Pawn State Icons
(http://static-2.nexusmods.com/15/mods/424/images/67-1-1420820036.png)
DescriptionShows small health-tracking icons near all of your colonists and prisoners. Allows you to control your colonists more precisely.
All icons (v02f):
(http://static-4.nexusmods.com/15/mods/424/images/67-1-1421161746.png)
Author/Mod TeamDan Sadler
Download(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/67/) (http://button.moddb.com/rating/medium/mods/26578.png) (http://www.moddb.com/mods/pawn-state-icons-rimworld-psi)
How to install- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
Tips and tricks- Use F11 key to temporarily hide/show all of the icons.
- If you don't want ever see some icons, disable it in mod settings (see game options).
ImportantThis is the fourth version of my
first mod for Rimworld, so it can accidentally crash your game, eat your brains or take over the world. You've been warned.
Changelogv04c (22.07.2015):
- Supported game version: Alpha 11b (tested on 0.11.857)
- Berserk icons will be shown for manhunters.
v04b (14.06.2015):
- Supported game version: Alpha 11 (tested on 0.11.834)
- Berserk icons will be shown for mad animals.
v04a (22.04.2015):
- Supported game version: Alpha 10 (tested on 0.10.783)
v03d (25.02.2015):
- Two new icons: "tattered cloth" and "pacifist".
- Bugfix: additional checks to prevent "get_ListerPawns" spam inside output_log.txt file.
v03c (21.02.2015):
- Supported game version: Alpha 9 (tested on 0.9.722)
- New icon: "drunk". Shows the degree of alcohol intoxication.
v03b (08.02.2015):
- Bugfix: since v03b "Naked" icon will not be shown for nudists
- Bugfix: sometimes with EdB interface enabled icons was showing only for first colonist.
v03a (01.02.2015):
- Alternative icon sets.
- Screen-scale icons (optionally, enabled by default).
- Mod settings panel (see game options) and configuration presets.
- Much more detailed properly mipmapped icons.
- Icons updated: "Hot", "Bloodloss", "Unarmed".
- "Hot" and "Cold" recolored: semi-transparent gray -- discomfort, white/yellow -- unsafe, red -- extremely unsafe.
- Bugfix: proper target point during hunt.
- "Crutch" will not appear on low consciousness (during anesthesia and so on).
- Russian translation.
v02f (24.01.2015):
- Bugfix: "Unarmed" icon has been disabled for prisoners. Prisoners ought to be unarmed all the time.
v02e (14.01.2015):
- Bugfix: now hidden disease states are, well, hidden.
v02d (13.01.2015):
- Three new icons: "check mark" apears when your colonists are idle, "struck-through pistol" is for unarmed, "star" icon is for drafted. If you feel that some of that new icons are too intrusive or unnecessary, read the "Tips And Tricks" section.
v02c (12.01.2015):
- Icons are arranged inside the 3x3 grid. Specially for people with unfortunate colonists that have 9 icons at once.
- Code cleaning and performance optimization.
v02b (11.01.2015):
- Icon that looks like a pill. Appears when someone of your colonists gets sick, but disease can be normally healed. For example, not appears on cataract, that cannot be healed other than eye replacement.
- Now you can use F11 key to temporarily disable all icons.
v02a (10.01.2015):
- Icon that looks like a crutch. Appears when your colonists can't effectively moving, manipulating, eating etc.
- Target point. Shows the current job target for all of your colonists.
- Now you can get rid of any icon you want. Just delete its image file from the mod.
v01c (09.01.2015):
- Edb Interface support
- Fixed: icons mustn't detach from the colonists. At any circumstances.
Interesting. I'll take a look at it.
Good start for a first mod! Keep it up. :)
I tryed it cuz it looks very nice, but it seems like its not compatibel with EBD Interface, which is pretty nuts.
If u could workaround it, i would pretty sure use it!
(And right now i see its writen in ur post >D)
Quote from: Hargut on January 09, 2015, 02:19:52 PMI tryed it cuz it looks very nice, but it seems like its not compatibel with EBD Interface, which is pretty nuts.If u could workaround it, i would pretty sure use it!
I'm trying to fix that problem right now :) But I'm not sure if it can be fixed without creating the "EbD Interface + PSI" modpack, because my mod uses the same UI output technique as the EbD (UIRoot replacement).
Btw i would prefer to see only the icon, not the text, is this possible too ? >D
nice
Quote from: Hargut on January 09, 2015, 02:35:00 PMBtw i would prefer to see only the icon, not the text, is this possible too ? >D
There is no status text inside the game, I just named my colonists after their "preferred" stats to explain the icons.
The day you manage to made your mod work with EDB interface, I will use it 1500% sure :)
You always can try to talk to EDB to see with him in order to "fusion" your 2 mods.
beautiful mod but this
Quote from: HBKRKO619 on January 09, 2015, 02:48:21 PM
The day you manage to made your mod work with EDB interface, I will use it 1500% sure :)
Quote from: HBKRKO619 on January 09, 2015, 02:48:21 PMThe day you manage to made your mod work with EDB interface, I will use it 1500% sure :)
Then try my new v01c development version! I'm still working on it, but it must already work with EdB Interface.
Quote from: Sadler on January 09, 2015, 03:58:33 PM
Quote from: HBKRKO619 on January 09, 2015, 02:48:21 PMThe day you manage to made your mod work with EDB interface, I will use it 1500% sure :)
Then try my new v01c development version! I'm still working on it, but it must already work with EdB Interface.
Thank you a lot :)
Oo Saddy!
can you/is it even possible to add icons for missing limbs?
missing jaw especially =P I'd love to notice colonists unable to eat before the 'starvation' message pops up
and well I guess spotting the armless craftsman could be useful aswell ;D
I'm sorry but my colony hasn't got proper health checks
and the colonists are *very* polite regarding others conditions so they don't make big racket about few missing bits so I never notice okay? It's not entirely my fault!
(diseases is another thing! you might already have those but I don't see them having their own icon in the textures so! ;D)
One method you could use to make it compatible with EdB is to make the status icon into a mote. JuliaEllie made a nice example of that with her diamond status mote (similar to the Sims) that you can find Here (https://ludeon.com/forums/index.php?topic=7560). Motes don't use the UI display thing so it would be totally compatible with EdB's UI mod.
Quote from: Igabod on January 09, 2015, 04:57:43 PMOne method you could use to make it compatible with EdB is to make the status icon into a mote.
I just got rid of any UI in my mod at all and now everything is drawing simply as a mesh flying over the colonists' heads. That's enough for my purposes I think.
Quote from: Shinzy on January 09, 2015, 04:38:13 PMcan you/is it even possible to add icons for missing limbs?
Okay. I'll think about some new icons during the night ::). It's already 3 AM here, so, guys excuse me if I won't answer you in next couple of hours. See you later!
Quote from: Sadler on January 09, 2015, 05:05:17 PM
Quote from: Igabod on January 09, 2015, 04:57:43 PMOne method you could use to make it compatible with EdB is to make the status icon into a mote.
I just got rid of any UI in my mod at all and now everything is drawing simply as a mesh flying over the colonists' heads. That's enough for my purposes I think.
Awesome, then I'm going to download it right now and try it before I go to sleep.
Now this looks handy, will have to give it a look some time soon.
Quote from: Shinzy on January 09, 2015, 04:38:13 PMdiseases is another thing!
I still have no idea, how the disease icon must look like. Syringe maybe...
Quote from: Sadler on January 10, 2015, 10:11:11 AM
Quote from: Shinzy on January 09, 2015, 04:38:13 PMdiseases is another thing!
I still have no idea, how the disease icon must look like. Syringe maybe...
(http://i.ebayimg.com/00/s/ODAwWDgwMA==/z/b7EAAMXQ83xSHPad/$%28KGrHqR,!q!FIQhLY,nIBSHP,dZiM!~~60_35.JPG)
Biohazard Symbol
(http://andrealyip.com/wp-content/uploads/2012/10/sickness.png)
Dude puking in a toilet.
Those are my two favorite suggestions for a sickness icon.
[edit to add] Also, I played with this mod last night (well the one before you updated today) and experienced no problems with it. It worked really well, especially with prisoner management. I'm going to go ahead and put my vote in for this to be added to vanilla in some form. I love it.
Quote from: Igabod on January 10, 2015, 10:22:51 AMBiohazard Symbol
OK, I'll try this.
Quote from: Igabod on January 10, 2015, 10:22:51 AMAlso, I played with this mod last night (well the one before you updated today) and experienced no problems with it. It worked really well, especially with prisoner management. I'm going to go ahead and put my vote in for this to be added to vanilla in some form. I love it.
Awesome. So, I hope v02a is pretty stable too.
awesome mod! any kind of quality of life fix is a great improvement in the rimworld experience
This mod is so great. Highly recommend it to anyone taking a look at it.
Eventually I drawn just simple two-color pill for disease icon because biohazard was too complex to percept on that small icon (or I just not the best icon artist in the world :P). It's already available in v02b.
Keep it up! This can make RimWorld so much better!
its awesome >D
Small update, v02c. This mod seems to be almost complete now.
[attachment deleted due to age]
This just keeps getting better and better doesn't it?
Love it, specially this point that tells u where they go is nice, the icons so useful too!!
Finally i see when someone is infected and untreared or such
Thanks!!!
Quote from: Epyk on January 11, 2015, 09:37:07 AMThis just keeps getting better and better doesn't it?
I hope so. I just worry about keeping it neat and minimalistic ;D.
Quote from: Sadler on January 11, 2015, 09:52:52 AM
Quote from: Epyk on January 11, 2015, 09:37:07 AMThis just keeps getting better and better doesn't it?
I hope so. I just worry about keeping it neat and minimalistic ;D.
Don't worry. It's spot-at right now.
Just keep doing what you're doing. :)
Just wanted to say that this is a great mod, and suggest if possible an icon for being drafted since it might be harder to do than normal status effects.
Quote from: Rocky-3 on January 12, 2015, 07:27:25 PMJust wanted to say that this is a great mod, and suggest if possible an icon for being drafted since it might be harder to do than normal status effects.
I thought that draft is clearly distinguishable because name of your colonist become underlined when you draft him. But if you really need it, I'll figure something out. Now I'm working on two new icons: "idle" and "no weapon", so "draft" will be next.
Update, v02d. Three new icons: "check mark" apears when your colonists are idle, "struck-through pistol" is for unarmed, "star" icon is for drafted. If you feel that some of that new icons are too intrusive or unnecessary, read the "Tips And Tricks" section. All icons:
(http://static-4.nexusmods.com/15/mods/424/images/67-1-1421161746.png)
Quote from: Sadler on January 12, 2015, 09:23:31 PM
I thought that draft is clearly distinguishable because name of your colonist become underlined when you draft him. But if you really need it, I'll figure something out. Now I'm working on two new icons: "idle" and "no weapon", so "draft" will be next.
Quote from: Sadler on January 13, 2015, 10:13:17 AM
Update, v02d. Three new icons: "check mark" apears when your colonists are idle, "struck-through pistol" is for unarmed, "star" icon is for drafted.
I had no idea it did that o: And thanks!
Quote from: Rocky-3 on January 13, 2015, 10:16:46 AMAnd thanks!
Thank you and all people who still gives me a lot of wonderful ideas to make PSI better! ;)
It seems that the disease icon appears a few days before the moment when colonists really get sick malaria :P
Quote from: bullet on January 13, 2015, 08:37:30 PMIt seems that the disease icon appears a few days before the moment when colonists really get sick malaria :P
Oh, I see. I think it's because malaria has some sort of hidden phase that cannot be diagnosed, but my mod catches it. That's kinda cheaty, so I will fix that in the next version of my mod.
Quote from: Sadler on January 13, 2015, 09:34:39 PM
Quote from: bullet on January 13, 2015, 08:37:30 PMIt seems that the disease icon appears a few days before the moment when colonists really get sick malaria :P
Oh, I see. I think it's because malaria has some sort of hidden phase that cannot be diagnosed, but my mod catches it. That's kinda cheaty, so I will fix that in the next version of my mod.
or, as I understood, storyteller planning all event ahead of time and your mod just sees this. In any case, is not the most terrible bug. One can easily imagine that this is simply a manifestation of initial symptoms :P
Quote from: Sadler on January 13, 2015, 09:34:39 PM
Quote from: bullet on January 13, 2015, 08:37:30 PMIt seems that the disease icon appears a few days before the moment when colonists really get sick malaria :P
Oh, I see. I think it's because malaria has some sort of hidden phase that cannot be diagnosed, but my mod catches it. That's kinda cheaty, so I will fix that in the next version of my mod.
I just experienced it with the flu as well. I suspected it was due to the storyteller selecting an event to happen but the event didn't happen immediately. I tested it again after that game ended abruptly by going into dev mode and triggering a flu event. The icon appeared immediately after triggering the event but the flu didn't show up till a few days later.
I thought that the storyteller just is planning a certain type of event, such as a raid from any fraction or some undefined illness, etc. Unfortunately I do not know exactly how it works in reality... well, just "Curiouser and curiouser" )
Impressive! Thank you for great mod!
Quote from: Igabod on January 14, 2015, 03:57:38 AMThe icon appeared immediately after triggering the event but the flu didn't show up till a few days later.
As I thought, it is the hidden phase. I've fixed it already, testing now. If everything is ok, fixed version will be released in some hours.
Thank you very much for this very helpful mod! Keep it minimalistic, it seems to be in a very nice spot now. Enough Icons for everything but some border cases. Will use it in every future game.
PSI v02e is here. Now you will not be able to see hidden diseases and disease states even if you have a surly doctor on pills in your colony. Specially for connoisseurs of fair play. ;)
So trying this. Thanks!
New version, small bugfix update. Somebody asked me, why all of the prisoners have that "unarmed" icon. Now they are not.
Thankyou for this mod. I don't think I can ever imagine living without it now!
Just a thought, I think the no weapon icon should look like this.
(https://springcleaningfast.files.wordpress.com/2013/02/20130224-133849.jpg)
Quote from: Riccars on January 28, 2015, 10:17:57 PMJust a thought, I think the no weapon icon should look like this.
Whole last week I was working on new big update. If I have some time, I'll work on "Unarmed" icon too. First of all I want to do something with Hot and Cold (small white-red circles looks too similar, that confuses).
hot = flame
cold = snowflake
New version! v03a. Already available on Nexus. Much more configurable. Changelog:
- Alternative icon sets.
- Screen-scale icons (optionally, enabled by default).
- Mod settings panel (see game options) and configuration presets.
- Much more detailed properly mipmapped icons.
- Icons updated: "Hot", "Bloodloss", "Unarmed".
- "Hot" and "Cold" recolored: semi-transparent gray -- discomfort, white/yellow -- unsafe, red -- extremely unsafe.
- Bugfix: proper target point during hunt.
- "Crutch" will not appear on low consciousness (during anesthesia and so on).
- Russian translation.
Enjoy! :)
Yay this got updated on my brothers bday :D
This looks amazing! Holy moly great job! ;D
Possible bug: Not sure about the very latest version, but I noticed that on the prior one a "naked" pawn state is shown even for colonists with the "Nudist" trait, which I think probably should instead be ignored.
Quote from: akiceabear on February 02, 2015, 07:21:33 AMPossible bug: Not sure about the very latest version, but I noticed that on the prior one a "naked" pawn state is shown even for colonists with the "Nudist" trait, which I think probably should instead be ignored.
It seems reasonable. I thought also to hide the "unarmed" icon for pacifists (colonists that cannot use weapon), but decided to retain it. Because it's just helpful to know if your colonist can defend himself during the pirate raid.
Quote"Crutch" will not appear on low consciousness (during anesthesia and so on).
could it be possible to leave something like this in game to represent anesthesia? maybe a blue colored crutch or some other icon?
Quote"Hot" and "Cold" recolored: semi-transparent gray -- discomfort, white/yellow -- unsafe, red -- extremely unsafe.
could you maybe make the cold extreme turn blue instead of red, less extreme would be light blue color? just because sometimes the traits hot/cold skinned can lead to confusion.
Quote from: shhfiftyfive on February 04, 2015, 02:39:49 PMcould it be possible to leave something like this in game to represent anesthesia? maybe a blue colored crutch or some other icon?
Hm. Isn't it evident when your colonist lies in medical bed during/after the operation?
QuoteCould you maybe make the cold extreme turn blue instead of red, less extreme would be light blue color? just because sometimes the traits hot/cold skinned can lead to confusion.
That's the reason I started recoloring. But blue icon wasn't attracting player's attention during the game, so I stopped on current compromise variant to release v03a earlier. I will try to reduce the chance of confusion in next versions, but not sure exactly how.
I have this bug where only one colonist shows the icons.
I'm using the interface edb mod.
Quote from: Eliijahh on February 07, 2015, 10:20:46 AMI have this bug where only one colonist shows the icons.
Maybe it's another conflict with edb interface (what I feared since return to gui icons) :(. Is this bug appears everytime or under some circumstances? Do you have any mods except edb?
UPD: I think I found it! 8) This takes place when some mod tries to reimplement pawn activities. Give me a day, I'd like to test the new version by myself and then fixed PSI version will be released.
New version! v03b.
- Bugfix: since v03b "Naked" icon will not be shown for nudists
- Bugfix: sometimes with EdB interface enabled icons was showing only for first colonist.
Eliijahh, please check if those bugfixes helps with your prob.
(Alpha 9) Pawn State Icons exist?
Quote from: rexlord on February 19, 2015, 05:23:48 AM(Alpha 9) Pawn State Icons exist?
I just saw the Alpha 9 release video, so for now it isn't. I think I'll release the ported version in the next couple of days.
Quote from: Sadler on February 19, 2015, 12:18:26 PM
Quote from: rexlord on February 19, 2015, 05:23:48 AM(Alpha 9) Pawn State Icons exist?
I just saw the Alpha 9 release video, so for now it isn't. I think I'll release the ported version in the next couple of days.
I kind of thought we may have a few days wait on this mod. You will need the new icons for the new drinking effects. Keep up the good work and thank you for the great mod.
Yeah! I love this mod I can't imagine playing rimworld for very long without it :D!
v03c for Alpha 9 :
- Supported game version: Alpha 9 (tested on 0.9.722)
- New icon: "drunk". Shows the degree of alcohol intoxication.
Updated and tested as fast as I could. ;D Now I'm thinking about the new icon that indicates the condition of gear for your pawns (mean or worst). Not yet decided, how it must work, will see.
Should be an easy add, just place the icon on them if they get the "I'm wearing tattered clothing" thought.
Thanks for updating love your mod :). For clothing like Rathael said just make a icon when colonist get the bad thoughts. Its all that matters and it keeps it simple and clean.
Quote from: Rathael on February 20, 2015, 01:46:55 PMShould be an easy add, just place the icon on them if they get the "I'm wearing tattered clothing" thought.
Yeah, that's not hard, but I'm trying to find the most convenient way to indicate all that gear stuff. For example, I think "tattered clothing" won't appear when weapon is almost broken, so that scenario must be processed separately. So that's why I usually play for 10-20 hours during the development: to make sure everything works the way I want :D.
Thank's!
Tytytytytytyty for this so much wanted and desperately needed update, i had people die all the time without it :P so spoiled
Looks cool, maybe hide the unarmed sign for people incapable of violence?
Quote from: Dr. Z on February 21, 2015, 08:24:48 AMLooks cool, maybe hide the unarmed sign for people incapable of violence?
I thought about that, but then you may accidentally send your pacifists to protect against another pirate raid. "Unarmed" is a good sign that your colonists are defenseless. Maybe I must add this as an option.
Could you add a special icon to show them being anti violence instead?
Quote from: wsensor on February 21, 2015, 10:32:43 AMCould you add a special icon to show them being anti violence instead?
Something like this? (Yay, hippie colony! ;D) Ok, I will.
[attachment deleted due to age]
Great mod. but how about show colinist poor gear (A9)
Quote from: Fox on February 21, 2015, 12:14:31 PMGreat mod. but how about show colinist poor gear (A9)
I'm workin on it. Current release is quite spontaneous, so I didn't have much time to add all that stuff right away.
Does the check/idle icon disable the "X colonists are idle" message?
If so, is there a way to re-enable the message?
Quote from: cron0 on February 22, 2015, 01:50:47 PMDoes the check/idle icon disable the "X colonists are idle" message?
No, it isn't my mod. Just checked, all messages are on their places.
Output log is getting spammed with:
(Filename: Line: -1)
NullReferenceException: Object reference not set to an instance of an object
at Verse.Find.get_ListerPawns () [0x00000] in <filename unknown>:0
at RimWorldIconMod.PSI.OnGUI () [0x00000] in <filename unknown>:0
Quote from: Rathael on February 22, 2015, 08:45:08 PMOutput log is getting spammed with NullReferenceException Verse.Find.get_ListerPawns
Is it appears in game menu or during the gameplay? I think, if there is "Find.ListerPawns == null" as it says, your game files are totally corrupted. Reinstallation may help.
In future releases I will add the check to just disable the mod if your core isn't provides all necessary objects.
could be kinda cool to add extra icons for certain colonist types.
like empath, brawler, careful shooter.
could even give skill appropriate golden icons for pawns with near legendary status in a skill so you know who to send where without opening the work menu or memorizing who is good at what.
might wish to be a separate but compatible mod though.
and shown in a non-intrusive way, not to hinder your ability to see the important debuff icons in this one.
First of all I must consider how I can put so much data into one small icon without using text or 2d-bitmask. Good puzzle, I'll think about it.
Quote from: Sadler on February 23, 2015, 04:09:52 AM
First of all I must consider how I can put so much data into one small icon without using text or 2d-bitmask. Good puzzle, I'll think about it.
actually we could probably do it much like/where ebd's interface adds hotkeys. (or maybe have edb implement the idea)
for example, when you select pawns with edb, he has hotkeys+ icons for equipped weapons show up in the bottom left by the draft hotkey. so you know which weapon is equipped without opening the "colonist gear sub menu". that's great, but let's go one step further.
so my idea would go one step further and similarly bring more of the info from those colonist sub menus out to the main display...
maybe you could add icons right above where that hotkey would be displayed in his interface mod when a pawn is selected, to coincide. that spot above the hotkeys seems like a good place for some additional info. like empath, brawler, etc icons. so you would know if the hotkey wasn't available in edb, and there was no empath/brawler icon above, then you still need to give that guy a weapon. else ignore searching submenu for such info.
could be better than cycling through colonists AND THEN opening the appropriate sub menu to get said further info.
you could even use that spot on the display to show other new icons like traits or injury types or legendary skills. idk. just a thought. anything to prevent us from having to open those sub menus for further info.
Quote from: Sadler on February 23, 2015, 01:03:20 AM
Quote from: Rathael on February 22, 2015, 08:45:08 PMOutput log is getting spammed with NullReferenceException Verse.Find.get_ListerPawns
Is it appears in game menu or during the gameplay? I think, if there is "Find.ListerPawns == null" as it says, your game files are totally corrupted. Reinstallation may help.
In future releases I will add the check to just disable the mod if your core isn't provides all necessary objects.
It only shows up in the output.txt log. Doesn't seem to affect gameplay. I will re-install and see if it goes away.
Quote from: Rathael on February 23, 2015, 12:07:53 PMIt only shows up in the output.txt log. Doesn't seem to affect gameplay. I will re-install and see if it goes away.
OK. I'd like to release the next version of PSI in a few days. There would be some additional checks (for example, not to find colonists while you are in main menu). Just in case.
Quote from: Sadler on February 23, 2015, 12:32:06 PM
OK. I'd like to release the next version of PSI in a few days. There would be some additional checks (for example, not to find colonists while you are in main menu). Just in case.
Re-install did nothing. I did check and it seems to be only in the first part of the output log, not the part during gameplay. So it does seem to only be happening in the menu. It looks like this up top:
PSI Injected
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
NullReferenceException: Object reference not set to an instance of an object
at RimWorldIconMod.PSI.Update () [0x00000] in <filename unknown>:0
(Filename: Line: -1)
NullReferenceException: Object reference not set to an instance of an object
at Verse.Find.get_ListerPawns () [0x00000] in <filename unknown>:0
at RimWorldIconMod.PSI.OnGUI () [0x00000] in <filename unknown>:0
And then it spams that over and over until the game loads:
NullReferenceException: Object reference not set to an instance of an object
at Verse.Find.get_ListerPawns () [0x00000] in <filename unknown>:0
at RimWorldIconMod.PSI.OnGUI () [0x00000] in <filename unknown>:0
(Filename: Line: -1)
UnloadTime: 1.138524 ms
Unloading 4 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)
Unloading 14 unused Assets to reduce memory usage. Loaded Objects now: 4771.
Total: 27.158318 ms (FindLiveObjects: 0.190458 ms CreateObjectMapping: 0.322933 ms MarkObjects: 25.797466 ms DeleteObjects: 0.046078 ms)
(Filename: Line: -1)
Initializing map from file Rimton with mods <snip>
Quote from: Rathael on February 23, 2015, 04:41:31 PMRe-install did nothing. I did check and it seems to be only in the first part of the output log, not the part during gameplay. So it does seem to only be happening in the menu.
Thanks for your report, will be fixed in the next version.
v03d :
- Two new icons: "tattered cloth" and "pacifist".
- Bugfix: additional checks to prevent "get_ListerPawns" spam inside output_log.txt file.
does this mod compartible with edb interface ui mosd ? it seems i don't have any status icons when use both mods
i'm also curious what is the situation with that too... can we expect to see PSI work in EdB's interface again in the future? i hear an EdB update broke that a little while back?
I've been running latest build with updated EdB and PSI 03C, and it apparently works fine, it's odd knowing they're incompatible ??? With 03d, i can see icons on my pawns, but not on prisoners. At least cold, hungry, sad and bleeding, haven't checked the others.
PSI v03d is compatible with Alpha 9e and EdB Interface 2.6.4 , at least for me (see attachment). Of course I can rollback all changes since v03c, but it's better to identify, why it isn't working for you. First of all, please attach here your output_log.txt from Rimworld data folder.
[attachment deleted due to age]
alright so maybe my memory has failed me. maybe this was never a feature.
i was thinking there was a time in which the avatars of colonists at the top of the screen from EdB's interface... i was thinking your PSI icons would also show up next to those avatars as well.
was this never a thing? did i just dream it up?
Quote from: shhfiftyfive on February 27, 2015, 02:20:13 AMi was thinking there was a time in which the avatars of colonists at the top of the screen from EdB's interface... i was thinking your PSI icons would also show up next to those avatars as well. Was this never a thing? did i just dream it up?
Yeah, there was no integration with EdB top-panel, but I will see if it's possible to realize this as an option.
hello.
love this mod, couldn't play Rimworld without it now, its just so damned useful.
i would however like to ask a question;
is it possible to change the Icons for non-humans? i have installed MechDef2 which has droids, they require only power and none of the rest. they get all the icons thats in the pic... its not a big issue and i don't mind them. but if all the icons could be removed except idle, that would be cool.... maybe even a power-low icon instead the knives and forks for food.
just a suggestion.
great work!
cookies for you.
[attachment deleted due to age]
You can deactivate individual icons in the options menu.
Quote from: Skissor on March 16, 2015, 02:46:14 PM
You can deactivate individual icons in the options menu.
just tried it. suggestion was good, but completely irrelevant as to what i posted.
it affects all pawns.
This is super good and wonderful!
Much appreciation! ;D This screenie says it all...no more guess work. Thank you for your time, and the mod.
(http://i.imgur.com/5nxsREs.png?1)
As this story tells, a couple of my colonists have bad threads, want some new clothes, others are hot some more than others. Plus they are getting tired. No need to look all of that up. ;D
Quote from: silentlord on March 16, 2015, 02:22:47 PMis it possible to change the Icons for non-humans? i have installed MechDef2 which has droids, they require only power and none of the rest. they get all the icons thats in the pic... its not a big issue and i don't mind them. but if all the icons could be removed except idle, that would be cool.... maybe even a power-low icon instead the knives and forks for food.
I will see it closer to the weekend. :) Now I'm just exhausted (excuse me for whining): so much headache to support my new too much popular mod (http://steamcommunity.com/sharedfiles/filedetails/?id=406132323). It's physically difficult to cope with all that message flow people are writing me during the week. I think everything will settle down by next week, and I will be able to calmly work on all of my mods.
Quote from: Sadler on March 18, 2015, 12:40:01 AM
Quote from: silentlord on March 16, 2015, 02:22:47 PMis it possible to change the Icons for non-humans? i have installed MechDef2 which has droids, they require only power and none of the rest. they get all the icons thats in the pic... its not a big issue and i don't mind them. but if all the icons could be removed except idle, that would be cool.... maybe even a power-low icon instead the knives and forks for food.
I will see it closer to the weekend. :) Now I'm just exhausted (excuse me for whining): so much headache to support my new too much popular mod (http://steamcommunity.com/sharedfiles/filedetails/?id=406132323). It's physically difficult to cope with all that message flow people are writing me during the week. I think everything will settle down by next week, and I will be able to calmly work on all of my mods.
apologies fella, wasn't aware of your other mods. i only commented as it was annoying as i couldn't remove them as its a non-human so no interaction like normal pawns.
but i don't wanna add to your burden and have you burn-out, your work is too good for that. work at your own pace and never feel pressured fella. it's just a game at the end of the day.
is that the new cities one? i've never tried the cities one as it looks like a cheaper, cartoony version of simcity. (simcity is bad, not defending, but graphical looks are stunning)
It is not necessary to apologize, that's not your fault. Feel free to ask any questions, this forum is very comfortable for me to discuss Rimworld mods. ;D Moreover, comparing modding API with the second game on Unity3D engine I realized that Rimworld mod API even allowing for a few detours is just awesome. I'm very enthusiastic about the mods I can create on this basis.
Hell Yeah :D
I needed this .. Thank You So Very Much
Just tried this and I absolutely LOVE it. It helps me understand my guys state of mind a whole lot better.
BTW... it was a bit confusing when I first downloaded this as the Name you announce it as is different than the folder name one gets when one unzips it. It then shows up under a third variation in EdB's mod order loader. They say that consistency is the hobgoblin of little minds. Well I've got a little mind and I sometimes look like a hobgoblin but other than this tiny issue this is the perfect mod!
I love this mod i hope alpha 10 update is coming soon :D
I recently updated to release A10 and find that this is one of the mods I miss the most!
v04a : Alpha 10 support!
Quote from: Sadler on April 22, 2015, 06:37:13 AM
v04a : Alpha 10 support!
Thank You, you are amazing! and so is this mod! :D
Fabulous, this is such a great mod and I've really missed having it. Thanks for the update!
I saw this on the release page and literally said "F*** Yes" out loud.
Love this mod!
And I have one small complaint, but first a joke...
A Jewish Grandmother is walking the beach of Coney Island with her grandson when a HUGE wave comes and washes the kid out to sea.
Grandma is verklempt! Falls to her knees and prays to God for the kids return. She swears that she's always been a complainer but will stop now. She's seen the error of her way. She' should be grateful for all her small blessings. She's even grateful that God has taken her the time to teach her this lesson, if ONLY he'll return her beloved grandson.
Another huge wave crashes against the beach and when it recedes, there is her beloved bubeluh, not only unharmed but still dry!
Grandma clasps her hands and praises God but can't help adding... "But he had a hat!"
Love your mod. But it is a bit confusing in its nomenclature. You call it Pawn State Icons in your release. The folder when extracted is just called Icons, and in EdB's mod order list it appears as RimWorld PSI v04a. I know that consistency is the hobgoblin of small minds but in your next release could you make the names consistent for those of us with small minds?
Thanks again for a great mod!
Quote from: Havan_IronOak on April 22, 2015, 10:24:05 AMI know that consistency is the hobgoblin of small minds but in your next release could you make the names consistent for those of us with small minds?
Ok, if it's important for you, I'll rename that folder and in-game description :D
Thanks! It does make things simpler...for those of us that are!
I've always enjoyed this mod but never said thanks. So..... thanks thanks thanks, one of my favorite mods. :D
Awesome works!
Tried to use it with the new EDB Interface for A10, version 2.7.1. The icons don't show up on the overview of colonists on the top. Known issue or am I doing something wrong?
Update:
Oh and yes, please use consistent (folder) naming for this mod and don't use a nested folder (currently called "Icons") for the files. Every other mod I've seen you just unzip, and copy/move the contents of the created folder.
With EDB Interface it would be awesome if the icons only show up on the overview, IMO. Is this doable?
Quote from: booOfBorg on April 25, 2015, 12:00:17 PM
Tried to use it with the new EDB Interface for A10, version 2.7.1. The icons don't show up on the overview of colonists on the top. Known issue or am I doing something wrong? With EDB Interface it would be awesome if the icons only show up on the overview, IMO. Is this doable?
It's not an issue. EdB Interface isn't expandable by design, I can't replace the ColonistBar or ColonistBarRenderer or do anything else to achieve the same goals. It simply has no public API, so I even cannot get the position of the colonist bar slots to draw my icons.
Quote from: Sadler on April 25, 2015, 01:41:06 PM
Quote from: booOfBorg on April 25, 2015, 12:00:17 PM
Tried to use it with the new EDB Interface for A10, version 2.7.1. The icons don't show up on the overview of colonists on the top. Known issue or am I doing something wrong? With EDB Interface it would be awesome if the icons only show up on the overview, IMO. Is this doable?
It's not an issue. EdB Interface isn't expandable by design, I can't replace the ColonistBar or ColonistBarRenderer or do anything else to achieve the same goals. It simply has no public API, so I even cannot get the position of the colonist bar slots to draw my icons.
Personally i love the way your mod works exactly as it is, i wouldnt change it for the world :D
Very nice mod.
Is it possible to add a Icon to animals that goes berserk, so ist easier to keep track of them.
Especially on larger maps where you wait until they get near you that would help a lot.
So, I ran into a weird state icon, it sort of looks like a hook, and it's not in the example icons. I can't find any mood that might explain it (the colonist is a pessimist, but this icon is recent.) Anyway, I got an image of it: http://imgur.com/DwAZJAo
I'm curious as to what it is.
Quote from: libra00 on May 01, 2015, 06:56:22 PM
So, I ran into a weird state icon, it sort of looks like a hook, and it's not in the example icons. I can't find any mood that might explain it (the colonist is a pessimist, but this icon is recent.) Anyway, I got an image of it: http://imgur.com/DwAZJAo
I'm curious as to what it is.
That means wearing tattered apparel :D
It's a negative debuff when a colonist is wearing an apparel between 1-49% health.
(wearing tattered cloths)
Ah, good to know, thank you. It's not very intuitive though, I thought maybe he wanted to go rock-climbing or something. :P
Quote from: libra00 on May 01, 2015, 08:57:17 PM
Ah, good to know, thank you. It's not very intuitive though, I thought maybe he wanted to go rock-climbing or something. :P
lol
(http://24.media.tumblr.com/812abf76dc2fba47ee8a5df0af4bbd21/tumblr_msak72ptwb1qgwf0wo1_500.jpg)
Quote from: zyklame on May 01, 2015, 03:09:22 PMIs it possible to add a Icon to animals that goes berserk, so ist easier to keep track of them.
I think, it's possible. Thanks for the idea, I think, I'll code this.
Quote from: libra00 on May 01, 2015, 08:57:17 PMIt's not very intuitive though
Yeah, that's the usual problem when you are trying to put more info into a small icon. The "crutch" icon mostly causes this kind of problems. Maybe I should add something like in-game manual with the entire description for every icon.
Quote from: Sadler on May 02, 2015, 09:00:38 AM
Quote from: zyklame on May 01, 2015, 03:09:22 PMIs it possible to add a Icon to animals that goes berserk, so ist easier to keep track of them.
I think, it's possible. Thanks for the idea, I think, I'll code this.
This is a great idea, I hope it works out.
+1 for the berserk animal icon
megascarabs are so small and there's so many of them... It's always a surprise whenever animals go crazy
[delete]
Quote from: libra00 on May 01, 2015, 08:57:17 PM
Ah, good to know, thank you. It's not very intuitive though, I thought maybe he wanted to go rock-climbing or something. :P
it's a needle and thread silly. he clearly wants to do some sewing as a hobby for joy fulfillment.
You should make it so icons appear over visitors and prisoners, so I can tell if there starving or about to go insane.
Update in the works for this one?
Thanks for such a handy mod.
Quote from: ThreeMartiniLaunch on June 12, 2015, 02:21:46 PM
Update in the works for this one?
Thanks for such a handy mod.
Waiting for that too,
i have no idea if my guys are freezing or not
I hope this one will get updated.
Quote from: Skissor on June 13, 2015, 01:10:37 PMI hope this one will get updated.
There you are! :D
v04b (14.06.2015):
- Supported game version: Alpha 11 (tested on 0.11.834)
- Berserk icons will be shown for mad animals.
Hell yes!
This is one of those mods that makes you say "How did I ever play without it?"
Sweeeet thank you thank you, now I can see how badly off my guys are XD
Great one ! Maybe you can work with EdB to make an even Better Better UI ? And then give all your hard work to Tynan so we don't have to mod it, only to play it ?
thank you for updating, this is one of those mods that just should be ingame, no really, this and combat realism, i can live without everything else but playing without this one is like playing without an arm!
Hope this one gets updated for Alpha 11b, not working now. =[
Quote from: demonofelru on June 19, 2015, 09:55:52 PM
thank you for updating, this is one of those mods that just should be ingame, no really, this and combat realism, i can live without everything else but playing without this one is like playing without an arm!
It really should, and in fact I'm gonna go suggest it (probably other people have before but whatever)
e: show your love
https://ludeon.com/forums/index.php?topic=14298.0
Having an issue when I install this mod then try to open the 'Options' menu. Every time I open the options menu this happens:
(https://www.dropbox.com/s/1mobj05wq5btcsj/error.png?dl=0)
https://www.dropbox.com/s/1mobj05wq5btcsj/error.png?dl=0 (https://www.dropbox.com/s/1mobj05wq5btcsj/error.png?dl=0)
The 'exception filling' under the error log keeps adding up, non-stop until you 'alt-f4' out of Rimworld. Seems to work correctly in all other ways. I have tried deleting the PSI file thinking maybe the config was corrupted. Tried re-downloading the latest version. No dice.
Is PSI have been updated yet?
I don't think so (up to date MODPACKS don't include it atm) and that will explain your bug
100 topic views in an 3 hours of people waiting for the update
The mod author hasn't logged in for a while so I wouldn't expect much.
I compiled Dan's code under the new A11b version. This was only tested for a few minutes but the icons loaded up just fine.
I am not the author and this is NOT official! I will delete the file if requested or when Dan returns.
https://www.sendspace.com/file/jfwugz (https://www.sendspace.com/file/jfwugz)
Quote from: Brofius on July 05, 2015, 07:47:27 PM
I compiled Dan's code under the new A11b version. This was only tested for a few minutes but the icons loaded up just fine.
I am not the author and this is NOT official! I will delete the file if requested or when Dan returns.
https://www.sendspace.com/file/jfwugz (https://www.sendspace.com/file/jfwugz)
I will give it a try, but the icons loaded just fine and there was an update for A11 from the author. I was noticing this problem back with A11 but had been too busy to track down which mod I was using was causing the bug.
UPDATE: Seems to be working like a charm now; Thanks Brofius. There is a placement bug with the 'options' menu but I'm sure the Author will be able to configure it; though it's likely because of the display resolution of my laptop. Will have to try it when I get home on my desktop to confirm.
Is there any way that this mod messes up the colony work list?
I did a typically noob thing and added this mod (and a couple others?) then loaded a saved colony. The last two colonists that I added don't appear on the colony work list. They now go into a zombie like stand mode. They WILL comply with any order that I give them but they don't appear on the list so don't initiate any new tasks themselves. They do still have beds assigned to them, if that's a clue.
hi, i have problemo with this mod. when open option(setting at menu) window pawn icon setting appear. and i cant close it. hlp.
I saw the same thing under 11b. The option window is messed up with the current version.
Quote from: nutcrack0 on July 07, 2015, 01:42:29 PM
hi, i have problemo with this mod. when open option(setting at menu) window pawn icon setting appear. and i cant close it. hlp.
Here is another A11b version of PSI where the options window is moved further to the side. It does gets cut off on lower resolution.
https://www.sendspace.com/file/sxwsvp (https://www.sendspace.com/file/sxwsvp)
Also I had problems loading this mod on an existing colony and had to start fresh. Hopefully the mod owner will return to fix these issues.
Hi!
Is the mod ready for version 11B?
Does it work?
Check the unofficial link one post above you. Works fine with me. Also worked when added to a existing savegame.
Quote from: Dr. Z on July 13, 2015, 01:17:47 PM
Check the unofficial link one post above you. Works fine with me. Also worked when added to a existing savegame.
Works fine with me too. Tested on laptop 1366x768.
Sorry guys, I was on vacation last month, just returned and seen that Tynan broke the compatibility. Now I simply recompile the mod for A11b, options menus would be fixed soon.
Thanks for the official update, also I can't play anymore without it :D
Any chance it will ve working soon? :)
The creator last logged in a month ago... not too encouraging...
Love this mod, hope to see an update!
One of the most useful mods along with the Colonist Status bar from Edb. If someone can update this for 12c i would be much obliged.
Since it's not open sourced it would be quite hard I think...
if the source was somewhere we probally could get it to work.
Quote from: sidfu on August 27, 2015, 11:58:55 AM
if the source was somewhere we probally could get it to work.
How about decompiling the .dll?
Hello all, I compile a pawn state icons for alpha 12c but i don't know how to show mod options in game menu and how to show mod icons on tamed animals ;D
[attachment deleted due to age]
Quote from: sidfu on August 27, 2015, 11:58:55 AM
if the source was somewhere we probally could get it to work.
Correct me of i'm wrong but the download contains a folder "Src" which i presume stands for source. Google told me that .cs files are source files, but i don't know if this is all or what (doe to almost zero programming knowledge).
Edit: looks like Vuursteen also found said files...
I find my error and recompile dll. Now you can change mod option in game menu. Rewrite old dll in pawn state icons -> assemblies with this
[attachment deleted due to age]
So now we can use it for A12?
Yes u can, it works perfect! ty vuursteen
Vuursteen, je bent een held!
(Vuursteen you are a hero!)
OMG you rock Vuursteen!! I spliced this into SK 2.0domination mod using the skyhigh1.2a files ( + vursteen's patched dll). This may not be necessary, but I verify it to work this way.
Vuursteen any chance for a 12d version?
Since it was just a small update, it should still work, right?
Quote from: Florius on August 29, 2015, 06:26:45 PM
Since it was just a small update, it should still work, right?
yeah it still works I had mistakenly unloaded it.
No update needed for 12d version
Quote from: Vuursteen on August 30, 2015, 08:05:32 AM
No update needed for 12d version
I'm not sure what I'm doing wrong. When I try to load this mod I get an error "Recovered from incompatible or corrupted mode errors. It seems that some of the active mods were causing errors. They were incompatible with each other, designed for a different version of RimWorld, or corrupted. All mods have been disabled and can be activated again in the mods dialog." and it then disables all my mods. I've tried it by disabling all my other mods and only activating this one, and I get that error. I re-downloaded the mod with no luck.
Is there a trick to get the 11b version to work with the latest build? Thanks!
Quote from: MisterVertigo on September 03, 2015, 10:54:24 AM
Quote from: Vuursteen on August 30, 2015, 08:05:32 AM
No update needed for 12d version
I'm not sure what I'm doing wrong. When I try to load this mod I get an error "Recovered from incompatible or corrupted mode errors. It seems that some of the active mods were causing errors. They were incompatible with each other, designed for a different version of RimWorld, or corrupted. All mods have been disabled and can be activated again in the mods dialog." and it then disables all my mods. I've tried it by disabling all my other mods and only activating this one, and I get that error. I re-downloaded the mod with no luck.
Is there a trick to get the 11b version to work with the latest build? Thanks!
Use the .dll from the (awesome) Mr. Vuursteen a couple of posts back, then it should work!
Ah, I missed that! I'll give that a shot! Shows what I get for not reading the whole thread...
Thanks!
Quote from: MisterVertigo on September 03, 2015, 10:54:24 AM
Quote from: Vuursteen on August 30, 2015, 08:05:32 AM
No update needed for 12d version
I'm not sure what I'm doing wrong. When I try to load this mod I get an error "Recovered from incompatible or corrupted mode errors. It seems that some of the active mods were causing errors. They were incompatible with each other, designed for a different version of RimWorld, or corrupted. All mods have been disabled and can be activated again in the mods dialog." and it then disables all my mods. I've tried it by disabling all my other mods and only activating this one, and I get that error. I re-downloaded the mod with no luck.
Is there a trick to get the 11b version to work with the latest build? Thanks!
This Tip will not make mods compatible with each other or force them to work but you should go into your options screen in game and disable "Auto-reset mods config on crash" This will at least force your mods to load giving you an error log that you can debug. Huge pain in the ass when it comes to fixing and making mods compatible if your ModConfig constantly gets replaced and doesnt show the proper error log.
Quote from: MisterVertigo on September 03, 2015, 11:33:21 AM
Ah, I missed that! I'll give that a shot! Shows what I get for not reading the whole thread...
Thanks!
Works perfectly on my game, no problem at all! It's just sad I miss it on animals, but I can live with it for my colonists.
There version compiled for v12, with sources.
http://v10.name/files/Pawn%20State%20Icons.rar
Quote from: V10 on September 06, 2015, 06:48:36 AM
There version compiled for v12, with sources.
http://v10.name/files/Pawn%20State%20Icons.rar
Where did you get that from?
Quote from: Florius on September 06, 2015, 07:07:20 AM
Quote from: V10 on September 06, 2015, 06:48:36 AM
There version compiled for v12, with sources.
http://v10.name/files/Pawn%20State%20Icons.rar
Where did you get that from?
LOL. I fixed it and compile.
download link Invalid.could some one give one can be used?
Works fine for me, but let me upload it to Dropbox:
https://www.dropbox.com/s/3md819fqbq3pf8f/Pawn%20State%20Icons.rar?dl=0
Quote from: Florius on September 07, 2015, 05:14:47 AM
Works fine for me, but let me upload it to Dropbox:
https://www.dropbox.com/s/3md819fqbq3pf8f/Pawn%20State%20Icons.rar?dl=0
thanks that works, I accidently into the options made the icons into a text, and now I try to bring the icons back I click on default, or pixel but it remains text.
http://prntscr.com/8etews
http://prntscr.com/8etfog
Had the same issue, tried to delete the mod and redownload, didn't work, to be continued!
EDIT: In \Mods\Pawn State Icons\Textures\UI\Overlays\PawnStateIcons remove the other 2 except default, then start up the game and change it to default, that seems to work fine! :)
Quote from: Florius on September 10, 2015, 01:40:24 PM
Had the same issue, tried to delete the mod and redownload, didn't work, to be continued!
EDIT: In \Mods\Pawn State Icons\Textures\UI\Overlays\PawnStateIcons remove the other 2 except default, then start up the game and change it to default, that seems to work fine! :)
Yes that worked! Thanks, and I guess you stopped watching the other thread I will ask you here, how do you enable this?
http://prntscr.com/8etavl
Quote from: Tsilliev on September 10, 2015, 01:54:21 PM
Quote from: Florius on September 10, 2015, 01:40:24 PM
Had the same issue, tried to delete the mod and redownload, didn't work, to be continued!
EDIT: In \Mods\Pawn State Icons\Textures\UI\Overlays\PawnStateIcons remove the other 2 except default, then start up the game and change it to default, that seems to work fine! :)
Yes that worked! Thanks, and I guess you stopped watching the other thread I will ask you here, how do you enable this?
http://prntscr.com/8etavl
Sorry, I am a busy person hehe! You can always send me a PM! :) But I use EdB interface for that on top if that is what you mean, made by the wonderful person EdB!
EDIT: Made it easier hehe: https://ludeon.com/forums/index.php?topic=5258.0
Quote from: Florius on September 10, 2015, 01:55:22 PM
Quote from: Tsilliev on September 10, 2015, 01:54:21 PM
Quote from: Florius on September 10, 2015, 01:40:24 PM
Had the same issue, tried to delete the mod and redownload, didn't work, to be continued!
EDIT: In \Mods\Pawn State Icons\Textures\UI\Overlays\PawnStateIcons remove the other 2 except default, then start up the game and change it to default, that seems to work fine! :)
Yes that worked! Thanks, and I guess you stopped watching the other thread I will ask you here, how do you enable this?
http://prntscr.com/8etavl
Sorry, I am a busy person hehe! You can always send me a PM! :) But I use EdB interface for that on top if that is what you mean, made by the wonderful person EdB!
EDIT: Made it easier hehe: https://ludeon.com/forums/index.php?topic=5258.0
Yes I tried it yesterday but crash because it was made for alpha11, now i see at dropbox page, updated 35 min ago for alpha12 lol, thanks.
Why system said:PSI inject?what's wrong?
Oh, I needed this!
Is this mod currently compatible with A12d?? I popped it in and ran a game with it...but I see no changes.
Doesn't seem to work for A12d...or am I missing something?
(Yes, I activated on my next first load. Yes, I created a new world and new colony for it)
Quote from: LaMizzy on September 19, 2015, 10:16:26 AM
Is this mod currently compatible with A12d?? I popped it in and ran a game with it...but I see no changes.
Doesn't seem to work for A12d...or am I missing something?
(Yes, I activated on my next first load. Yes, I created a new world and new colony for it)
Yes it works. To test it, grab a non-nudist pawn and strip all the gear off it. If a small 'boxer' looking pants icon appears beside them... Then its working.
If not, read back a bit, about needing to delete the 'text' and another file within the mod file itself so it goes to 'default' in options. And not like text or 'pixels'.
I tried deleting the text and pixels folders but the mod still isn't working in game. I have EBD's Interface and Prepare Carefully installed as well and those work just fine. Not sure if there is a conflict between them or something. Any ideas?
Edit : For whatever reason moving it to the #1 load spot made it work properly.
Quote from: Kinsume on September 20, 2015, 01:26:03 PM
I tried deleting the text and pixels folders but the mod still isn't working in game. I have EBD's Interface and Prepare Carefully installed as well and those work just fine. Not sure if there is a conflict between them or something. Any ideas?
Use the one from the ultimate overhaul modpack, it's working fine in 12d, I also have those 2 EdB mods, so if it still errors the problem lies elsewhere.
Quote from: Ectoplasm on September 20, 2015, 01:39:31 PM
Quote from: Kinsume on September 20, 2015, 01:26:03 PM
I tried deleting the text and pixels folders but the mod still isn't working in game. I have EBD's Interface and Prepare Carefully installed as well and those work just fine. Not sure if there is a conflict between them or something. Any ideas?
Use the one from the ultimate overhaul modpack, it's working fine in 12d, I also have those 2 EdB mods, so if it still errors the problem lies elsewhere.
I can confirm the same issue, while its a pain you can download the ultimate overhaul modpack and just pull the pawn state icons from the pack and put it in and it will work.
Im guessing someone other then the author edited the file to get it to work in a12 so that the modpack didnt have to remove it from the list.
All you need to get this working in A12d is the dll from UOM. I'm attaching a patch zip. First install the original a11b version from this thread. Then just unzip the attached file in your mods directory and choose to overwrite the file. I tested with no other mods installed and it worked.
Unfortunately, the source code contained in the UOM doesn't have the changes that were made to the dll. If I have time, I'll create a version of my own. Until then I'm not sure who to credit with the fix (I guess ninefingers).
[attachment deleted due to age]
So the patch make Icons fully compatible with a12?
Neat.
Hey just wanted to say thanks for the patch. Works good on Alpha 12d. Really, thank you for taking your time to patch it.
Quote from: Skissor on November 13, 2015, 12:56:51 PM
Hey just wanted to say thanks for the patch. Works good on Alpha 12d. Really, thank you for taking your time to patch it.
Actually that one came out of UOM so credit goes to ninefingers for that one. Since I didn't know what he did I actually decompiled the original and fixed and built my own as part of a modlist + patches that I'm still working on. I've actually tested this one and it seems to be working fine. I don't have much experience using the one I posted earlier. You can find my version here: https://github.com/irotsoma/rimworld-irotsoma-modlist-and-patches-base-builder-edition/raw/A12D/a12dCompatibilityPatches/Pawn%20State%20Icons%20a12d%20Patch.zip I'll also post the source on there soon. I just haven't gotten around to it yet since I'm still building several other patches to make the group of mods work together more effectively. But this one shouldn't have any conflicts with most other mods, anyway.
Edit: fixed URL due to changes in github repo structure.
So does that mean your older patch isn't working perfectly? I didn't see any problems with it.
Quote from: Skissor on November 13, 2015, 10:01:05 PM
So does that mean your older patch isn't working perfectly? I didn't see any problems with it.
Nope, it probably works just as well. It's just that with all of the controversy over ninefingers, I figured I'd build my own. The changes required were pretty minor, so I'm guessing we both did it basically the same way.
What controversy over ninefingers? Am I out of the loop about it? I always use his modpack.
Quote from: Skissor on November 17, 2015, 05:53:01 PM
What controversy over ninefingers? Am I out of the loop about it? I always use his modpack.
The modpack was removed and is not allowed to be re-uploaded. A lot of it has been deleted now and I don't know all of the specifics. This was the last official post from the mods on the subject as far as I can tell: https://ludeon.com/forums/index.php?topic=16457.msg177581#msg177581 (https://ludeon.com/forums/index.php?topic=16457.msg177581#msg177581)
^ The tldr version was that mods were being used without credit to the authors and/or in ways prohibited by their creators.
Mod releases are now requested to have license statements to clarify and avoid potential problems.
Ah darn that's too bad.
Glad I still got the mod for A12, from Vuursteen.
I really can't play RW without the mod to be honest.
please update this mod to alpha12
i will so happy:)
Quote from: hasu on February 06, 2016, 06:19:28 AM
please update this mod to alpha12
i will so happy:)
Look into the old comments, this mods actually works for a12. :)
Quote from: Skissor on February 06, 2016, 06:50:16 AM
Look into the old comments, this mods actually works for a12. :)
When I turn this on, it resets my mods because of a failure, so for me at least it's not quite working.
Quote from: maculator on February 20, 2016, 07:30:50 AM
Quote from: Skissor on February 06, 2016, 06:50:16 AM
Look into the old comments, this mods actually works for a12. :)
When I turn this on, it resets my mods because of a failure, so for me at least it's not quite working.
You need to download the original alpha 11b version and then apply the alpha 12d patch by unzipping the patch to the mod folder and overwriting the files in the original. Here's the link to the patch that I made, also linked earlier in the thread: https://github.com/irotsoma/rimworld-irotsoma-modlist-and-patches-base-builder-edition/raw/A12D/a12dCompatibilityPatches/Pawn%20State%20Icons%20a12d%20Patch.zip
I can't change any settings of the mod. When I leave the menu, they just reset to default. Is that a known bug?
Quote from: Dr. Z on February 22, 2016, 05:04:15 PM
I can't change any settings of the mod. When I leave the menu, they just reset to default. Is that a known bug?
Hmm I definitely don't have that bug after I patched the 11b mod like irotsoma said.
Could you be more specific? When you say you leave the menu, which menu are you talking about? Because there are two separate menus (the default and icon menu).
It happens when I close the icon menu.
The mod doesn't work for a12D. Fix it or take it down ffs. Don't make people wast their time!
Quote from: mandrac on March 17, 2016, 05:21:20 PM
The mod doesn't work for a12D. Fix it or take it down ffs. Don't make people wast their time!
the tag in front of the topic title states which version the mod is for [A11b] in this case.
It's safe to assume mod for a11 wouldn't work for a12. If you wish to spare your time, read the titles
And it works for 12d. I don't remember if you need a fix for it though. look through the last comments (last 3 months) in this thread.
Quote from: mandrac on March 17, 2016, 05:21:20 PM
The mod doesn't work for a12D. Fix it or take it down ffs. Don't make people wast their time!
If you scroll up a bit you'll see that I posted a 12d compatibility patch. Unzip that over top of the official one and it will work fine.
i played with EDB interface mod
then i installed icon pawns mod
now i must play with EDB, but when i got them both mods active my pawns stopped cleaning. Lazy shit.
i tested it many times. same save, same moment.
Somehow icon pawns makes dirt blood untouchable and colonists bath in dirt like hamsters :D
Is the 12d patch alpha 13 compatible? Because I actually can't play without this mod.
Quote from: Dr. Z on April 07, 2016, 05:17:00 PM
Is the 12d patch alpha 13 compatible? Because I actually can't play without this mod.
I haven't had a chance to test it yet. I'm waiting for support to reset my Send Owl so that I can download Alpha 13. I had exceeded the 5 downloads on previous versions and it didn't get reset automatically. I'll let you know once I get a chance to test.
SOOO many error not compatible at all
I took a look at it and found some things that would be easy to fix, but unfortunately, the way it's injecting itself seems to be breaking something major that's causing RimWorld to lose track of a bunch of resources. I think the injection method needs to be revamped which is more than I'm willing to do at the moment. Also, disease management has changed quite a bit and would require some redesign and new icons. I'm afraid this is broken in A13 for the time being.
Well that is a seriously setback, but thank you for taking the time for analyzing. Maybe Sadler will come back one day and update the mod. Man that sounds like a religious messiah thing. ^^
Updated to A13 Rimworld support by Hardcore SK team
https://yadi.sk/d/ySKDeMqRqtRQM
https://mega.nz/#!FZNFkAzS!131lmTxb-0G1Y9MINOkf6LAWdQ5jdsU4c01sQa5zbmM
Thank you so much!
Awesome!
Quote from: skyarkhangel on April 09, 2016, 12:40:37 PM
Updated to A13 Rimworld support by Hardcore SK team
TY <3
Quote from: skyarkhangel on April 09, 2016, 12:40:37 PM
Updated to A13 Rimworld support by Hardcore SK team
Noticing an odd error when turning this mod on. The language selection flag turns to a big red X... Not sure of other bugs yet.
I super appreciate the hard work but...
(http://misanthropia.com/images/rimworld/Pill.jpg)
Yea I've noticed this too, characters with scars will "disease" on them. Which can be miss leading if its just a scar or an actual problem.
Yep, need to rework in next. Bcs, in A13 desease greatly changed.
Quote from: ThreeMartiniLaunch on April 10, 2016, 10:23:52 AM
I super appreciate the hard work but...
(http://misanthropia.com/images/rimworld/Pill.jpg)
updated and fixed ::)
Updated to A13 Rimworld support by Hardcore SK teamhttps://yadi.sk/d/ySKDeMqRqtRQM
https://mega.nz/#!FZNFkAzS!131lmTxb-0G1Y9MINOkf6LAWdQ5jdsU4c01sQa5zbmM
Thanks for updating this :D
I came here to post about my issue with the scar injuries, and I see there is a fix already! Thank you so much for fixing this!
Thanks for the update to the condition icons. :)
The flag on the main menu to select the language is still broken and replaced by a red X. Not sure if any other icons and such are broken yet.
Quote from: falcongrey on April 11, 2016, 03:38:22 PM
Thanks for the update to the condition icons. :)
The flag on the main menu to select the language is still broken and replaced by a red X. Not sure if any other icons and such are broken yet.
The reason for the broken flag is not this mod, any other mod what comes with more than one language does the same flag thing, i think its a problem of rimworld itself since the a13 update...
Might wanna change thread and note down the fix, almost missed this gem of a mod when grabbing updated mods
It still shows the disease icon for pawns that have had a body part replaced (peg leg, bionic arm, etc).
Quote from: A1win on April 15, 2016, 07:05:52 AM
It still shows the disease icon for pawns that have had a body part replaced (peg leg, bionic arm, etc).
Confirm that!
Quote from: mo0504 on April 11, 2016, 04:22:42 PM
The reason for the broken flag is not this mod, any other mod what comes with more than one language does the same flag thing, i think its a problem of rimworld itself since the a13 update...
Correct, I noticed the broken flag before I even installed the update for a13 for this mod.
When is the alpha 12 version coming out?
Quote from: CatBattleZ on April 16, 2016, 03:13:24 PM
When is the alpha 12 version coming out?
Alpha 12?? A13 is out, and there are patches for both if you look at the newest posts here.
Quote from: A1win on April 15, 2016, 07:05:52 AM
It still shows the disease icon for pawns that have had a body part replaced (peg leg, bionic arm, etc).
Actually, I think it is pawns who do not have all of their original body parts.
Quote from: ThreeMartiniLaunch on April 17, 2016, 01:13:22 AM
Quote from: A1win on April 15, 2016, 07:05:52 AM
It still shows the disease icon for pawns that have had a body part replaced (peg leg, bionic arm, etc).
Actually, I think it is pawns who do not have all of their original body parts.
Correct. I hope this can be fixed though, as my whole colony has the disease icon now...
Quote from: ThreeMartiniLaunch on April 17, 2016, 01:13:22 AM
Actually, I think it is pawns who do not have all of their original body parts.
Yeah that's probably right. I'm playing with the disease icon hidden from the mod's options so it's not too bad.
Is the author working on a fully compatible A13 version?
Quote from: lvlchg on April 25, 2016, 04:32:16 AM
Is the author working on a fully compatible A13 version?
If you post something, at least read a few posts back please.
Previous page, or 2 there is an updated version.
Quote from: Florius on April 25, 2016, 12:55:26 PM
If you post something, at least read a few posts back please.
Previous page, or 2 there is an updated version.
I am aware of the updated version, I have both downloaded it and I am using it, however it is not fully compatible with A13, and the OP is still tagged [A11b]. Due to the bugs described in the updated version, I would very much like a proper A13 version, without the bugs.
Quote from: lvlchg on April 25, 2016, 01:05:33 PM
Quote from: Florius on April 25, 2016, 12:55:26 PM
If you post something, at least read a few posts back please.
Previous page, or 2 there is an updated version.
I am aware of the updated version, I have both downloaded it and I am using it, however it is not fully compatible with A13, and the OP is still tagged [A11b]. Due to the bugs described in the updated version, I would very much like a proper A13 version, without the bugs.
This is not possible as the owner of the mod doesn't update it anymore. We all want a proper mod but there is no source code available. So we will have to make the best of what we have :)
It is fully compatible, the only thing is the disease icon.
Quote from: Florius on April 25, 2016, 03:11:50 PM
This is not possible as the owner of the mod doesn't update it anymore. We all want a proper mod but there is no source code available. So we will have to make the best of what we have :)
It is fully compatible, the only thing is the disease icon.
Wouldn't decompiling the dll be all that is needed to re-edit this mod? Or is there more to this than I see on the surface?
Edit: I currently have it as a C# project on my computer. I can zip it up and send it to anyone who wants it...
Quote from: pestilenz on April 26, 2016, 04:41:43 AM
In the posted zip, in the Assemblies folder there is an old mod's dll called RimWorld_ExampleProjectDLL.dll - I deleted it.
I'm talking about RimWorldIconMod.dll which pertains directly to this mod. I can parse through the decompile, add to it, remove from it... but have no clue really what I'm doing with it using visual basic C#.
Quote from: falcongrey on April 25, 2016, 04:49:50 PM
Quote from: Florius on April 25, 2016, 03:11:50 PM
This is not possible as the owner of the mod doesn't update it anymore. We all want a proper mod but there is no source code available. So we will have to make the best of what we have :)
It is fully compatible, the only thing is the disease icon.
I am not a programmer myself, but yeah it is a little bit more then just extracting it as far as I know.
Wouldn't decompiling the dll be all that is needed to re-edit this mod? Or is there more to this than I see on the surface?
Edit: I currently have it as a C# project on my computer. I can zip it up and send it to anyone who wants it...
In nearly every instance of using this mod, no matter the location in the MOD order I eventually run into a problem with multiple references to this error
NullReferenceException: Object reference not set to an instance of an object
at RimWorldIconMod.PSI.updateOptionsDialog () [0x00000] in <filename unknown>:0
at RimWorldIconMod.PSI.OnGUI () [0x00000] in <filename unknown>:0
(Filename: Line: -1)
along with the pawns all eventually stop and stand unable to determine what job they are suppose to do...
Not really understanding what seems to be broken and how to fix it, I've attached the decompiled assembly in the hopes that it can help someone else who knows how to understand this better.
[attachment deleted by admin - too old]
Ok, I believe I recreated the SLN project successfully with a little help from examining Haplo's "How to make an .dll-mod" (https://ludeon.com/forums/index.php?topic=3408.0) tutorial.
I can examine it freely with VB and edit / modify the DLL then recompile it successfully (and have it still work!).
Being there is that 600k attachment limit, I'm linking it from my dropbox.
PLEASE NOTE: This is ONLY the source project and NOT the mod!
RimWorldIconMod.dll_SLN_project.7z (https://dl.dropboxusercontent.com/u/60444175/RimWorldIconMod.dll_SLN_project.7z)
Quote from: falcongrey on April 29, 2016, 05:42:39 PM
Ok, I believe I recreated the SLN project successfully with a little help from examining Haplo's "How to make an .dll-mod" (https://ludeon.com/forums/index.php?topic=3408.0) tutorial.
I can examine it freely with VB and edit / modify the DLL then recompile it successfully (and have it still work!).
Being there is that 600k attachment limit, I'm linking it from my dropbox.
PLEASE NOTE: This is ONLY the source project and NOT the mod!
RimWorldIconMod.dll_SLN_project.7z (https://dl.dropboxusercontent.com/u/60444175/RimWorldIconMod.dll_SLN_project.7z)
Not sure the number of downloads dropbox will allow, but you could always upload it to nexusmods as well if that becomes a problem.
any ETA for this mod for A13?
I'm working on it.
Quote from: Vader on April 30, 2016, 03:37:32 AM
I'm working on it.
Thanks to hear.
Quote from: lance789 on April 29, 2016, 11:30:16 PM
any ETA for this mod for A13?
It DOES work, kind of from a past rework by skyarkhangel in this post (https://ludeon.com/forums/index.php?topic=9163.msg203711#msg203711).
Though I do advise, use with caution. It needs a bit of rework still. If I play too long with this mod installed, I will tend to have issues like pawns standing and doing nothing, trying to figure out what their primary jobs are just for starters. I originally thought it was another mod causing the state of standing and unable to determine their main job role but after looking at the coding of the DLL and removing this mod have not noticed it occurring anymore.
Additionally it doesn't have the new diseases and conditions so sometimes show the wrong icon for something wrong. Disabling the disease icon stops this error as a work around... but still an error.
Still... I can't play without this mod, now that I've gotten used to it. :)
Quote from: Rock5 on April 30, 2016, 11:40:49 PM
Still... I can't play without this mod, now that I've gotten used to it. :)
LOL! I know the feeling! I'm struggling to survive without it until a more compatible version is available.
Well... the only issue I've had is that illness icon not going away. So I'm happy I can use this version in the mean time instead of having to do without like some of you. :)
As promised above, I adapted to the new mod version of the game. Mod certainly needs to be improved, and what I'll do in the near future.
GitHub (https://github.com/VaderTi/RimWorld)
Quote from: Vader on May 03, 2016, 05:10:58 PM
As promised above, I adapted to the new mod version of the game. Mod certainly needs to be improved, and what I'll do in the near future.
GitHub (https://github.com/VaderTi/RimWorld)
Perhaps an idea to open a new topic to update, and update the title so people know it is usable, and easy to find?
Quote from: Vader on May 03, 2016, 05:10:58 PM
As promised above, I adapted to the new mod version of the game. Mod certainly needs to be improved, and what I'll do in the near future.
GitHub (https://github.com/VaderTi/RimWorld)
Thank you, you really helped, because I'm too engaged in hardcore sk update.
I support the proposal to create a new topic for the updated version of the mod. Also I suggest to make all the changes in one branch on github by pull requests. Link respectively published in the new issue.
Quote from: Vader on May 05, 2016, 10:10:11 AM
I support the proposal to create a new topic for the updated version of the mod. Also I suggest to make all the changes in one branch on github by pull requests. Link respectively published in the new issue.
I agree. I'm confused as to what to download here, and who is making what. If the mod in the OP for this thread is dead, then so should the thread.
Quote from: MisterVertigo on May 05, 2016, 11:35:20 AM
Quote from: Vader on May 05, 2016, 10:10:11 AM
I support the proposal to create a new topic for the updated version of the mod. Also I suggest to make all the changes in one branch on github by pull requests. Link respectively published in the new issue.
I agree. I'm confused as to what to download here, and who is making what. If the mod in the OP for this thread is dead, then so should the thread.
I agree and think a new thread should be made with the new link and a Mod move this one to the outdated mods list as for the most part, this thread is obsolete and will only cause confusion to others who haven't been following it.
Thank you ALL of you for all the work on this! I actually was trying to figure out how to fix it but it is much too complex to even consider at this point. TOO new to trying to mod RimWorld. :) (I can do X3:TC and AP though!)
Please Update the version to Alpha 13
Quote from: Blackwatch27 on May 06, 2016, 02:50:34 PM
Please Update the version to Alpha 13
Here:
(http://i.imgur.com/1331lxl.png)
http://lttlword.ru/rimworld-a11b-pawn-state-icons (http://lttlword.ru/rimworld-a11b-pawn-state-icons)
A14? any ideas?
Quote from: DyDkaPro on August 05, 2016, 04:24:22 PM
A14? any ideas?
Killface's fork/update of this mod works for A14:
Quote from: Killface on May 07, 2016, 03:26:17 AM
New thread for future development here: https://ludeon.com/forums/index.php?topic=19941.0 (https://ludeon.com/forums/index.php?topic=19941.0)
Quote from: dookie on August 05, 2016, 08:26:07 PM
Quote from: DyDkaPro on August 05, 2016, 04:24:22 PM
A14? any ideas?
Killface's fork/update of this mod works for A14:
Quote from: Killface on May 07, 2016, 03:26:17 AM
New thread for future development here: https://ludeon.com/forums/index.php?topic=19941.0 (https://ludeon.com/forums/index.php?topic=19941.0)
Sorry to bump an old thread but since Killface deleted his account on here I can't find a new version of this mod. Its a shame he makes great mods
You can find his mods on Steam and github as well I believe.
Pawn State Icons is included in this mod http://steamcommunity.com/sharedfiles/filedetails/?id=729908976&searchtext=ColonistBar (http://steamcommunity.com/sharedfiles/filedetails/?id=729908976&searchtext=ColonistBar)
yeah! that looks like a fantastic mod. Love how killface integrates other mods into his own. Ive heard of a bug that makes the colonist bar disappear when forming a caravan after some game hours so im hesitant to try it out