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RimWorld => Releases => Mods => Outdated => Topic started by: Fluffy (l2032) on September 07, 2015, 07:15:05 PM

Title: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Fluffy (l2032) on September 07, 2015, 07:15:05 PM
(http://i.imgur.com/EeYI0xJ.png)
Work Tab
(http://i.imgur.com/FJnaaSs.jpg?1)

Animals Tab
(http://i.imgur.com/WmiukfT.jpg?1)
How does it work?

(http://i.imgur.com/9qjxRks.png)

(http://i.imgur.com/AKYh568.png)

(http://i.imgur.com/uYijWAZ.png)
Latest release (https://github.com/Karel-Kroeze/RW_EnhancedTabs/releases/latest) | all releases (https://github.com/Karel-Kroeze/RW_EnhancedTabs/releases) | GitHub repository (https://github.com/Karel-Kroeze/RW_EnhancedTabs)

There's also a BETA version available of the next version of the work tab;
download (https://github.com/FluffierThanThou/Fluffy_Tabs/releases/latest) | overview (youtube) (https://youtu.be/3hO8CtsYH2o)


(http://i.imgur.com/ZMHDweC.png)
Latta (https://ludeon.com/forums/index.php?action=profile;u=35458) - Help with reflection to make the training progress indicators work, translation support, Korean translation.


(http://i.imgur.com/NrQNxTv.png)
Code: [Select]
0.13.0.1 - Updated for A13.
A12d.5e - Slightly improved tooltips in priority changer window.
A12d.5d - Fixed some outstanding issues; periodic updates of the pawn list to track external changes, allow clicking to work in the simple view.
A12d.5c - Settings are now properly saved when the mod is enabled/updated in existing games.
A12d.5b - Tooltip for priority reset button.
A12d.5a - Change worktype and workgiver priorities.
A12d.4h - Added old and pregnant filters, general refactoring and code cleanup.
A12d.4g - Added vanilla sort option. Right click the name column header to sort the work tab in the same way as the restrictions and outfit tabs.
A12d.4f - Added sticky filter dialog option, when enabled the filter window will always open with the animals tab, and remember it's location.
A12d.4e - Training progress indicators (yay!), translatable strings, translation to Korean. All credits got to Latta.
A12d.4d - Correct fix for mass training designator.
A12d.4c - Faulty fix for mass training designator.
A12d.4b - Training designator, milk and wool filters.
A12d.4a - Mass slaughter, quick filter.
A12d.4 - Filter functionality.
A12d.3a - New (core) icons for copy/paste, sort by gender now sorts by pawnkind first.
A12d.3 - Work tab stuff (order, copy/paste, column ops)
A12d.2 - added slaughter (and rename? can't remember)
A12d.1 - initial release

(http://i.imgur.com/vUKNgc7.png)
The license for all my mods can be found here (https://ludeon.com/forums/index.php?topic=16120.msg171780#msg171780).
Title: Re: [A12d] Enhanced Animals Tab
Post by: Sinoptick on September 07, 2015, 07:20:04 PM
Great !)
Title: Re: [A12d] Enhanced Animals Tab
Post by: harpo99999 on September 07, 2015, 07:20:57 PM
so needed, whydid tynan not do this already???
Title: Re: [A12d] Enhanced Animals Tab
Post by: Fluffy (l2032) on September 07, 2015, 07:37:33 PM
Slaughter designator is something I'm thinking about doing tomorrow, training... maybe, not sure how to make that compact enough to fit well.
Title: Re: [A12d] Enhanced Animals Tab
Post by: Florius on September 07, 2015, 07:56:19 PM
l2032, you just made another awesome mod!! :)
Title: Re: [A12d] Enhanced Animals Tab
Post by: Senacharim on September 07, 2015, 09:01:59 PM
Thank you!  I look forward to this functionality being included in the core game.

:- )
Title: Re: [A12d] Enhanced Animals Tab
Post by: StorymasterQ on September 07, 2015, 09:25:01 PM
Better if the Male and Female symbols have color as well, just to differentiate them even more quickly :)
Title: Re: [A12d] Enhanced Animals Tab
Post by: Tekuromoto on September 07, 2015, 11:31:39 PM
Looks pretty sweet. Is there any chance of adding a way to rename the critters?
Title: Re: [A12d] Enhanced Animals Tab
Post by: FridayBiology on September 07, 2015, 11:48:56 PM
Awesome work mate. Same as Tekuromoto renaming would be nice though not needed.

Using it for my current letsplay and will let you know if it has issues with other animal mods.
Title: Re: [A12d] Enhanced Animals Tab
Post by: Wivex on September 08, 2015, 01:25:04 AM
Good job. Since more and more UI mods start to show up, could you add [GUI] tag to your forum thread title for easier navigation? Those mods really need categorization.
Title: Re: [A12d] [GUI] Enhanced Animals Tab
Post by: Fluffy (l2032) on September 08, 2015, 01:47:04 AM
done
Title: Re: [A12d] [GUI] Enhanced Animals Tab
Post by: 1000101 on September 08, 2015, 07:02:42 AM
Not sure I'll use your work priorities tab, but this one I definitely will.

Looks great and such a subtle thing should make things easier too.

Edit:  Doing too many things at once, got wires (modders) crossed.
Title: Re: [A12d] [GUI] Enhanced Animals Tab
Post by: skullywag on September 08, 2015, 07:16:57 AM
the lifestage thing is awesome its what i was after when i asked for age to show, i just didnt realise until i saw this. Top notch!

edit - Also 1000101 thats wivex's mod
Title: Re: [A12d] [GUI] Enhanced Animals Tab
Post by: DestroyX on September 08, 2015, 11:13:11 AM

Will likely break with mods that introduce genders other than male, female or other.


so basically, if a squirrel sexually identifies as an attack helicopter, it breaks the game?
tumblr wouldnt approve this mod :D


seriously tho, thank you for the mod, it makes managing animals sooo much easier!
Title: Re: [A12d] [GUI] Enhanced Animals Tab
Post by: Fluffy (l2032) on September 08, 2015, 11:35:07 AM
That is correct, destroyx. Problem is I can't make graphics for what I don't know exists. I could add an attack helicopter icon there if Gender is unknown? I blame the modding community for not standing up for the rights of those who sexually identify as attack helicopters.

Title: Re: [A12d] [GUI] Enhanced Animals Tab
Post by: RookE5 on September 08, 2015, 01:21:44 PM
Hi, sorry, seems I'm too dumb to handle it. On Github it says
Quote
put the EnhancedAnimalsTab folder in your mods folder (NOT RW_EnhancedAnimalsTab_v12d.x)
but all I see is the "RW_EnhancedAnimalsTab_v12d" folder. What should I do?
Title: Re: [A12d] [GUI] Enhanced Animals Tab
Post by: Dragoon on September 08, 2015, 01:44:47 PM
Awesome This mod is very useful if I combine with the interface mod (not yet updated) I shall be very organized :D.
Title: Re: [A12d] [GUI] Enhanced Animals Tab
Post by: Fluffy (l2032) on September 08, 2015, 05:42:56 PM
Hi, sorry, seems I'm too dumb to handle it. On Github it says
Quote
put the EnhancedAnimalsTab folder in your mods folder (NOT RW_EnhancedAnimalsTab_v12d.x)
but all I see is the "RW_EnhancedAnimalsTab_v12d" folder. What should I do?
Open it :). The folder you want is inside. But download the latest version first, it's much better!
Title: Re: [A12d] [GUI] Enhanced Animals Tab
Post by: Fluffy (l2032) on September 08, 2015, 05:46:21 PM
Lopsided Leo released!
(or version 2 if you're not into codenames)

Download link on the front page

- sorting by named -> name, gender, lifestage -> age, and slaughterdesignation -> bodysize (meat)
(x -> y mean sort by x first, then by y. Click twice to reverse sort order.)
- set slaughter designations right from the animals tab
- rename pets by right-clicking their name on the animals tab (only for animals that already have a 'real' name, it's just meant to change crappy RNG names.
Title: Re: [A12d] [GUI] Enhanced Animals Tab (Updated: sort, slaughter and rename!)
Post by: Fluffy (l2032) on September 08, 2015, 06:22:42 PM
It's come to my attention that my mod may be incompatible with EdB's UI mod. I don't have time to investigate at the moment, but it might be that reversing to the previous version works. You can download old releases by following the download link on the front page, and then delete the '/latest' bit from the URL. Then scroll down and get the previous version.

(Or, you know, just use mine! :P)

I will look into making it compatible with EdB's tomorrow.


edit; seems it should be working fine. Yay!
Title: Re: [A12d] [GUI] Enhanced Animals Tab (Updated: sort, slaughter and rename!)
Post by: Tekuromoto on September 08, 2015, 06:56:02 PM
It's come to my attention that my mod may be incompatible with EdB's UI mod.
The latest versions of each seem to be playing nicely together. I think it's just Work Presets that's wonky, unfortunately.

Will there be a way to rename wild-caught/self-tamed animals in the future do you think? I'd hate for my warmuffalos to always be known as Muffalo 1 and Muffalo 2.  :D
Title: Re: [A12d] [GUI] Enhanced Animals Tab (Updated: sort, slaughter and rename!)
Post by: Fluffy (l2032) on September 09, 2015, 02:00:21 AM
Will there be a way to rename wild-caught/self-tamed animals in the future do you think? I'd hate for my warmuffalos to always be known as Muffalo 1 and Muffalo 2.  :D
Yeah, let them into your colony and snuggle them to death? :P

I left the option out on purpose, felt like it'ld be too 'easy', so that's why the restriction is there. There's no other technical restriction as far as I can see. Should I add the option?
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: work priority tab!)
Post by: Fluffy (l2032) on September 09, 2015, 05:36:27 PM
Major update; the mod is now called Enhanced Tabs, and includes the Animals and Work tabs. See the updated front page!

edit: Literally just noticed the restrictions tab already had copy/paste, which is awesome. I'm going to nick Tynan's icons for the work tab tomorrow.
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: work priority tab!)
Post by: Match on September 09, 2015, 07:45:36 PM
What mod order are you using with EdB? I can't seem to get it to work.
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: work priority tab!)
Post by: WHiZ on September 09, 2015, 11:24:41 PM
can you please make sort by gender sort by animal type first... having a chicken farm and dogs or alpacas dispersed in my list makes the mod not very useful when i can accidentally click to kill my dogs.. would be much easier to manage animal populations knowing you can just click down a male line of chickens
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: work priority tab!)
Post by: zandadoum on September 10, 2015, 03:01:02 AM
i like where you're going with the animal tab. i am looking for a mod with this features, maybe you can implement it in a future version?

1) include the current training into the animal tab, so i can click what i want to train right here. maybe also a "click here to select all" for each cathegory (obedience, haul, etc.) so i don't need to click one by one

2) allowed area presets. so i can move all my 100 animals from one zone to another and back without having to do one by one (i know you can slide the mouse down the screen, but still...)
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: work priority tab!)
Post by: Fluffy (l2032) on September 10, 2015, 03:55:16 AM
Literally just noticed the restrictions tab already had copy/paste, which is awesome. I'm going to nick Tynan's icons for the work tab tomorrow.

Done, now uses core copy/paste buttons (still looks a bit different, buttons are slightly smaller, and I have a cancel button.)

What mod order are you using with EdB? I can't seem to get it to work.
I load EdB first, but it should be irrelevant, as far as I can see we don't edit the same things. That said, I am using an outdated version of EdB's interface as the latest was taken down due to some bugs.

can you please make sort by gender sort by animal type first... having a chicken farm and dogs or alpacas dispersed in my list makes the mod not very useful when i can accidentally click to kill my dogs.. would be much easier to manage animal populations knowing you can just click down a male line of chickens
Good suggestion, implemented.

i like where you're going with the animal tab. i am looking for a mod with this features, maybe you can implement it in a future version?

1) include the current training into the animal tab, so i can click what i want to train right here. maybe also a "click here to select all" for each cathegory (obedience, haul, etc.) so i don't need to click one by one

2) allowed area presets. so i can move all my 100 animals from one zone to another and back without having to do one by one (i know you can slide the mouse down the screen, but still...)
1) I thought about it before, but I wasn't able to think of a good way not to make it feel cluttered. I'll think about it some more!
2) Definitely, that's a great suggestion. I'll look into it tonight!

There's a new minor release on github with the above changed, get it with the link on the front page.
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: work priority tab!)
Post by: bewby on September 10, 2015, 02:04:23 PM
Thanks for this. I do, however, hope you plan on implementing a similar style of Work tab as Work Presets, I really enjoyed being able to make presets. Copy and Paste is nice, but having something that carries over into other games would be nice.
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: work priority tab!)
Post by: Wivex on September 10, 2015, 04:09:19 PM
Thanks for this. I do, however, hope you plan on implementing a similar style of Work tab as Work Presets, I really enjoyed being able to make presets. Copy and Paste is nice, but having something that carries over into other games would be nice.

Work Presets could be carried to other games only if you make them in one game, save and start another without closing the game due to a bug (static class mechanic in coding actually, but it's not important). I doubt there is a way (rather than making a mod to create it's own save files) to carry some data between worlds, because all save files (where presets, outfits, etc. are stored) are made for the current world.
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: work priority tab!)
Post by: Fluffy (l2032) on September 10, 2015, 07:48:24 PM
Work Presets could be carried to other games only if you make them in one game, save and start another without closing the game due to a bug (static class mechanic in coding actually, but it's not important). I doubt there is a way (rather than making a mod to create it's own save files) to carry some data between worlds, because all save files (where presets, outfits, etc. are stored) are made for the current world.
Did you look at the XmlLoader/XmlSaver wivex? Looks like that should be able to store files in arbitrary locations...

Updates on the animals tab;
Columnheaders of the area restrictions now allow you to restrict all animals in the list to that area.
Rudimentary (but working) filter system.

I haven't released yet, the filter system is still very rough around the edges, but if you want to take a look, feel free to grab the current snapshot from https://github.com/Karel-Kroeze/RW_EnhancedTabs, there's a download source zip button on the bottom right. It runs perfectly fine, there's some adjusting to the look and feel as well as some buttons that need to be implemented and/or cleaned up.

edit; here's a screenshot
(http://i.imgur.com/GC5l21f.jpg?1)

It looks atrocious, I'll fix that tomorrow. Open the filter interface with the area manager button on the animals tab (I'm lazy). It'll get it's own buttons for filters and such, as well as a button on the animals tab soon. You can still get to the area manager through the restrictions tab.
Title: Re: [A12d] [GUI] Enhanced Animals Tab
Post by: MultiDavid on September 10, 2015, 08:13:17 PM

Will likely break with mods that introduce genders other than male, female or other.


I got the reference !

( its so usefull being able to see my animals tab better now )

so basically, if a squirrel sexually identifies as an attack helicopter, it breaks the game?
tumblr wouldnt approve this mod :D


seriously tho, thank you for the mod, it makes managing animals sooo much easier!
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: work priority tab!)
Post by: Wivex on September 11, 2015, 02:12:41 AM
Did you look at the XmlLoader/XmlSaver wivex? Looks like that should be able to store files in arbitrary locations...

That means creating "mod save file" as i mentioned before. It can be done, but don't really want to do that because:
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: work priority tab!)
Post by: zandadoum on September 11, 2015, 06:36:29 AM
Work Presets could be carried to other games only if you make them in one game, save and start another without closing the game due to a bug (static class mechanic in coding actually, but it's not important). I doubt there is a way (rather than making a mod to create it's own save files) to carry some data between worlds, because all save files (where presets, outfits, etc. are stored) are made for the current world.
i am no modder, but edb prepare carefully has carried over my presets from many alphas ago, into every new game and version... so it should be possible somehow?
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: work priority tab!)
Post by: Fluffy (l2032) on September 11, 2015, 06:44:33 AM
Oh it's possible, it's just a lot of work for a relatively minor feature. By the way, we should probably take this discussion over to Wivex's mod, it's not particularly relevant here.
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: work priority tab!)
Post by: Fluffy (l2032) on September 11, 2015, 07:46:43 AM
Ok, filters for the animals tab are done;
(http://i.imgur.com/qDSdXcR.jpg?1)
The filters pop-up thingy is draggable and doesn't normally spawn over the lits by the way, just put it there to not make the screenschot too big. It also pauses the game while open.

I'm thinking about adding a quick filter dropdown to quickly filter by one race by rightclicking the filter button, but that's for later.

Get it with the link on the front page!
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: filters on animals!)
Post by: zandadoum on September 11, 2015, 09:30:58 AM
havent tested this mod yet, will this ultimately allow me to have a preset for my 100 animals like "preset 1 - normal" and another preset like "preset 2 - raid incomming" so with one click i can change all my animal zones everytime i get raided (which is quite often)? i don't mind if this preset only works in the current colony. it would save me A LOT of work. i am currently thinking on just killing all my animals becuase it's such a huge pain in the ass getting them to a safe zone everytime i get raided.
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: filters on animals!)
Post by: Fluffy (l2032) on September 11, 2015, 10:06:06 AM
There's no presets, but you can assign all animals in the list to an area by just clicking the area name above the list. (the column header). Since you can filter the list this allows you to easily put all your pets indoors, and all your attack wargs in the raider path (for example).

I'm trying to keep as close as possible to the core tab, while providing extra utility where I can. There's a few extra bits (extra info columns, very much needed, and the filter button), but I don't want to add too much.

Also, the latest snapshot on github has a mass slaughter assignment, and I just realised I need to add filter options for milkable / shearable. That, and an attempt at a training designator is coming soon.
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: filters on animals!)
Post by: WHiZ on September 11, 2015, 05:02:22 PM
the new filters make everything so much easier.. along with the assign all with a header click.. thanks!
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: filters on animals!)
Post by: zandadoum on September 11, 2015, 08:02:50 PM
ok, finally got to test the mod, and liking it.

like i mentione dbefore, it would be super useful to manage training from this very screen

this are my ideas:

to have it as little cluttered as possible i would suggest just add 4 tiny icons/columns right before the areas

title it: O/R/R/H which would mean obedience, release and rescue (could display a tooltip with long title name when hovering over it)
the content of the columns below would be

either the red X meaning it isnt training this or the green OK meaning it is training
something like "V/X/X/V" (V being the ok symbol)

when hovering the mouse over one of the Vs, it could display a tooltip with the exact name and level of the skill
"Hauling: 5/8"

then ofc, the important thing would be able to change the training right from the main list. only remember (so it doesnt bug out) that when you enable anything under obedience, obedience needs to automatically enable itself as it's a mandatory skill before doing the rest.


i hope i explained my self properly and i hope you like these ideas and that they are possible.
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: filters on animals!)
Post by: Tekuromoto on September 11, 2015, 09:43:21 PM
Love the mod, and it's working great alongside EdB UI beta.

One note though: on the github it admonishes the downloader to "be sure to put the EnhancedTabs folder in your mods folder, not the EnhancedTabs_v12d.x folder it's nested in." But there isn't - and I don't think ever has been - an EnhancedTabs subfolder. It's just the Defs, Assemblies etc folders in the root of the archive. Just FYI.  ;)
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: filters on animals!)
Post by: Loki88 on September 12, 2015, 02:18:43 AM
This may or may not belong in here but I figure it kinda fits so I may as well ask. Could there potentially be an extra bit of functionality added for "allowed animal food" I'm getting tired of my critters eating colonist meals over their hay. I know its fixableish with allowed areas but there always seems to be incidents where one just goes "F it" and eats a lavish meal I'd been saving for a cranky colonist...
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: filters on animals!)
Post by: Fluffy (l2032) on September 12, 2015, 05:34:42 AM
Love the mod, and it's working great alongside EdB UI beta.

One note though: on the github it admonishes the downloader to "be sure to put the EnhancedTabs folder in your mods folder, not the EnhancedTabs_v12d.x folder it's nested in." But there isn't - and I don't think ever has been - an EnhancedTabs subfolder. It's just the Defs, Assemblies etc folders in the root of the archive. Just FYI.  ;)
Yeah, I just realised this myself last night, forgot to fix it. Has to do with the way I store stuff locally (the repos for this and cats are right in the rimworld/mods folder), but I figured I won't need the warning anymore if I keep doing this, which is nice. Now I just need to stop creating new releases so the folder name stays the same.

the new filters make everything so much easier.. along with the assign all with a header click.. thanks!
Glad to hear you like it!

ok, finally got to test the mod, and liking it.
Good! Thats what I made it for :P

like i mentione dbefore, it would be super useful to manage training from this very screen

*snip*

i hope i explained my self properly and i hope you like these ideas and that they are possible.
There's just a lot of information that needs to be logically crammed into a small square ;). Currently I'm thinking no icon if its not trained, green checkmark if its fully trained, and grey checkmark with a green progress bar fill when it's training. Mouseclick would toggle training that skill, and, if necessary, prerequisite skills. Tooltip with full progress indicator.

Update; forgot to actually release some changes I made yesterday. There's now a quick filter option (right click the filter button) , and a mass designate slaughter option (shift click slaughter header)
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: filters on animals!)
Post by: Fluffy (l2032) on September 13, 2015, 05:59:31 PM
Updated with training designator and some additional filter options.

Annoyingly, I can't do the little progress bar I wanted to do on training, there's some limitations with the game code (see here (https://ludeon.com/forums/index.php?topic=16112.0)).

Download from front page, the folder has a funky name with a version number in it (github does that, and I'm too lazy to fix it), make sure to delete the old version!
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: filters on animals!)
Post by: Tekuromoto on September 13, 2015, 07:40:24 PM
Yeah, I just realised this myself last night, forgot to fix it. Has to do with the way I store stuff locally (the repos for this and cats are right in the rimworld/mods folder), but I figured I won't need the warning anymore if I keep doing this, which is nice. Now I just need to stop creating new releases so the folder name stays the same.
I just delete the current contents of my mods\EnhancedTabs folder and copy about, defs, assemblies, and textures over from the archive. That way the mod name stays the same and RW doesn't throw errors about the modlist changing. So far anyhow...  ;)

Thanks again for this, btw. It's super.
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: filters on animals!)
Post by: zandadoum on September 14, 2015, 05:52:17 AM
Updated with training designator and some additional filter options.

Annoyingly, I can't do the little progress bar I wanted to do on training, there's some limitations with the game code (see here (https://ludeon.com/forums/index.php?topic=16112.0)).

Download from front page, the folder has a funky name with a version number in it (github does that, and I'm too lazy to fix it), make sure to delete the old version!

absolutely brilliant with the training addition.

this is a MUST have for anyone who has some animals, specially if you have whole farms with 100+

so, the progress bar can't be done... but maybe you can make it so when you move the cursor over a progressing training icon, the tooltip could display "5/8" in text?

i have another request for you:
can you make it so the filter window stays always at the same position and has a option to "stick" it, so it always opens when opening the animal panel?
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: training designation, more filters)
Post by: Fluffy (l2032) on September 14, 2015, 06:09:29 AM
so, the progress bar can't be done... but maybe you can make it so when you move the cursor over a progressing training icon, the tooltip could display "5/8" in text?
The progress bar itself isn't the problem, it's getting the current training level for a pawn. For some reason Tynan has marked this information 'internal' which literally means only the core RimWorld code has access to it, not 'external' mods (technically Assemblies). The original plan was to do a small progress bar on the side or bottom as an indicator, and give full info on hover - just like you said. Sadly, I don't see how it can be done.

i have another request for you:
can you make it so the filter window stays always at the same position and has a option to "stick" it, so it always opens when opening the animal panel?
I'll look into it. Making it sticky shouldn't be a big deal, as for opening in the same location, I'll give it a whirl :P.
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: training designation, more filters)
Post by: zandadoum on September 14, 2015, 12:17:55 PM
i think i found a bug, possibly both with the game and this mod

when using the mass train option (shift click on column) everything looks fine

but after a while i started to have chickens trained in obedience and with a trainer assigned. chickens shouldnt be able to train anything afaik
i went into the chicken detail and it had the green ok symbol next to obedience, but it was sort of greyed out.

so i don't think this should happen

i think the game bug is that it allows addons to override training even if that specific animal shouldnt be trainable
and the bug with the mod is that it actually does it, even tho it doesn't show on the animal tab list
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: training designation, more filters)
Post by: Fluffy (l2032) on September 14, 2015, 01:02:26 PM
i think i found a bug, possibly both with the game and this mod

when using the mass train option (shift click on column) everything looks fine

but after a while i started to have chickens trained in obedience and with a trainer assigned. chickens shouldnt be able to train anything afaik
i went into the chicken detail and it had the green ok symbol next to obedience, but it was sort of greyed out.

so i don't think this should happen

i think the game bug is that it allows addons to override training even if that specific animal shouldnt be trainable
and the bug with the mod is that it actually does it, even tho it doesn't show on the animal tab list
I'll look into this, I thought I checked everything properly. Thanks for reporting it!

update; fixed. There's a new minor release on github. (I was checking if training was visible, not if it was possible. doh.)
update2; made a small mistake in the first fix, it's actually fixed this time. Another new minor release on github. (Latest button on front page should always work.
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: training designation, more filters)
Post by: zandadoum on September 14, 2015, 03:18:39 PM
you're the man! will test later tonight, will have to kill those chickens that are bugged tho xD
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: training designation, more filters)
Post by: falcongrey on September 14, 2015, 05:59:25 PM
I'm surprised Tynan didn't come out of vacation to comment on this one. It looks AMAZING!  Sadly it's not EdB compatible...  Will wait and hope for a 'compatibility' fix mod for EdB. :) Still... amazing!

The best of the two combined would be.... well not sure what is above amazing but it would be that!  ;D
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: training designation, more filters)
Post by: samurai999 on September 14, 2015, 10:40:57 PM
very good
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: training designation, more filters)
Post by: MisterVertigo on September 14, 2015, 10:56:50 PM
Sorry for the dumb question, but which file do I download? I click the link in the original post, and it takes me to a page called "Trainable Teddies!" and there are two links to source code. Please help! Thanks!
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: training designation, more filters)
Post by: Fluffy (l2032) on September 15, 2015, 02:15:24 AM
Sorry, should've mentioned this. The source zip is the mod. You can download either (they're just different methods of zipping), but you should probably get the .zip one, assuming you're on windows.
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: training designation, more filters)
Post by: Fluffy (l2032) on September 15, 2015, 02:21:21 AM
Very glad to hear people are liking it! Thanks for the feedback everyone :D

I'm surprised Tynan didn't come out of vacation to comment on this one. It looks AMAZING!  Sadly it's not EdB compatible...  Will wait and hope for a 'compatibility' fix mod for EdB. :) Still... amazing!

The best of the two combined would be.... well not sure what is above amazing but it would be that!  ;D
You know they're not incompatible as such, neither mod should give any errors when both are loaded. It's just that we both replace the work panel, so whichever mod gets loaded last gets the final override on that, and that's the version that's shown in game.

You can load both mods, use my animals panel, EdB's or my own work panel, EdB's squads and pawnbar (and everything else - that mod is huge :P) and it'll work perfectly fine.

That being said, I do plan on adding a squad filter to my work panel, if EdB is loaded and squads are enabled/set up, so you can have that functionality in my work view. The other goodies EdB provides for the work panel would be harder to integrate, and if you want them - you should probably just use EdB ;).
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: training designation, more filters)
Post by: rsof69 on September 15, 2015, 03:24:48 AM
Very glad to hear people are liking it! Thanks for the feedback everyone :D

I'm surprised Tynan didn't come out of vacation to comment on this one. It looks AMAZING!  Sadly it's not EdB compatible...  Will wait and hope for a 'compatibility' fix mod for EdB. :) Still... amazing!

The best of the two combined would be.... well not sure what is above amazing but it would be that!  ;D
You know they're not incompatible as such, neither mod should give any errors when both are loaded. It's just that we both replace the work panel, so whichever mod gets loaded last gets the final override on that, and that's the version that's shown in game.

You can load both mods, use my animals panel, EdB's or my own work panel, EdB's squads and pawnbar (and everything else - that mod is huge :P) and it'll work perfectly fine.

That being said, I do plan on adding a squad filter to my work panel, if EdB is loaded and squads are enabled/set up, so you can have that functionality in my work view. The other goodies EdB provides for the work panel would be harder to integrate, and if you want them - you should probably just use EdB ;).

we want both of it we are greedy
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: training designation, more filters)
Post by: Fluffy (l2032) on September 15, 2015, 11:00:00 AM
We now have a training progress indicator, translation support, and a Korean translation. All credits go to Latta, as well as a huge thanks!

Download the latest version from the front page.
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: sticky filter dialog)
Post by: Fluffy (l2032) on September 16, 2015, 02:34:08 PM
Added sticky filter dialog option, when enabled the filter window will always open with the animals tab, and remember it's location.
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: sticky filter dialog)
Post by: zandadoum on September 17, 2015, 03:46:21 AM
maybe  i downloaded the wrong version, but i can't seem to see the progress bar... where/how are they suposed to show up?
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: sticky filter dialog)
Post by: Fluffy (l2032) on September 17, 2015, 05:29:05 AM
I (well really GitHub) have this nasty habid of renaming the folder the mod comes in everytime I make a new release. Make sure there's only one (the most recent) RW_EnhancedTabsxxx folder in your mods list folder.

If that's working, they should show in the animals tab as a small vertical green bar next to the checkmark, when a training is in progress and one or more steps have been completed. Also, the tooltips should work.
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: sticky filter dialog)
Post by: zandadoum on September 17, 2015, 09:35:15 AM
downloaded again and working.

and you did the ticky option.

brilliant!!!

more people need to use this MOD :D maybe if you put "animal tab" into the title, you'll get more visits :)
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: sticky filter dialog)
Post by: Fluffy (l2032) on September 17, 2015, 03:24:47 PM
Just a heads up and shameless self-plug; there's a new mod here https://ludeon.com/forums/index.php?topic=16120.msg171785#msg171785 which I think users of this one might enjoy.

Why didn't I wrap it into this one?
Because I want to keep it slightly modular, there's already a complete overhaul mod (EdB), the more I do in this, the more potential conflicts there are. This way, you can pick and choose.


Why don't you put a modlist with various tabs here?
Because I'm lazy.
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: sticky filter dialog)
Post by: TLHeart on September 17, 2015, 04:14:45 PM
The sort option sounds good, but that puts my new recruits in funny places, and NOT consistent across all three work tabs to set up a new colonist.  Get new recruit, I need to set up their work schedule, their restriction schedule, and their outfits.... and not having them in the same location across all 3 tabs is troublesome.  Especially on larger colonies where I have the same name multiple times.
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: sticky filter dialog)
Post by: Fluffy (l2032) on September 17, 2015, 05:17:33 PM
The sort option sounds good, but that puts my new recruits in funny places, and NOT consistent across all three work tabs to set up a new colonist.  Get new recruit, I need to set up their work schedule, their restriction schedule, and their outfits.... and not having them in the same location across all 3 tabs is troublesome.  Especially on larger colonies where I have the same name multiple times.
Good point, slight oversight on my side. Didn't think anyone would care about the vanilla sort order, but then again I'ld probably be annoyed by this too ;)

I've added a vanilla sort order option, right click the name column header to get it.
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: vanilla sorting work tab)
Post by: TLHeart on September 17, 2015, 05:48:54 PM
Thank you. Options are always good.
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: vanilla sorting work tab)
Post by: Falcon24 on September 19, 2015, 04:43:13 PM
This mod has become a part of my core group of mods! Can't wait to see what future plans you have! :)
I do have a bug report though. Anytime the mod load order changes (including adding a new mod) after having loaded a colony, the icons in the Animals tab disappear. Restarting RimWorld fixes this. This occurred with the latest version of the mod (just downloaded it) and was consistently reproduced. Changing the order or adding mods before loading a colony doesn't have this issue. Thanks!
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: vanilla sorting work tab)
Post by: Fluffy (l2032) on September 19, 2015, 04:45:44 PM
This mod has become a part of my core group of mods! Can't wait to see what future plans you have! :)
I do have a bug report though. Anytime the mod load order changes (including adding a new mod) after having loaded a colony, the icons in the Animals tab disappear. Restarting RimWorld fixes this. This occurred with the latest version of the mod (just downloaded it) and was consistently reproduced. Changing the order or adding mods before loading a colony doesn't have this issue. Thanks!
That is really odd. I'll look into it!
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: vanilla sorting work tab)
Post by: Fluffy (l2032) on September 19, 2015, 05:07:51 PM
After not finding any reason why this should happen, I consulted my modding overlords (the people on the modding slack). Their response:

Known issue fluffy, opening the mod menu makes weird things happen

and

Why do people insist on even loading the mod screen if they dont feel like restarting RW

So I'm putting this one down as core behaviour, if it bothers you too much you should probably bug Tynan about it ;).

Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: vanilla sorting work tab)
Post by: Falcon24 on September 19, 2015, 06:55:18 PM
After not finding any reason why this should happen, I consulted my modding overlords (the people on the modding slack). Their response:

Known issue fluffy, opening the mod menu makes weird things happen

and

Why do people insist on even loading the mod screen if they dont feel like restarting RW

So I'm putting this one down as core behaviour, if it bothers you too much you should probably bug Tynan about it ;).

Haha, fair enough. Thanks for looking into it!  :)
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: vanilla sorting work tab)
Post by: fizzboy on October 04, 2015, 09:03:49 PM
It would be nice if, in the Animals tab, one could see in the tooltip for each animal what their health info was. I like skipping over the animals that are pregnant when butchering pigs/cows/etc. en masse or specifically finding the old alpacas that have dementia and culling them.
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: vanilla sorting work tab)
Post by: Fluffy (l2032) on October 05, 2015, 01:52:54 AM
It would be nice if, in the Animals tab, one could see in the tooltip for each animal what their health info was. I like skipping over the animals that are pregnant when butchering pigs/cows/etc. en masse or specifically finding the old alpacas that have dementia and culling them.
Sounds good, I'll look into adding some health information. Will also make a pregnant filter, can't believe I didn't think of that the first time around...

Thanks for the feedback!
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: vanilla sorting work tab)
Post by: skullywag on October 05, 2015, 05:49:26 AM
Does the lifestage column sort by actual age. Or does it just group them by lifestage? Or an easy workaround can we have age show in the tooltip when hovering the lifestage icon? As raised above im finding it fidly to work out what to cull.
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: vanilla sorting work tab)
Post by: Fluffy (l2032) on October 05, 2015, 05:58:25 AM
it goes by lifestage and then age, IIRC, will add some more options/info.
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: vanilla sorting work tab)
Post by: Fluffy (l2032) on October 06, 2015, 06:37:58 PM
Updated with pregnancy and 'old age' filters, pregnancy should start filtering the moment the game tells you the animal is pregnant (which I've been told is at about 1/3 of the pregnancy progress, do let me know if this doesn't work - I'm not 100% sure I did it correctly.

Old age is defined as being over 90% of the race's defined life expectancy.

As a final tweak, the lifestage tooltip in the animals tab now shows it's age in years, so you can confirm the sorting is actually working (sorts by lifestage, then age).

Took a bit longer than I planned since I pretty much redid the entire filter coding, the old one was getting out of hand with too many 'manual' filters. Should be much easier to maintain and expand now, which is always good!
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: vanilla sorting work tab)
Post by: fizzboy on October 09, 2015, 10:48:20 PM
Sweet! I'll give the new update a try!
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: change job priorities!)
Post by: Fluffy (l2032) on October 24, 2015, 04:43:22 PM
I've added a button to the work tab that opens a dialog that allows you to change worktype and workgiver priorities:
(http://i.imgur.com/bHoDJ66.jpg?1)

Disclaimer;
Some jobs are always performed first, these are hardcoded "emergency" jobs (e.g. extinguishing fires).
Worktype (e.g. cooking, construnction, hauling) priorities can only be changed globally, the pawn specific priorities (1-4) still apply.
Workgivers (the jobs within a type, e.g. milk, shear, tame, etc. in the animal handling work type) priorities' can be changed, but all workgivers in a worktype always remain 'next' to eachother (e.g. it is not possible to put milking (handling) first, then construction, then other handling jobs).
It is quite possible to grind your colony to a halt by recklessly changing priorities, so be careful!
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: change job priorities!)
Post by: Fluffy (l2032) on October 25, 2015, 05:36:14 AM
Small update; settings are now properly saved when the mod is enabled/updated in existing games.
(The MapComponent is properly injected.)

Further updates;
Fixed some outstanding issues;
 - the pawn list is now always rebuilt every 5 seconds to reflect external changes
 - clicking now works to toggle jobs in the simple view.
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: change job priorities!)
Post by: LustrousWolf on October 28, 2015, 06:39:28 AM
The priority details thing, is it possible to change that for each colonist individually ? And is it also possible to take out some jobs? For example I have CuproPandas RimPharma mod, and for someone to granulate seeds they need high medicine skill, so I get my medicine guy to be on crafting as well in work priorities, but then he always does other things like smelting steel from slag which I do not want him to do because he is not good at crafting. So then I saw this mod and thought it was great because I could only make him do the medicine crafting bits and nothing else! But now I am not sure if this is possible?
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: change job priorities!)
Post by: Fluffy (l2032) on October 28, 2015, 10:53:25 AM
It's not possible at the moment, sorry.

This mod (and others like it) alter the parameters used by the game to decide which job to do. What you're suggesting would require rewriting the way the game decides which jobs to do, not just altering the parameters it uses to make that decision.

It's certainly an interesting suggestion though, and I'll keep looking for a way to do this. Thanks for the feedback!
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: change job priorities!)
Post by: LustrousWolf on October 28, 2015, 11:04:31 AM
It's not possible at the moment, sorry.

This mod (and others like it) alter the parameters used by the game to decide which job to do. What you're suggesting would require rewriting the way the game decides which jobs to do, not just altering the parameters it uses to make that decision.

It's certainly an interesting suggestion though, and I'll keep looking for a way to do this. Thanks for the feedback!

I see. Its ok tho, this mod already has some very useful features :D I will be looking forward to the day when it is possible to do that tho :)
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: change job priorities!)
Post by: exodus1028 on December 07, 2015, 04:55:02 AM
im using the MVP since i've bought the game (like 2 weeks before), only as of late i started to look closer which mods are included when i ran into problems settings work priorities on my colonists

I've noticed the job priority list, but the workgivers one gave me headache, the entries there are confusing, meshed between english/german (I'm on german client), yield entries labeled the same, provide no tooltip etc...

I'd like to help you out providing an update there...correct labels & tooltips, for my fellow germans that use your mod aswell
I found the language-folder and the keys.xml
While getting an translation there is no problem, it doesnt exactly target the workgivers

which file would i have to look at? are those labels hardcoded or could you, say, easily implement some sort of wrapper that choses different translation files based on what language the client runs on?

TLDR; if you are interested in adding a german translation, what exactly do you need? (i can write xml/c# well enough if required, at least i think so  :o)

keep up the great work :)
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: change job priorities!)
Post by: Fluffy (l2032) on December 07, 2015, 07:21:57 AM
Hey exodus,

Thanks for the offer, but the problem is a bit more complicated. The workgivers weren't really intended to be exposed to the user, and as a consequence they don't have any user friendly labels defined. The way they're displayed is basically the verb used for reporting pawn status and a tooltip with an attempt to prettify the defname for the workgiver, since that's more or less all I had to work with.

Code: [Select]
label = workGiver.verb.CapitalizeFirst();
// very naive camelcase splitter, should help make things a tad more friendly, added sentence casing.
// http://stackoverflow.com/questions/773303/splitting-camelcase
tooltip = System.Text.RegularExpressions.Regex.Replace( workGiver.defName, "([A-Z])", " $1", System.Text.RegularExpressions.RegexOptions.Compiled ).Trim().ToLower().CapitalizeFirst();

If you have a better idea, I'm all ears ;) This particular bit of code is in here; https://github.com/Karel-Kroeze/RW_EnhancedTabs/blob/master/Source/BetterAnimalsTab/Dialogs/Dialog_Priority.cs, around line 500. This is a fairly recent bit of code, so unlike the earlier code, this file is actually fairly well documented/structured ;).

As for translations, most (I'm aiming for all, but I'm sure to have missed one somewhere) of the strings I use that are not taken from other defs are defined as translatable strings. Check out https://github.com/Karel-Kroeze/RW_EnhancedTabs/blob/master/Languages/English/Keyed/Keys.xml . You can provide a German translation by copying that file, and translating all the strings to German. Then put the new thing in /Languages/German/Keyed/<name>.xml, and it should work. I'll be happy to add that to the release, with proper credits of course!
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: change job priorities!)
Post by: exodus1028 on December 07, 2015, 06:37:27 PM
Hey exodus,

Thanks for the offer, but the problem is a bit more complicated. The workgivers weren't really intended to be exposed to the user, and as a consequence they don't have any user friendly labels defined. The way they're displayed is basically the verb used for reporting pawn status and a tooltip with an attempt to prettify the defname for the workgiver, since that's more or less all I had to work with.

Code: [Select]
label = workGiver.verb.CapitalizeFirst();
// very naive camelcase splitter, should help make things a tad more friendly, added sentence casing.
// http://stackoverflow.com/questions/773303/splitting-camelcase
tooltip = System.Text.RegularExpressions.Regex.Replace( workGiver.defName, "([A-Z])", " $1", System.Text.RegularExpressions.RegexOptions.Compiled ).Trim().ToLower().CapitalizeFirst();

If you have a better idea, I'm all ears ;) This particular bit of code is in here; https://github.com/Karel-Kroeze/RW_EnhancedTabs/blob/master/Source/BetterAnimalsTab/Dialogs/Dialog_Priority.cs, around line 500. This is a fairly recent bit of code, so unlike the earlier code, this file is actually fairly well documented/structured ;).


alright, just came back from work, its 1am here and i wont delve right into it now...but you can be sure i'll have a closer look at this tomorrow/following days

looking purely at this (of course not knowing as of now, how exactly all this is interfaced etc.) i could imagine doing some sort of wrapper, as i mentioned above....easiest would be to load the required translationstrings into an object, based on what language the client runs on, then  make some sort of case loop or lambda expression to assign "label" and "tooltip" the specific strings of the object, and based on that hand our desired strings back to the label/tooltip, instead of the raw ones you assigned above

only thing I'd need to know for that would be all possible verb-strings

but thats just a quick shot and may be completely unfeasable, we'll see

Quote
As for translations, most (I'm aiming for all, but I'm sure to have missed one somewhere) of the strings I use that are not taken from other defs are defined as translatable strings. Check out https://github.com/Karel-Kroeze/RW_EnhancedTabs/blob/master/Languages/English/Keyed/Keys.xml . You can provide a German translation by copying that file, and translating all the strings to German. Then put the new thing in /Languages/German/Keyed/<name>.xml, and it should work. I'll be happy to add that to the release, with proper credits of course!

will have a look at that, too...this is just a matter of a few minutes ;)

i guess i finally will have to make myself more familiar with git..for some reason i never went into it, it always looked kinda messy for me lol  Oo ;)

catch ya later!
Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: change job priorities!)
Post by: Fluffy (l2032) on December 08, 2015, 01:50:01 AM
The verb strings aren't really the problem - they're translatable using the normal systems (I believe def injection(?) for these, dunno, never got into the translating stuff much). That means vanilla ones are translated, and mod ones might be, or could be translated in the mod itself.

Compiling a list of all verbs seems like a bit of overkill, since we don't know what mods (might) use.

The real problem starts with workgivers that have the same verb. For example, construction is done in three stages - pop frame from blueprint, get resources, and actual building. All three stages share the building verb. The only indication for what the workgiver actually does is the name of the worker class, and/or the def name of the workgiver. The vanilla defs have descriptive names that are generally a short sentence in camelCase, so what I'm doing is a simple attempt at parsing that back into a sentence.

I think the best solution would be to actually add labels to workgivers. They're defs, so the property should be defined - it's just never set. I'm not sure how translations for def label strings work, but ideally one could try to add the labels through the translation system.

As a final effort, you could add the labels directly into the defs, but that would require either overwriting all vanilla workgiverdefs (and hoping modders set proper labels) and risking all kinds of mod conflicts, or injecting labels at runtime based on a custom dictionary kind of thing.

In all cases, you're still left with mods which probably don't set labels, since many/most will just copy the vanilla style and omit them. I don't intend to add translations for all (or even any) mods, as that would introduce dependencies and more work for me (e.g., if the mod updates I have to update my translation table). I'ld be happy to make changes so that you/people can provide their own translations (I don't even think I'd need to make changes, but if I do, happy to :P). A small mini-mod with translation files for mod verbs and labels that aren't translated (or set) should be easy to create for those interested, and if I understand the system correctly should work just fine (assuming defs can take translations from other mods than the one in which they are defined.)

Title: Re: [A12d] [GUI] Enhanced Tabs (Updated: change job priorities!)
Post by: Fluffy (l2032) on March 07, 2016, 02:55:03 PM
I've finally gotten around to slightly improving the labelling of the priority screen - it should now demangle the names better in some edge cases, and it shows the workType/workGiver def label and description, if set. Sadly vanilla doesn't actually set these elements, so that's only helpful for mods. Anyhow, check it out if you were bothered by the bad tooltips/labels, and hopefully it'll be a bit better now.
Title: Re: [A13] [GUI] Enhanced Tabs
Post by: skullywag on April 08, 2016, 01:58:09 PM
oh go on then....
Title: Re: [A13] [GUI] Enhanced Tabs
Post by: oreganor on April 26, 2016, 05:50:03 AM
I have a small glitch after activating this excellent mod (It should be integrated ASAP in vanilla, imho). In the animal tab I miss the pregnacy icon on the far right. It's a minor non-breaking glitch... But I have grown used to focus all my animal management on this single screen and I miss the pregnacy state when deciding which animals to trade/butcher. Is it hidden somewhere? As I activated this mod on an already existing colony (A13)... May be the cause? Or it's a genuine "glitch"?
Title: Re: [A13] [GUI] Enhanced Tabs
Post by: Fluffy (l2032) on April 26, 2016, 04:38:06 PM
There is no pregnancy icon at the moment ( it's a recent addition to vanilla as well I think? ), but there is a filter for pregnant animals - and I've just confirmed it still works.

Left-click the filter button, it's one of the options on the right in the window that opens.
Title: Re: [A13] [GUI] Enhanced Tabs
Post by: oreganor on April 26, 2016, 07:30:58 PM
Quote
There is no pregnancy icon at the moment ( it's a recent addition to vanilla as well I think? ), but there is a filter for pregnant animals - and I've just confirmed it still works.

Thanks for the reply, I will use the filter approach then.
Title: Re: [A13] [GUI] Enhanced Tabs
Post by: nuschler22 on April 26, 2016, 08:01:35 PM
Is there an "All Haul" or "All Clean?"  Something where I can designate everyone to do it and then set them back to normal work.

How would I use it?

Thanks. :)
Title: Re: [A13] [GUI] Enhanced Tabs
Post by: Fluffy (l2032) on May 16, 2016, 03:24:22 PM
I'm in the process of overhauling and consolidating my various tab mods. The work tab is now done, and is the first to be released as part of the new Fluffy Tabs mod. It's fresh of the press, but I wanted to show it off and/or get some feedback, so here goes;

Fluffy Tabs - Download (https://github.com/FluffierThanThou/Fluffy_Tabs/releases/tag/13.0.1.0)

And for a quick (well, ~10 minutes - it's a big mod!) overview of what it can do and how to use it, watch this;
https://www.youtube.com/watch?v=3hO8CtsYH2o

(I do apologize for the crappy audio - I need to buy myself a decent microphone)
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Exende on May 16, 2016, 04:27:14 PM
let me be the first to say it is beautiful, I've been using the enhanced tabs and really wanted to change individual priorities to each selection of a job (person A wants to cook on the stove more than butcher while person B does the opposite) and now I can!  In your vid it says some things don't work yet, have you fixed this or should I wait?
Title: Re: [A13] [GUI] Enhanced Tabs
Post by: joaonunes on May 16, 2016, 05:17:12 PM
I'm in the process of overhauling and consolidating my various tab mods. The work tab is now done, and is the first to be released as part of the new Fluffy Tabs mod. It's fresh of the press, but I wanted to show it off and/or get some feedback, so here goes;

Fluffy Tabs - Download (https://github.com/FluffierThanThou/Fluffy_Tabs/releases/tag/13.0.1.0)

And for a quick (well, ~10 minutes - it's a big mod!) overview of what it can do and how to use it, watch this;
https://www.youtube.com/watch?v=3hO8CtsYH2o

(I do apologize for the crappy audio - I need to buy myself a decent microphone)

Let me be the first to say.... HOLY SHIT!!!
I can't really express how impressed I am at that tab.

Damn...

I don't care if it might have any bugs or errors, I'm going to install it right now!
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: joaonunes on May 16, 2016, 06:10:04 PM
You should add the new work tab to the main post, even though it's still in a beta stage. It's a really awesome idea and that way it should also be easier for people to notice the new tab.

Sorry for the double post :/


EDIT: Fluffy Tabs is incompatible with Combat Realism!! Maybe it works when the load order is Tabs first and then CR but when Combat Realism is loading first it's mechanics are not working.
Can anyone test this further?
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Exende on May 16, 2016, 09:42:27 PM
testing this it says ModHelperDef is invalid, is this a problem?
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: 1000101 on May 16, 2016, 09:50:18 PM
testing this it says ModHelperDef is invalid, is this a problem?

Does it say why it's invalid?

And generally, yes, it's a problem as CCL will stop processing and not run if there is "invalid" data supplied to it.
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Exende on May 16, 2016, 10:05:19 PM
ModHelperDef :: Fluffy_Tabs :: Fluffy Tabs ::
   Unsupported 'minCCLVersion' requirement (v0.13.2) maximum supported version is v0.13.1.1
   Fluffy_Tabs-13.0.1.0 :: ModHelperDef is invalid

^that's what it says

I'll try to switch the order around, I think this message broke some other part of my other mods so maybe I'll see if it works in other orders
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Fluffy (l2032) on May 17, 2016, 01:54:30 AM
@Exende;
I may have done a derp and required a newer version of CCL that isn't in public release yet. I'll try and fix that ASAP, I think it should work fine with 13.1.1.

@Joanunes;
Any particular error message or faulty behaviour? I can't really see why this would conflict with CR.
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Wivex on May 17, 2016, 03:22:12 AM
Skipping the mentions of how good your mods are (cause you know that already) i have a proposition how to implement individual workType priorities for each pawn.

Looking at the method of choosing the workgivers for assigning jobs (and their order)  in JobGiver_Work class, TryGiveTerminalJob mathod:

List<WorkGiver> list = this.emergency ? pawn.workSettings.WorkGiversInOrderEmergency : pawn.workSettings.WorkGiversInOrderNormal;

we can see how that list and in what order is generated. Using the detour you could add a special case here to  check if current pawn (for which workgiver list is generated) has any work presets assigned to it. If so, the priority list is taken from the preset, rather than from defs. Nothing special about that.
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: joaonunes on May 17, 2016, 04:43:32 AM
@Exende;
I may have done a derp and required a newer version of CCL that isn't in public release yet. I'll try and fix that ASAP, I think it should work fine with 13.1.1.

@Joanunes;
Any particular error message or faulty behaviour? I can't really see why this would conflict with CR.

I forgot to check the logs, my bad :/ but CR stopped working as soon as I installed the new tab mod, and got working again as soon as I unninstaled it. I loaded this tab mod after ALL mods that edit the interface in any way.
I tried it on an existing save, does that have any problem or do I need a new save to use this mod?

Today I'll do further testing and post some errors if I find them.
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Clibanarius on May 17, 2016, 06:26:25 AM
I don't know if it's JUST me, but when I had the Numbers mod active, the new Fluffy Tabs doesn't actually control work priorities. I was trying to find whichever mod was causing it to not work, and I think that's it.
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Clibanarius on May 17, 2016, 06:47:42 AM
Actually, it looks like the problem persisted even without Numbers active. Sigh. Here's my mod order, for what it's worth in helping you out in possibly troubleshooting this:

Code: [Select]
  <activeMods>
    <li>Core</li>
    <li>Community Core Library</li>
    <li>EdBModOrder</li>
    <li>RW_Manager-0.13.0.3</li>
    <li>RW_FluffyRelations-0.13.0.1</li>
    <li>RW_EnhancedTabs-0.13.0.1</li>
    <li>HaulPriorityLiteNoUnforbid</li>
    <li>EdBColonistBar</li>
    <li>EdBPrepareCarefully</li>
    <li>EdBInventory</li>
    <li>Pawn State Icons</li>
    <li>AutoEquip</li>
    <li>Stonecutting Tweak</li>
    <li>LessIncidentTrolling</li>
    <li>Hospitality</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>Apparello</li>
    <li>RW_A2B</li>
    <li>RW_A2B_Selector</li>
    <li>RW_A2B_Teleport</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_MAI</li>
    <li>Miscellaneous_Objects</li>
    <li>Miscellaneous_Robots</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>FastFloors</li>
    <li>T-MoreFloorsFF</li>
    <li>T-CoreCropTweaks</li>
    <li>ED-Plant24H</li>
    <li>ED-LaserDrill</li>
    <li>ED-MoreVanillaTurrets</li>
    <li>BetterCoolers-BetterCoolers1.1</li>
    <li>BetterVents-BetterVents1.1</li>
    <li>Bulk_Meals</li>
    <li>DefenceShield-DefenceShield1.4</li>
    <li>DermalRegenerator-DermalRegenerator1.5</li>
    <li>ED-Embrasures</li>
    <li>ExtendedFabrics-ExtendedFabrics1.2</li>
    <li>More Furniture</li>
    <li>ExtendedStorage-ExtendedStorage1.4</li>
    <li>Glass_N_Lights-13a.3</li>
    <li>M&amp;Co. AlertSpeaker</li>
    <li>M&amp;Co. ForceField</li>
    <li>M&amp;Co. LaserFence</li>
    <li>M&amp;Co. MiningHelmet</li>
    <li>M&amp;Co. MMS</li>
    <li>Medical Training</li>
    <li>MedievalShields-MedievalShields1.7</li>
    <li>PersonalShieldMKII-PersonalShieldMKII1.3</li>
    <li>PowerArmourMKII-PowerArmourMKII1.3</li>
    <li>RoofBomb-RoofBomb1.3</li>
    <li>RTFTJ</li>
    <li>Mad Skills</li>
    <li>TRCaravans</li>
  </activeMods>
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: skullywag on May 17, 2016, 06:58:51 AM
It would probably be worth adding tabs last, some of the other mods in that list add new work types i think, im guessing fluffys tabs needs to load after to be aware of them.
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Clibanarius on May 17, 2016, 07:02:14 AM
Whoops, that list doesn't even include Fluffy Tabs, which I did have at the very end.
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: joaonunes on May 17, 2016, 07:29:47 AM

@Joanunes;
Any particular error message or faulty behaviour? I can't really see why this would conflict with CR.

No error message. You know what Combat Realism does to the weapon mechanics, right? It adds some buttons when the pawn has a weapon equipped and adds the ammo and reload mechanics to weapons. When I install the Work Tab mod Combat Realism is literally disabled, weapons work just like they would in vanilla (no ammo or reload needed).
This is strange because every ammo type and objects are present ingame, I have a stockpile full of ammo and I can both craft and spawn it, but the weapons behave just like in vanilla. Basically what Work Tab does to CR is make it an object pack with no uses xD I could send you a printscreen of what I see ingame but since weapons behave like in vanilla I dont think its needed :P All I see is the DRAFT and "AIM"(?) buttons.

EDIT: I changed the load order several times, and both before and after CR makes no difference

EDIT 2:Here's my load order, maybe it'll help:

    <li>Core</li>
    <li>Community Core Library</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>EdBModOrder</li>
    <li>Stonecutting Tweak</li>
    <li>LessIncidentTrolling</li>
    <li>BalancingAct</li>
    <li>More Factions Spawn</li>
    <li>Recycle</li>
    <li>VeinMiner</li>
    <li>CorePanda v0.13.2</li>
    <li>CheaperComponents</li>
    <li>CombatRealism</li>
    <li>CombatRealism Defence</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>CombatRealism EPOE</li>
    <li>DermalRegenerator-DermalRegenerator1.5</li>
    <li>DESurgeries</li>
    <li>BetterVents-BetterVents1.1</li>
    <li>BetterCoolers-BetterCoolers1.1</li>
    <li>ED-ClosableVent</li>
    <li>ED-ClosableVent-BetterVents</li>
    <li>ED-PoweredVent</li>
    <li>ED-PoweredVents-BetterVents</li>
    <li>ED-ReverseCycleCooler</li>
    <li>ED-ReverseCycleCooler-BetterCoolers</li>
    <li>ED-LaserDrill</li>
    <li>ED-Plant24H</li>
    <li>ED-Shields</li>
    <li>AllowTool</li>
    <li>Apparello</li>
    <li>AutoEquip</li>
    <li>Patch_CombatRealism+AutoEquip</li>
    <li>High Caliber</li>
    <li>High Caliber (Combat Realism Patch)</li>
    <li>Mad Skills</li>
    <li>Medical Training</li>
    <li>Mending</li>
    <li>RimPharma v2.14</li>
    <li>RW_FluffyRelations-0.13.1.2</li>
    <li>SkilledBuilderOn</li>
    <li>Soda Brewing v1.60</li>
    <li>Vegetable Garden v3.6a</li>
    <li>ADDON_Soda Garden v13</li>
    <li>TargetPractise</li>
    <li>T-CoreCropTweaks</li>
    <li>T-ExpandedCloth</li>
    <li>T-ExpandedCrops</li>
    <li>T-MoreBedsVanilla</li>
    <li>T-MoreFloors</li>
    <li>ReinforcedConduit</li>
    <li>HaulIT</li>
    <li>Fences</li>
    <li>Darkness Revamp</li>
    <li>Bulk_Meals</li>
    <li>Additional Joy Objects v3.10</li>
    <li>BrainMod v1.10</li>
    <li>RW_Blueprints-0.13.0.1</li>
    <li>RT_Fuse-A13-1.0.0</li>
    <li>M&amp;Co. AlertSpeaker</li>
    <li>LT_ADogSaid</li>
    <li>Hospitality</li>
    <li>EdBInventory</li>
    <li>EdBColonistBar</li>
    <li>RW_MedicalInfo-0.13.0.1</li>
    <li>kNumbers-0.4.3.1-A13</li>
    <li>RW_Manager-0.13.0.3</li>
    <li>RW_EnhancedTabs-0.13.0.1</li>
    <li>Pawn State Icons</li>
    <li>More Furniture</li>
    <li>Trade-12</li>
    <li>SmallWalls_Full1.9.1</li>
    <li>Quarry v1.30</li>
    <li>Expanded Power v1.10</li>
    <li>EdBPrepareCarefully</li>
    <li>ExtendedMedicine-ExtendedMedicine1.2</li>
    <li>CrashLanding</li>
    <li>DohEasyAgronomy</li>
    <li>Synthmeat</li>
    <li>Trait Pack</li>
    <li>Fluffy_Tabs-13.0.1.0</li>
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Grogfeld on May 17, 2016, 12:08:31 PM
So I didn't played Rimworld for few days and just started to watch your video about new features and had to pause on 4:04 with a big "O! Sh....T!!" and a big smile on face. Man Dwarf Therapist is such a useful tool but I'm just amazed that your mod is so similar. Just BRAVO! And you heard my prayers about surgeon! <My little eyes... I'm a Dwarf, I don't cry it's just allergy>... And the time schedule... <I need a grog, give me some rum. Need a drink.>

Urist Grogfeld is taken by a fey mood!
...
Urist Grogfeld, Brewer has created Fluffigh Tilesh McGrog, a limestone barrel!

Cheers!
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: joaonunes on May 17, 2016, 12:33:53 PM
I love the new tabs, great addition!

I had to edit the ModHelperDef to <minCCLVersion>0.13.1</minCCLVersion>
get it working with CR.
An error still appears, but not while loading CCL.

Just noticed that stats won't get saved or loaded, tried the numerical vanilla and extended settings. All numbers get reverted to 3 on loading.

Thanks, that fixed my problem :D
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Fluffy (l2032) on May 17, 2016, 01:40:17 PM
I love the new tabs, great addition!

I had to edit the ModHelperDef to <minCCLVersion>0.13.1</minCCLVersion>
get it working with CR.
An error still appears, but not while loading CCL.

Just noticed that stats won't get saved or loaded, tried the numerical vanilla and extended settings. All numbers get reverted to 3 on loading.
Yep, that was my mistake. I was working with a pre-release version of CCL, it's not actually required though - I've now set the required version to 13.1.1 in the release of this mod. That should fix some of the weird incompatibilities with other mods.

As for the not saving settings - it should do that! Can you provide some more information? For example, did you add the mod to an existing game? (note that this should work, but it may give some context). Also, can i have your save file? Pwetty pwease?
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Fluffy (l2032) on May 17, 2016, 02:00:37 PM
Just a quick note; I've updated the release, changed the CCL requirement.

It works fine on my end, no issues with CR or Numbers!, and it saves/loads fine (although I haven't tried adding it to an existing game, it should handle that just fine.)
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Fluffy (l2032) on May 18, 2016, 03:12:17 AM
Hi pestilenz, thanks! That helps a lot, now I know what I'm looking for. Admittedly, I had only tested loading after booting the game, not while already in a game. I did notice some funkiness with favourites when starting a new game without quitting the game first, I suspect it's probably related.

On a side note, the mod list isn't terribly useful, save files and output_logs (in case of errors, which you're not getting, right?) are where the real data is at ;).
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: joaonunes on May 18, 2016, 05:21:55 PM
Anyone else had a problem where I set someone to mine/construct/doctor/etc but when I try to force the pawn to actually do that kind of job the game just states that "NAME is not a X"? Same load order as before, havent updated to the new version although I changed the CCL version on the xml to "work" correctly.
Am I missing anything?

Edit: I have installed more mods, but the problem already existed before, just never gave much importance because my colony was a mess...

New mods are extended storage(skullywag), smart bears and tilled soil, should make no difference I guess...
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Fluffy (l2032) on May 19, 2016, 02:43:54 AM
hmm, yeah, that sounds like it's this mod. I take the 'storage' of priorities away from vanilla, but I think the code for the right click menu might still be trying to reference the 'old' storage. I'll look into it.
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: onearchitype on May 19, 2016, 06:18:33 AM
Anyone else had a problem where I set someone to mine/construct/doctor/etc but when I try to force the pawn to actually do that kind of job the game just states that "NAME is not a X"? Same load order as before, havent updated to the new version although I changed the CCL version on the xml to "work" correctly.
Am I missing anything?

Edit: I have installed more mods, but the problem already existed before, just never gave much importance because my colony was a mess...

New mods are extended storage(skullywag), smart bears and tilled soil, should make no difference I guess...

Yes, I have had the same problem. At first I thought there was an incompatibility with Fish Industry. Now I will wait for the update. Love the concept of the mod.
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: joaonunes on May 19, 2016, 06:54:42 AM

Yes, I have had the same problem. At first I thought there was an incompatibility with Fish Industry. Now I will wait for the update. Love the concept of the mod.

Read the post above yours :)
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: m33n on May 19, 2016, 09:51:53 AM
[quoute] ...."force the pawn to actually do that kind of job the game just states that "NAME is not a X" [/quote]
Please check if the pawn had that job assigned in vanilla WORK tabs. I found a workaround - checked all the jobs for every pawn in vanilla tab and then started changing priorities in fluffy tabs. Seems to work for me - but it takes some time for game to catch up with changes.

What I also realized is that vanilla priorities are "more importand" than Fluffys - but I might be wrong.
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: joaonunes on May 19, 2016, 10:47:03 AM
...."force the pawn to actually do that kind of job the game just states that "NAME is not a X"
Please check if the pawn had that job assigned in vanilla WORK tabs. I found a workaround - checked all the jobs for every pawn in vanilla tab and then started changing priorities in fluffy tabs. Seems to work for me - but it takes some time for game to catch up with changes.

What I also realized is that vanilla priorities are "more importand" than Fluffys - but I might be wrong.

You mean I set up the priorities with the mod disabled and then enable the Fluffy's Work tab? I'm not using the alternative work tab view (the one with tons of jobs), i'm using the default one, not even ordering by number priority, just plain box checks.
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: joaonunes on May 19, 2016, 12:11:23 PM
hmm, yeah, that sounds like it's this mod. I take the 'storage' of priorities away from vanilla, but I think the code for the right click menu might still be trying to reference the 'old' storage. I'll look into it.

I don't know much about modding but would it be possible to force the game to use your jobs "storage" instead of the vanilla's? I'd guess that if the game just uses the vanilla "storage" all the jobs available in your work tab would be ignored, just like it is happening right now...

Continuing the previous line of thought, would forcing your "storage" create any kind of incompatibility with other mods that also affect jobs?
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: m33n on May 19, 2016, 12:47:01 PM
You mean I set up the priorities with the mod disabled and then enable the Fluffy's Work tab? I'm not using the alternative work tab view (the one with tons of jobs), i'm using the default one, not even ordering by number priority, just plain box checks.

Sorry then, I missed that one.

@Fluffy are the work priorities supposed to be stored in game save? (both vanilla and enahnced df-style). It doesn't work for me (sorry if the question is already asked before).
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Fluffy (l2032) on May 19, 2016, 03:25:43 PM
The game keeps track of a list of work each pawn should do, in order of the priorities you set. This list is what is edited by the mod. The problem, probably - I haven't had time to look yet, is that the right click context menu doesn't look at this list, it looks in the vanilla priorities. This is something completely separate, and something that I normally bypass.

So yes, theoretically enabling everything in the vanilla work tab, and then loading this mod will work to 'fix' the right click menu. It's not exactly ideal however. I'm not sure why you'd think vanilla priorities 'override' mine for normal pawn 'AI' work - they certainly do not. In fact, they're completely ignored.

Priorities should be saved between games (it is if you load 'fresh', e.g. load after starting RW. If you load a game after having previously had a game open, it currently seems to not work). THis is a bug I'm going to look into soon(tm).
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: m33n on May 20, 2016, 02:44:49 AM
I'm not sure why you'd think vanilla priorities 'override' mine for normal pawn 'AI' work - they certainly do not. In fact, they're completely ignored.

As I said I might be wrong :D Thanks for answer though.
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Zokora on May 20, 2016, 04:45:48 PM
Hello Fluffy.
I stumbled over your video from the fluffy tabs v13.0.1.0 and with the relation mod this was the reason that i started to want to play with mods :-)
i love it that one can see the mood and the current performed job at one glance.

First it was hard to find the download link for the latest version as i used initially the link on page 1.. but after searching the comments  i found the correct link.
Could you please add this link to the mod description on page 1?
As i haven't had any mod before i had to struggle to find that you need CCL for this mod as it is not described in the mod description on page 1, so please include this dependency on page 1 too.

I am using CCL version v0.13.1.2 now
and found some issues.

When i change the work setting on the view, with priority numbers, alike the vanilla version. This is not transfered into the detailed view.
and the pawns are only using the settings as they are in the detailed view.
Am i correct that is based on this:

I'm not sure why you'd think vanilla priorities 'override' mine for normal pawn 'AI' work - they certainly do not. In fact, they're completely ignored.

This mean you have to use the detailed view to set any working priority ?
According your video i had the impression that i could use both.
I would be happy to use the vanilla view to assign the working priorities.

An other issue i noticed is that the regular priority order: left is highest priority and on the right is the lowest priority is switched.
So highest priority is on the right side and the lowest on the left.
I understood that this general priority rule is used to define which work is choosen next.
But this would mean that firefighting will be choosen as last option.

Please see the attached screenshots.





[attachment deleted by admin - too old]
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: joaonunes on May 20, 2016, 04:49:38 PM
Hello Fluffy.
I stumbled over your video from the fluffy tabs v13.0.1.0 and with the relation mod this was the reason that i started to want to play with mods :-)
i love it that one can see the mood and the current performed job at one glance.

First it was hard to find the download link for the latest version as i used initially the link on page 1.. but after searching the comments  i found the correct link.
Could you please add this link to the mod description on page 1?
As i haven't had any mod before i had to struggle to find that you need CCL for this mod as it is not described in the mod description on page 1, so please include this dependency on page 1 too.

I am using CCL version v0.13.1.2 now
and found some issues.

When i change the work setting on the view, with priority numbers, alike the vanilla version. This is not transfered into the detailed view.
and the pawns are only using the settings as they are in the detailed view.
Am i correct that is based on this:

I'm not sure why you'd think vanilla priorities 'override' mine for normal pawn 'AI' work - they certainly do not. In fact, they're completely ignored.

This mean you have to use the detailed view to set any working priority ?
According your video i had the impression that i could use both.
I would be happy to use the vanilla view to assign the working priorities.

An other issue i noticed is that the regular priority order: left is highest priority and on the right is the lowest priority is switched.
So highest priority is on the right side and the lowest on the left.
I understood that this general priority rule is used to define which work is choosen next.
But this would mean that firefighting will be choosen as last option.

Please see the attached screenshots.

There has been a "long" discussion relative to that problem, which is the priorities edited on this work tab mod do not apply to the game. Example: I set someone as a doctor but when you try to force him to heal someone a message appears saying he is not a doctor
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Fluffy (l2032) on May 20, 2016, 05:22:49 PM
Hey Zokora, welcome to the wonderful world of mods!

To answer your questions;
The link, and the CCL dependency, are not on the front page because it's still in beta - I need to fix some bugs first.
The priority labels are indeed switched up, thats my bad! The 'default' priority is still as it is in vanilla, from left to right. So if pawns have otherwise equal priorities, firefighting, doctoring, etc. still come far before cleaning.

Some clarification as to what I mean when I say 'vanilla';
With vanilla I mean the work tab if you didn't have my mod installed. So the 'simple' tab looks a lot like vanilla, but it certainly is not! (there's a lot of different code behind it ;)).

The problem that joanunes is referring to, is that the vanilla priorities are still stored in the game, even though you can't edit them anymore (the tab is overridden by my tab). For normal pawn AI, this doesn't matter. I've changed the code so that pawns now look at the priorities set in my tab (whether that is the 'simple' or the 'dwarf fortress' view, both should work fine).
The only place I've found where it does matter, is when you manually right click something to order a pawn to do it. This is a separate piece of code that I had overlooked, and it still points to the vanilla work settings. This is something that I need to fix, and will hopefully do so this weekend.

So just to reiterate; this quote from joaonunes: which is the priorities edited on this work tab mod do not apply to the game. is NOT TRUE. Priorities you set in the tab are followed by pawns, the only thing that doesn't work correctly is the right click menu for direct orders.

(also there's another bug where if you load a game without re-starting rimworld, priorities aren't loaded correctly, but that's another matter. It works with a 'fresh' load after re-starting the game.)

edit: P.S. You're right that currently changes made to the simple view aren't reflected in the detailed view. This is something I will look at, it would be nice if they were synchronised (or at least synchronized from simple to detailed, the other way round might be tricky).
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Zokora on May 20, 2016, 05:51:29 PM
😁
Thank you for the clarifications.
So I am starting directly with Betatesting ;-)
Hope I helped you with my comments.

I will wait for the next version of this mod.


Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: joaonunes on May 20, 2016, 06:02:22 PM
...
The problem that joanunes is referring to, is that the vanilla priorities are still stored in the game, even though you can't edit them anymore (the tab is overridden by my tab). For normal pawn AI, this doesn't matter. I've changed the code so that pawns now look at the priorities set in my tab (whether that is the 'simple' or the 'dwarf fortress' view, both should work fine).
The only place I've found where it does matter, is when you manually right click something to order a pawn to do it. This is a separate piece of code that I had overlooked, and it still points to the vanilla work settings. This is something that I need to fix, and will hopefully do so this weekend.

So just to reiterate; this quote from joaonunes: which is the priorities edited on this work tab mod do not apply to the game. is NOT TRUE. Priorities you set in the tab are followed by pawns, the only thing that doesn't work correctly is the right click menu for direct orders.

(also there's another bug where if you load a game without re-starting rimworld, priorities aren't loaded correctly, but that's another matter. It works with a 'fresh' load after re-starting the game.)

edit: P.S. You're right that currently changes made to the simple view aren't reflected in the detailed view. This is something I will look at, it would be nice if they were synchronised (or at least synchronized from simple to detailed, the other way round might be tricky).

Yeah thats is what I meant, only the right click doesnt work. Sorry if I caused any confusion...

But... Huzaaa!!!! It'll get fixed :D

You should still add the link of the beta tab to rhe main post and tag it with a big red BETA header, I had to save a bookmark with thw github page to the beta tab just so I could download and test new versions without having to go to the 5th or 6th page of this thread... Plus more people could test it?
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Fluffy (l2032) on May 21, 2016, 07:05:02 PM
Made some fixes and a slight addition to the new work tab beta;
 - fixed priority labels
 - fixed right click context menu (detoured pawn.worksettings.GetPriority(), should hopefully fix any other issues that hadn't cropped up yet. For the detailed mode, if any workgiver is enabled, the entire worktype counts as enabled, since vanilla doesn't make this distinction.
 - fixed load issue in ongoing game session
 - added one-way synch from worktype (simple) to workgiver (detailed) view.

I think (hope) the major bugs are out of the way now, will add the download to the front page.
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: joaonunes on May 21, 2016, 07:37:48 PM
 ;D ;D ;D ;D ;D ;D ;D ;D
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Zokora on May 22, 2016, 01:25:02 AM
Yay ;D
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: hwfanatic on May 22, 2016, 11:56:35 AM
Thx. Mouse scroll only working in first 4 rows. WAI?
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Fluffy (l2032) on May 22, 2016, 12:25:46 PM
@hwfanatic; nope, sounds like a bug. Mind making a githup issue so I don't forget about it?
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: hwfanatic on May 22, 2016, 12:43:12 PM
Sure, I'll try.
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Olib on May 22, 2016, 06:18:20 PM
I have the same thing with the scroll wheel not fully working on individual pawns work priorities. In the simple view it is the top three, in the advanced view it is the top 6 (that do work), the rest don't work. Mousing over the whole thing and shift scrolling works for all of them.
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Kryc8 on May 30, 2016, 04:48:12 PM
Hi fluffy it's my first or second post so please don't send angry squirrels after me :)
I love your mods especially Enhanced tabs mod and fluffy relations mod.
Enhanced tabs mod is easy to use and very helpful but I think how you could improve your beta version before release.
Only thing that is hard to use is schedule and I think that I know how to improve it.
I created this picture to show you what I mean because as you already can see my english isn't perfect ;)
(http://i.imgur.com/4JauUi3.png?1)
So number 1 represent how schedule look now.

I think that it should be more colorful and use more bright colours like in number 2.

Often when I try to change something I must search through whole schedule to find what I changed.
So I came up with another idea (number 3) to make it more clear by changing colors when you change something in the schedule.

I also came up with another idea to make this more productive. (number 4) So for example when I move mouse over blue zone I can for example click mouse wheel to copy that and then paste it somewhere else by pressing another button. (now cleaning time is at 10 am and 6 pm)

I hope you understood at least half of my post and you know what I meant. ;)
Once again I want to thank you for this mod and I hope that you include or at least try to include my ideas.
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Grogfeld on May 30, 2016, 05:44:07 PM
Hey Fluffy!
I was playing with work tabs and new features and have a suggestion. There is too many jobs in detailed priorities mode, I don't say it's bad (It's awesome!!!<triple exclamation mark [that awesome] also triple types of bracket>) but it can be hurtful to manage everything. So here is my suggestion: what do you think about selecting different jobs and then hitting a number on keyboard, or adjusting them with your normal method (mouse wheel or LMB/RMB)?  That way you could select from different pawns different jobs and modify priority numbers easily. It would really cut the time needed to manage all the things. It's just a different method of managing priorities and I thought that it could be hard to add but then: This is Fluffy, he make impossible possible, right? Right! ;)

EDIT: I i forgot about copy/paste priority only for jobs category, not just for whole priority list. That way I could copy preset from my awesome cook to hunter who also can make a decent meals but if I use present preset it would copy every priority for every job, so I have to change other things. Also I can't stop be amazed by the awesomeness of you and your mods!

EDIT 2: Small request. I make that job have two (or more) priorities set depending on time. So my chef has from 8-17 priority 1 and later set I it just on 3 or 4. I would like to see this in tooltip. Now if you have set priority on all hours in the day tooltip has no information. It would be great to see that info.
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Falcon24 on June 04, 2016, 01:24:49 PM
Hello Fluffy!

Love your mods, and this one is especially great. I've been trying the Beta version, and ran into something i couldn't figure out. When using the detailed work priorities view, I couldn't seem to get my pawns to do the Manage work type, from Colony Manager. It worked in the simple view, but I couldn't seem to get it in the detailed one. I probably just skipped over the job type that did it, since there are so many.  :P

Looking forward to your reply!
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Grogfeld on June 04, 2016, 01:35:01 PM
Hello Fluffy!

Love your mods, and this one is especially great. I've been trying the Beta version, and ran into something i couldn't figure out. When using the detailed work priorities view, I couldn't seem to get my pawns to do the Manage work type, from Colony Manager. It worked in the simple view, but I couldn't seem to get it in the detailed one. I probably just skipped over the job type that did it, since there are so many.  :P

Looking forward to your reply!

I remember that sometimes manager skill didn't show up i detailed view, which is strange. If you using mods, try it on vanilla if manager skill will show up maybe it's related to some mod. Then try to load it in different order. I had this issue when I've used Arbitrary Realistic Research mod where Fluffy's Manager dll was in the same folder. I have now loaded it right after CCL, and EdB Colonist Bar and skill is there at the end of list.
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Sharp on June 06, 2016, 06:55:27 PM
Wow Fluffy, nice mod.

I made a suggestion before seeing your latest work https://ludeon.com/forums/index.php?topic=20616.0

Which you have pretty much implemented and surpassed.

I have an alternate way to show it for time though, something like the attached image, so in the work tab when scheduling work you actually have the option to select Work 1, 2 etc... then in the Colony Manager you can set what time the colonists will do the set schedule.

To be honest your method is quite neat looking way to do it and it definitely solves my problems so yay :)


[attachment deleted by admin - too old]
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: sirgzu on June 07, 2016, 05:45:41 AM
I really like your mods. Is it just me or the animal tab ism't working though?
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: SSS on June 07, 2016, 07:12:02 PM
I've encountered a bug with the beta work tab release, Fluffy... The work priorities don't save! In other words, in the current state you have to set your work priorities for every colonist whenever you reload a save. Favorite setups don't save either. Not fun! The work tab works excellently otherwise.

Also, although it doesn't affect me much since I haven't used it until now, as sirgzu says, the animal tab is the vanilla tab at the moment.
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: joaonunes on June 07, 2016, 07:45:26 PM
I've encountered a bug with the beta work tab release, Fluffy... The work priorities don't save! In other words, in the current state you have to set your work priorities for every colonist whenever you reload a save. Favorite setups don't save either. Not fun! The work tab works excellently otherwise.

Also, although it doesn't affect me much since I haven't used it until now, as sirgzu says, the animal tab is the vanilla tab at the moment.

Fluffy, wasn't this fixed? I'm confused... Also, are you talking about the work priorities present in the "vanilla" priority tab or the "Dwarf Fortress style" work tab?
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: SSS on June 07, 2016, 09:07:10 PM
I've encountered a bug with the beta work tab release, Fluffy... The work priorities don't save! In other words, in the current state you have to set your work priorities for every colonist whenever you reload a save. Favorite setups don't save either. Not fun! The work tab works excellently otherwise.

Also, although it doesn't affect me much since I haven't used it until now, as sirgzu says, the animal tab is the vanilla tab at the moment.

Fluffy, wasn't this fixed? I'm confused... Also, are you talking about the work priorities present in the "vanilla" priority tab or the "Dwarf Fortress style" work tab?
The "vanilla" tab. I would test to see if it's the same with the "dwarf fortress" one... but I don't want to set up everything yet again afterwards. <.<;
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Fluffy (l2032) on June 08, 2016, 04:00:37 AM
I really like your mods. Is it just me or the animal tab ism't working though?
Thanks! The animal tab works fine, but it isn't in Fluffy Tabs yet, I still have to move it over from Enhanced Tabs. You could load both (but Fluffy Tabs after Enhanced!) to get the best of both mods.

I've encountered a bug with the beta work tab release, Fluffy... The work priorities don't save! In other words, in the current state you have to set your work priorities for every colonist whenever you reload a save. Favorite setups don't save either. Not fun! The work tab works excellently otherwise.

Also, although it doesn't affect me much since I haven't used it until now, as sirgzu says, the animal tab is the vanilla tab at the moment.
Could you send me a save of where this happens (or doesn't happen, I suppose), plus your mod-config file? Thanks!

Fluffy, wasn't this fixed? I'm confused... Also, are you talking about the work priorities present in the "vanilla" priority tab or the "Dwarf Fortress style" work tab?
I thought so too! :D Maybe I broke something again ;)
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: joaonunes on June 08, 2016, 04:47:20 AM
I thought so too! :D Maybe I broke something again ;)

I shall test this at once!!

EDIT: Tested the mod with the latest version (13.0.1.2). Here are the results:
- Loaded my save and set up the work priorities (1 for firefight, 2 for doctoring, etc...);
- Saved and loaded the same save - Priorities still there;
- Quit to the main menu and load the save - Priorities still there;
- Quit to desktop and load save - Priorities still there;

Seems to be working just fine, should be an error on his side, maybe incompatibility issues or loading order problems, you did say that the experimental work tab needs to be loaded after the enhanced tabs :P
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Grogfeld on June 08, 2016, 05:39:59 AM
On my side vanilla saved favorites save in save files (I'm filling really safe now ;)) the detailed ones are not showing after loading.
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: sirgzu on June 08, 2016, 08:42:44 AM
I really like your mods. Is it just me or the animal tab ism't working though?
Thanks! The animal tab works fine, but it isn't in Fluffy Tabs yet, I still have to move it over from Enhanced Tabs. You could load both (but Fluffy Tabs after Enhanced!) to get the best of both mods.
Great stuff! I'll give that a go :)

EDIT Confusion Alert. Can you give us pointers to both Fluffy Tabs and Enhanced Tabs?
This thread is called Enhanced Tabs, is coming from your my mods https://ludeon.com/forums/index.php?topic=16120.0 (https://ludeon.com/forums/index.php?topic=16120.0) signature and that's what I am using in the game right now so what/where is Fluffy Tabs?

EDIT 2 To answer my own question:
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Grogfeld on June 08, 2016, 09:25:48 AM
Fluffy's Tabs (the one you're pointing at) is a pack with both Enhanced work and Animal tabs but we are talking about beta version of Enhanced tabs, the one with "Dwarf Fortress style" work tab, as I'm understanding Fluffy decided to make animal and work tabs separated mods.

EDIT::D
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: SSS on June 08, 2016, 02:31:59 PM
Well that's... odd. It seems to be working now. I failed my first attempt at the map I'm working on, so I started again from scratch later yesterday evening. I had removed the mod from the active list, but after putting it back in now to show you guys, it works. Priorities are saving properly.

I have no idea why it wouldn't have worked before, yet does now.
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Thorbane on June 08, 2016, 03:32:08 PM
I'm having a problem with the scroll bar on the expanded work tab, for one it really lags the game when moved, which I can live with, and second it cuts off the managing skill that you Colony manager mod adds.
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: DariusWolfe on July 01, 2016, 12:59:11 PM
I pinged you on Reddit, but I don't know how often you're checking there.

My question is if Enhanced Tabs and the Beta Work Tab can work together; If I DL the Work Tab and have it override the Enhance Tabs, will I be able to get the Animal functionality, and the Beta Work Tab functionality?
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Kryc8 on July 01, 2016, 01:03:29 PM
/\ Yes they work together ;p
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Fluffy (l2032) on July 01, 2016, 06:18:17 PM
Yep, just load Fluffy Tabs after Enhanced Tabs.

( I know, these names are getting silly and confusing )
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: DariusWolfe on July 04, 2016, 03:21:17 PM
Dunno if this is a concern, but the Work tab beta breaks significantly when used with Hospitality. Hospitality changes the skill option for prisoners to work with visiting colonists, renames it and all. If I don't use "Dwarven Therapist mode" it's only somewhat broken, exhibiting wonky behavior when trying to set priority for that skill (it tries to do it as a 0000-0100 hrs schedule, even when you're not using scheduling) until you mess with it a whole bunch. If you try to turn on Dwarven Therapist mode, it never shows all of your colonists, and seems to semi-randomly show them based on how you sort skills. There's not any sort of pattern that I can detect, either; It's not like it only shows the highest skills, or any such thing.

I tried messing around with the mod order, and that didn't fix the problem. Instead, I had a game-breaking bug occur where the Trade window seems to be completely inoperative, though I just saw a Bug thread where someone was reporting the exact same error with a nearly vanilla setup, so I don't know if it has anything to do with any of my mods, or yours in particular.
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Fluffy (l2032) on July 04, 2016, 05:57:29 PM
Darius, there should really be no reason there's any incompatibility. I've got it running with added and changed worktypes myself.

You're 100% sure you've got it running on a fresh world + game ( changed worktypes require a fresh world ), and you've restarted the game after opening the mod screen? If so, please send me your output_log.txt file, you can find it in Rimworld/RimworldWin_Data (assuming you're on windows, if not - please look on the forums on how to get the output_log.txt on your system.).
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: nguadien on July 06, 2016, 10:22:41 AM
Hi,

My memory is not so reliable, but currently I need your help in one thing.

In A12d, I recalled using your mod and in the Restriction Tab, there is a button called "All" so I can apply hour restriction and area restriction to all colonists.

In A13, I cannot find that button any more, so having 30 colonist right now is a pain, as clicking each area in each colonist in dire situations is very tiresome.

Would someone please help me and tell me how to have that button again? Thank you in advance.

(http://i.imgur.com/awqbYO1.jpg)
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Thorbane on July 06, 2016, 11:19:20 AM
The Autoseller mod breaks the beta build pretty badly, I can't change the priority of negotiating and the expanded priorities mode is entirely nonfunctional.  I think it has something to do with the changes autoseller makes to negotiation.
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Fluffy (l2032) on July 06, 2016, 06:30:22 PM
@nguadien; You're thinking of EdB's interface, and the part that provides the 'all' row hasn't been updated for A13 yet. Sorry!

@Thorbane; Make sure you reload after changing your mods, and start a new game + world after adding any mod that adds worktypes. There's no reason the mod should break on adding any particular mod, as long as they don't change the work tab, or how priorities are maintained. Any mod that just adds or changes worktypes itself should be perfectly fine. If it still doesn't work after restarting the game and starting a new game/world, I'd very much like to see your output_log.txt, so I can actually see what's going wrong and fix it.
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: zuaresoft on July 06, 2016, 07:13:29 PM
Hey hi Fluffy, was using your new work mod and i'm confused. ┬┐How can delete a favourite assigned? :S
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: Fluffy (l2032) on July 07, 2016, 04:52:15 AM
hey zouare,
You can just change the priorities, then it won't use the favourite anymore. Any other pawns that use the favourite won't be affected.
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: zuaresoft on July 07, 2016, 03:57:38 PM
Okya but that function will be good have it, one where u can delete a favourite and other funct. good is where u can create groups of work or something like that. other thing is that the animal tab when u click in "sticky" freezes the animal tab or something, but dont work anymore. Greetings and thx so much Fluff
Title: Re: [A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!
Post by: milon on July 15, 2016, 04:37:23 PM
Per Fluffy's request, this is being moved to Outdated.  Check Fluffy's mods (https://ludeon.com/forums/index.php?topic=16120.0) for the current list.