package and taking the Numbers mod from it's Zip will work with A17.