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RimWorld => Releases => Mods => Outdated => Topic started by: Florius on December 30, 2015, 01:10:37 PM

Title: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: Florius on December 30, 2015, 01:10:37 PM
Modpack:
As per request: this modpack contains a few of the (to me at least) essential mods to play Rimworld. I did not make any of these mods, the full credits go to all the mod creators. Please support the mod creators by letting them know you appreciate the mod, so they continue developing them for future Rimworld releases!
I hope this helps the beginners, because you can easily get overwhelmed by all the mods that are out there, and also for the more experienced!

My mod pack relies on Community Core Library v0.13.1 (https://ludeon.com/forums/index.php?topic=16599.0).
Please download the mod to use the full functionality of my mod pack! 

The modpack version 2.4 for Alpha 13 contains:
AllowTool version 1.3 by UnlimitedHugs (https://ludeon.com/forums/index.php?topic=17218.0)
(updated) EdB Colonist Bar version 0.13.0.3 by EdB (https://ludeon.com/forums/index.php?topic=5258.0)
EdB Prepare Carefully version 1.11.beta1 by EdB (https://ludeon.com/forums/index.php?topic=6261.0)
Colony Manager V2 version 0.13.0.1 by Fluffy (l2032) (https://ludeon.com/forums/index.php?topic=16888.0)
Enhanched Tabs version 0.13.0.1 by Fluffy (l2032) (https://ludeon.com/forums/index.php?topic=15964.0)
(new) Follow Me! v1 by Fluffy (l2032) (https://ludeon.com/forums/index.php?topic=16120.0)
(new) Medical Info v1a by Fluffy (l2032) (https://ludeon.com/forums/index.php?topic=16120.0)
(new) Blueprints v1.1 by Fluffy (l2032) (https://ludeon.com/forums/index.php?topic=16120.0)
(new) Fluffy Relations v1 by Fluffy (l2032) (https://ludeon.com/forums/index.php?topic=16120.0)
Numbers! version 0.4.1-A13 by koisama (https://ludeon.com/forums/index.php?topic=16558)
Pawn State Icons by Sadler, updated to A12d by Vuursteen (https://ludeon.com/forums/index.php?topic=9163.0)
VeinMiner by Gentz and JuliaEllie (https://ludeon.com/forums/index.php?topic=9616.0)
(new) Stonecutting Tweak version 1.02 by ItchyFlea (https://ludeon.com/forums/index.php?topic=10623.0)
(will be in future releases, as it first needs to be updated with the new CCL) Storage Search version 1.0 by meonester (https://ludeon.com/forums/index.php?topic=16658)

Download link for version 2.4 (Alpha 13):
Click here for release 2.4 for Alpha 13! (http://www.mediafire.com/download/fs77aj4b7qj5o0j/The_must-have_mods_UI_for_Rimworld_Alpha_13_version_2.4.zip)

==========================================



Please note that this modpack does require Community Core Library which can be found here! (https://ludeon.com/forums/index.php?topic=16599.0)
The modpack version 1.2 for Alpha 12d contains:
AllowTool version 1.1 by UnlimitedHugs (https://ludeon.com/forums/index.php?topic=17218.0)
Auto Equip version v013 by Soulkata (https://ludeon.com/forums/index.php?topic=16069.0)
Auto Seller version v1.1.0 by Supes (https://ludeon.com/forums/index.php?topic=14487.0)
Community Core Library v0.12.4 by RWCCLTeam (https://ludeon.com/forums/index.php?topic=16599.0)
Colony Manager V2 by Fluffy (l2032) (https://ludeon.com/forums/index.php?topic=16888.0)
Enhanched Tabs v5d by Fluffy (l2032) (https://ludeon.com/forums/index.php?topic=15964.0)
EdB Interface UI v3.1.2 by EdB (https://ludeon.com/forums/index.php?topic=5258.0)
EdB Prepare Carefully version 1.10.1 by EdB (https://ludeon.com/forums/index.php?topic=6261.0)
Numbers! version 0.3 by koisama (https://ludeon.com/forums/index.php?topic=16558)
Pawn State Icons by Sadler, updated to A12d by Vuursteen (https://ludeon.com/forums/index.php?topic=9163.0)
Storage Search version 1.0 by meonester (https://ludeon.com/forums/index.php?topic=16658)
VeinMiner by Gentz and JuliaEllie (https://ludeon.com/forums/index.php?topic=9616.0)

Download link for version 1.2 (Alpha 12d):
Click here for release 3.0 for Alpha 12d! (http://www.mediafire.com/download/rd4jak3wcax8b3j/The_must-have_Rimworld_UI_mods%21_release_3.zip)
Mirror (https://www.dropbox.com/s/luetmb6qzuj223i/The%20must-have%20Rimworld%20UI%20mods%21%20release%203.zip?dl=0)

Release versions:
Release 1.0 30-12-2015: First release
Release 1.1 31-12-2015: Added CCL version 0.12.4.
Release 1.2 02-01-2016: Removed CCL, added AllowTool version 1.1
Release 2.0 15-04-2016: Updated a bunch of mods, and Alpha 13 version added!
Release 2.1 16-04-2016: Added 4 new mods, more to come soon!
Release 2.2 17-04-2016: Added Stonecutting tweak
Release 2.3 23-04-2016: Removed StorageSearch (first needs to be updated to CCL) and HaulPriority (incompatible)
Release 2.4 24-04-2016: Removed EdBinterfaces.dll, no more double colonist bar!

Last note:
Note for release version 2.*, this mod contains beta versions of certain mods, and will be regularly updated as new versions will be released.
If there are any requests, please let me know.


Please load EdB Interface Mod as first, to prevent issues with mod compatibility. If you have any further questions about the mod pack, please do not hesitate to contact me. If there are any questions about the mods them self, I am able to answer most questions, or the mod creators are always kind enough to help!

I did not change anything about all the mods that are included in the pack. They are all clean downloads from the modder's topics!
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: Alistaire on December 30, 2015, 01:24:04 PM
You will want to actually credit the authors, not just say "The full credits go to all the mod creators". Fluffy for one wants his name displayed next to his mods, as of his license agreement.
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: Florius on December 30, 2015, 02:04:09 PM
Quote from: Alistaire on December 30, 2015, 01:24:04 PM
You will want to actually credit the authors, not just say "The full credits go to all the mod creators". Fluffy for one wants his name displayed next to his mods, as of his license agreement.

Thank you for your comment, I will edit it right away!
Edit: Fixed!
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: Toggle on December 30, 2015, 02:35:27 PM
Also did you ask permission to use the mods in a modpack? A lot of modders have that condition on their posts.
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: Alistaire on December 30, 2015, 02:35:37 PM
Additionally, Auto Seller requires you to distribute the pack under CC BY-NC-SA 4.0 (http://creativecommons.org/licenses/by-nc-sa/4.0/).
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: Florius on December 30, 2015, 02:46:40 PM
Quote from: Alistaire on December 30, 2015, 02:35:37 PM
Additionally, Auto Seller requires you to distribute the pack under CC BY-NC-SA 4.0 (http://creativecommons.org/licenses/by-nc-sa/4.0/).
Didn't I do so? If not, please explain.
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: Alistaire on December 30, 2015, 03:04:39 PM
"In 4.0, you must indicate if you modified the material and retain an indication of previous modifications.
In 3.0 and earlier license versions, the indication of changes is only required if you create a derivative."
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: TLHeart on December 30, 2015, 03:42:30 PM
and loading edb interface last wipes out many of the enhanced tabs functions.
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: RickyMartini on December 30, 2015, 04:07:00 PM
Quote from: TLHeart on December 30, 2015, 03:42:30 PM
and loading edb interface last wipes out many of the enhanced tabs functions.

Which ones?
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: Warforyou on December 30, 2015, 04:16:19 PM
BTV I have edb interface + colony manager leading to save sorruption and kinda "aibrainsquadtick" problem when both are used, so have that in mind :C
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: RickyMartini on December 30, 2015, 04:20:55 PM
Quote from: Warforyou on December 30, 2015, 04:16:19 PM
BTV I have edb interface + colony manager leading to save sorruption and kinda "aibrainsquadtick" problem when both are used, so have that in mind :C

Maybe it's because of the mod load order, but I have never had a problem with both.
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: Florius on December 30, 2015, 05:35:59 PM
Quote from: TLHeart on December 30, 2015, 03:42:30 PM
and loading edb interface last wipes out many of the enhanced tabs functions.

Quote from: Warforyou on December 30, 2015, 04:16:19 PM
BTV I have edb interface + colony manager leading to save sorruption and kinda "aibrainsquadtick" problem when both are used, so have that in mind :C
Did you have EdB interface as last in load order? :)
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: TLHeart on December 30, 2015, 11:03:48 PM
Quote from: Skissor on December 30, 2015, 04:07:00 PM
Quote from: TLHeart on December 30, 2015, 03:42:30 PM
and loading edb interface last wipes out many of the enhanced tabs functions.

Which ones?

just to name one  sorting by skill level by clicking on the column header.
Second, sorting colonist alphabetically.
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: Fluffy (l2032) on December 31, 2015, 04:55:04 AM
EdB interface and Enhanced tabs both provide full replacements of the work tab - they're mutually exclusive. EdB's has squad integration, Enhanced has sorting, copy/paste and allows changing inherent priorities of workgivers and worktypes.

As for the manager giving a save error, that's new to me. Are you sure you've got the latest version? There was a bug with a couple of versions back.
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: Alistaire on December 31, 2015, 05:03:43 AM
Quote from: RWCCLTeam on October 20, 2015, 12:08:39 PMIMPORTANT NOTE TO MODDERS
  • Do NOT include any of CCLs assets with your mod directly.
  • Do NOT copy the dll to your mods assembly directory.
  • Do NOT copy the xml, languages, textures, etc unless your are explicitly overriding them with new settings.  Doing so WILL cause errors and will be the fault of the modder who copies files they shouldn't.
If your mod needs CCL, then it needs CCL to be properly installed and loaded before your mod as a separate download, not included with.  This is true for all mods and "mod packs."  The only place users should be getting CCL from is the official github releases, any other place not an official copy (although perfectly legitimate, see the unlicense (http://unlicense.org/)) or the modder using CCL has made a colossal mistake by packaging it directly with their mod.
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: Warforyou on December 31, 2015, 05:53:40 AM
Quote from: Fluffy (l2032) on December 31, 2015, 04:55:04 AM
As for the manager giving a save error, that's new to me. Are you sure you've got the latest version? There was a bug with a couple of versions back.

I do, but I only have this bug when I am using manager along with edb interface. Not sure yet though, finding it out is kinda painful becausethis error wipes all my saves.
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: RickyMartini on December 31, 2015, 08:23:45 AM
How do your save files get wiped out? Sounds serious to me, because I had my files corrupted once but never because of mod mismatch.
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: Florius on January 01, 2016, 11:17:34 PM
Added AllowTool, so release 3 is out :)
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: Fluffy (l2032) on January 02, 2016, 03:49:25 AM
Quote from: Warforyou on December 31, 2015, 05:53:40 AM
Quote from: Fluffy (l2032) on December 31, 2015, 04:55:04 AM
As for the manager giving a save error, that's new to me. Are you sure you've got the latest version? There was a bug with a couple of versions back.

I do, but I only have this bug when I am using manager along with edb interface. Not sure yet though, finding it out is kinda painful becausethis error wipes all my saves.
That's just not possible. Only way it corrupts all your saves is if you manually overwrite existing savegames after you get an error that corrupts the gamestate. So.. maybe don't overwrite your good savegames?

Also the saves won't be wiped unless an error in core happens, usually there's just minor errors that stop it loading.
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: RickyMartini on January 02, 2016, 08:46:17 AM
Maybe also add:

"No Cleaning Please" by Latta (adds new button for cleaning area)

"Expanded History" by Latta (adds 2 new options for history graph)


No cleaning please needs a colony restart though. I'd also add that you need a new colony for this modpack.
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: Florius on January 02, 2016, 09:55:13 AM
I will take a look at the expanded history mod.

However, the no cleaning please mod is made for version 10b, so have to see if it is compatible with Rimworld, and the other mods.

EDIT: Took a look at the expanded history mod. It appears it is incompatible with one of the mods, since it doesn't show all the features. I'll see if I can find out which one. But if I can get it to work, it would be really nice!
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: TLHeart on January 02, 2016, 10:25:34 AM
Quote from: Florius on January 02, 2016, 09:55:13 AM
I will take a look at the expanded history mod.

However, the no cleaning please mod is made for version 10b, so have to see if it is compatible with Rimworld, and the other mods.

EDIT: Took a look at the expanded history mod. It appears it is incompatible with one of the mods, since it doesn't show all the features. I'll see if I can find out which one. But if I can get it to work, it would be really nice!

no 10b is the version number of the no cleaning mod, not which rimworld it is for....It works just fine with alpha 12.
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: Florius on January 02, 2016, 10:26:55 AM
Quote from: TLHeart on January 02, 2016, 10:25:34 AM
no 10b is the version number of the no cleaning mod, not which rimworld it is for....It works just fine with alpha 12.
Yeah I already tried and was just working fine, but thanks for the explanation, though, because didn't knew it was the version hehe!
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: arl85 on January 08, 2016, 03:56:55 AM
MedicalInfo (https://ludeon.com/forums/index.php?topic=16120.msg171785#msg171785) is also useful
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: Florius on January 08, 2016, 04:42:28 AM
Quote from: arl85 on January 08, 2016, 03:56:55 AM
MedicalInfo (https://ludeon.com/forums/index.php?topic=16120.msg171785#msg171785) is also useful

I already have Numbers! which does the exact same thing, but even more!
But if it get's requested a lot, I have no problem adding it
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: arl85 on January 08, 2016, 05:47:24 AM
Quote from: Florius on January 08, 2016, 04:42:28 AM
Quote from: arl85 on January 08, 2016, 03:56:55 AM
MedicalInfo (https://ludeon.com/forums/index.php?topic=16120.msg171785#msg171785) is also useful

I already have Numbers! which does the exact same thing, but even more!
But if it get's requested a lot, I have no problem adding it

MedicalInfo shows health details in a new "Medical" (or "health" - I cannot check atm) Tab, IIRC Numbers! doesn't.
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: forumaccount on March 17, 2016, 07:14:37 PM
This is a pretty fantastic modpack, because it makes no assumptions about the user's desires for balance difficulty, or new content and thus is fully compatible with the user choosing their own options in that regard. While still improving the base game and UI for everyone, even an otherwise vanilla game! I'm so going to run this on my next colony, I've had to cut down on mods currently because I went too far and it caused too much trouble. A well-chosen and tested Vanilla UI ++ is exactly the starting point the doctor ordered for what ails me!
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: Florius on March 18, 2016, 02:37:51 PM
Quote from: forumaccount on March 17, 2016, 07:14:37 PM
This is a pretty fantastic modpack, because it makes no assumptions about the user's desires for balance difficulty, or new content and thus is fully compatible with the user choosing their own options in that regard. While still improving the base game and UI for everyone, even an otherwise vanilla game! I'm so going to run this on my next colony, I've had to cut down on mods currently because I went too far and it caused too much trouble. A well-chosen and tested Vanilla UI ++ is exactly the starting point the doctor ordered for what ails me!

I'm glad you like it! Ofcourse, in time I will also release it for Alpha 13 :)
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: RickyMartini on March 18, 2016, 06:24:24 PM
I have to say it too. UI-Mods are the best ones because they don't change any balance and can therefore be implemented without second thought.

I'm glad we have someone who keeps things clean in a modpack.
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: Florius on March 19, 2016, 05:15:43 AM
Quote from: Skissor on March 18, 2016, 06:24:24 PM
I have to say it too. UI-Mods are the best ones because they don't change any balance and can therefore be implemented without second thought.

I'm glad we have someone who keeps things clean in a modpack.

That's exactly my point. There are quite a few mod packs, but they all change the gameplay. I personally, like it more closer to the vanilla play style!

And if you want another game changing mod, you can always add it, just change it to your own style!
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: Zenophobe on March 19, 2016, 01:30:00 PM
when i use this mod pack the game works fine until you "land" then it sits for a period of a few minutes. One you land you cannot select anything. Mouse doesn't and keyboard doesn't. Sounds happen but unable to uncheck items. select characters. etc... Ideas?

(http://i64.tinypic.com/2ynrv5l.jpg)

Mod Order

(http://i66.tinypic.com/o8uds8.jpg)
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: Zenophobe on March 19, 2016, 01:38:41 PM
I removed Storage Search and the error went away. Going to see if the game will work now. This is on a fresh install.
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: Zenophobe on March 19, 2016, 02:21:44 PM
game is working for me without the storage
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: Florius on March 19, 2016, 02:57:56 PM
Quote from: Zenophobe on March 19, 2016, 02:21:44 PM
game is working for me without the storage

Seems to be conflicting with some other mode, or might be the load order... I'm not sure though.
To be honest, it's been quite a while that I spend modding Rimworld.
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: RickyMartini on April 11, 2016, 10:20:36 AM
Would be very nice if this get's updated as soon as the mods are ready again! ;)
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: Florius on April 13, 2016, 04:39:05 PM
Quote from: Skissor on April 11, 2016, 10:20:36 AM
Would be very nice if this get's updated as soon as the mods are ready again! ;)

I certainly will, but I am actually waiting to play Rimworld untill the most mods are updated, so I am keeping an eye on the forum (read: check every 5 minutes  :-[) until they are updated!
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: RickyMartini on April 13, 2016, 04:50:12 PM
Yeah no worries, half of the mods used in this pack aren't updated anyway. And as always, everyone else is also patiently refreshing the mod subforum. ;)
Title: Re: [A12d] [MODPACK] [UI] The must-have Rimworld UI mods!
Post by: Florius on April 15, 2016, 05:37:55 PM
Quote from: Skissor on April 13, 2016, 04:50:12 PM
Yeah no worries, half of the mods used in this pack aren't updated anyway. And as always, everyone else is also patiently refreshing the mod subforum. ;)

Updated :)
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: RickyMartini on April 16, 2016, 06:29:25 PM
Nice! Be sure to include "A dog said" a mod which simply enables the "operations" tab for tamed animals.
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: Florius on April 16, 2016, 06:33:52 PM
Quote from: Skissor on April 16, 2016, 06:29:25 PM
Nice! Be sure to include "A dog said" a mod which simply enables the "operations" tab for tamed animals.

Hmm, I considered to add EPOE too, however these are actually changing the gameplay... So I am not sure, unless more people want it too.
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: RickyMartini on April 16, 2016, 06:43:24 PM
"A dog said" could count as gameplay-changing yes. But realistically, if you download and use the mods, it only starts influencing gameplay if you actually use the animal operation tab.


I mean, after all Colony manager v2 also changes gameplay, because there are new research options and also a new manager job and two desks to choose.
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: Florius on April 16, 2016, 06:48:03 PM
Quote from: Skissor on April 16, 2016, 06:43:24 PM
"A dog said" could count as gameplay-changing yes. But realistically, if you download and use the mods, it only starts influencing gameplay if you actually use the animal operation tab.


I mean, after all Colony manager v2 also changes gameplay, because there are new research options and also a new manager job and two desks to choose.

Hmm agree, I will add it in the next version. What about EPOE. Shall I add it too or does it change gameplay too much?
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: RickyMartini on April 16, 2016, 06:55:56 PM
I've always used EPOE but what UI improvements does it add?

I think EPOE is already too much, it unlocks dozens of new benches and the new bionics influence the gameplay strongly.
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: Florius on April 16, 2016, 07:01:08 PM
Quote from: Skissor on April 16, 2016, 06:55:56 PM
I've always used EPOE but what UI improvements does it add?

I think EPOE is already too much, it unlocks dozens of new benches and the new bionics influence the gameplay strongly.

Alright, thank you for the advice! I am awaiting the approvement of a modder to include a mod, which is a very useful one. As soon as I get the permission I will upload the new version :)
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: Florius on April 17, 2016, 05:00:27 AM
New mod added, Stonecutting Tweak, "A Dog said..." will be next!
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: Leviatana on April 17, 2016, 01:06:25 PM
Is anyone able to post the mod order for the pack? I tried several things but the only way I got it to work is by putting the UI mod on the bottom instead of just after the CORE mod as said in the starters post. However reading further down the line this means some mods won't function properly? I'm confused! I installed the mod order mod as well to make it easier to sort them out.
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: Florius on April 17, 2016, 03:52:19 PM
Quote from: Leviatana on April 17, 2016, 01:06:25 PM
Is anyone able to post the mod order for the pack? I tried several things but the only way I got it to work is by putting the UI mod on the bottom instead of just after the CORE mod as said in the starters post. However reading further down the line this means some mods won't function properly? I'm confused! I installed the mod order mod as well to make it easier to sort them out.

Hi Leviatana. I have tried several mod orders, but the CORE should ALWAYS be first, as this is the base game. The rest of the order shouldn't matter at the moment, as the EdB colonist bar is only half of the original mod.

It is correct that some mods do not function, as far as I'm aware this is only StorageSearch, as it relies on another mod which isn't updated for Alpha 13.
I do apologize however as I see that Autoseller is still included in the modpack, however this mod breaks the game at the moment. I will edit the first page with the new pack, but the new version is here: http://www.mediafire.com/download/88b1hp3se0vv7d0/The_must-have_mods_UI_for_Rimworld_Alpha_13_version_6.1.zip

Let me know if you run in any further issues.
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: Plasmatic on April 18, 2016, 07:04:06 AM
Quote from: Florius on April 17, 2016, 03:52:19 PM
Quote from: Leviatana on April 17, 2016, 01:06:25 PM
Is anyone able to post the mod order for the pack? I tried several things but the only way I got it to work is by putting the UI mod on the bottom instead of just after the CORE mod as said in the starters post. However reading further down the line this means some mods won't function properly? I'm confused! I installed the mod order mod as well to make it easier to sort them out.

Hi Leviatana. I have tried several mod orders, but the CORE should ALWAYS be first, as this is the base game. The rest of the order shouldn't matter at the moment, as the EdB colonist bar is only half of the original mod.

It is correct that some mods do not function, as far as I'm aware this is only StorageSearch, as it relies on another mod which isn't updated for Alpha 13.
I do apologize however as I see that Autoseller is still included in the modpack, however this mod breaks the game at the moment. I will edit the first page with the new pack, but the new version is here: http://www.mediafire.com/download/88b1hp3se0vv7d0/The_must-have_mods_UI_for_Rimworld_Alpha_13_version_6.1.zip

Let me know if you run in any further issues.

I found something odd.. Upon loading a game I now have clones of colonists along the top of the screen..

(http://i.imgur.com/TQBT3fH.png)
http://i.imgur.com/TQBT3fH.png

These duplicates kept coming even with newly captured colonists..

Only mod that changes UI is yours.
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: RickyMartini on April 18, 2016, 08:29:01 AM
Might have to do with the original EDB colonist bar mod. Not sure which version is in this modpack.
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: Leviatana on April 18, 2016, 11:36:46 AM
Quote from: Florius on April 17, 2016, 03:52:19 PM
Quote from: Leviatana on April 17, 2016, 01:06:25 PM
Is anyone able to post the mod order for the pack? I tried several things but the only way I got it to work is by putting the UI mod on the bottom instead of just after the CORE mod as said in the starters post. However reading further down the line this means some mods won't function properly? I'm confused! I installed the mod order mod as well to make it easier to sort them out.

Hi Leviatana. I have tried several mod orders, but the CORE should ALWAYS be first, as this is the base game. The rest of the order shouldn't matter at the moment, as the EdB colonist bar is only half of the original mod.

It is correct that some mods do not function, as far as I'm aware this is only StorageSearch, as it relies on another mod which isn't updated for Alpha 13.
I do apologize however as I see that Autoseller is still included in the modpack, however this mod breaks the game at the moment. I will edit the first page with the new pack, but the new version is here: http://www.mediafire.com/download/88b1hp3se0vv7d0/The_must-have_mods_UI_for_Rimworld_Alpha_13_version_6.1.zip

Let me know if you run in any further issues.

This worked great for me. Also to the one experiencing the double Colonist Bar. I suffered from that as well but after removing all the mods and taking the new pack I have had zero issues. Thank you!
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: Florius on April 18, 2016, 12:28:10 PM
I actually have the same experience.
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: jackarbiter on April 18, 2016, 12:33:15 PM
Quote from: Leviatana on April 18, 2016, 11:36:46 AM
This worked great for me. Also to the one experiencing the double Colonist Bar. I suffered from that as well but after removing all the mods and taking the new pack I have had zero issues. Thank you!

I removed all mods, took the new pack (game works now), and still have double colonist bar after creating new world, new start, and then saving, quitting, going back in, loading that start.

(EDIT)
In the changelog for colonist bar it states:

_____________________________________________________________________________

   Version 0.13.0.3 (2016-04-15)
_____________________________________________________________________________

  - Attempting to fix memory leak.  Removed initialization logic from the
    ComponentColonistBar constructor to avoid problems caused by two instances
    getting constructed when loading a map.

Perhaps something to do with this.
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: Florius on April 18, 2016, 12:39:20 PM
Quote from: jackarbiter on April 18, 2016, 12:33:15 PM
Quote from: Leviatana on April 18, 2016, 11:36:46 AM
This worked great for me. Also to the one experiencing the double Colonist Bar. I suffered from that as well but after removing all the mods and taking the new pack I have had zero issues. Thank you!

I removed all mods, took the new pack (game works now), and still have double colonist bar after creating new world, new start, and then saving, quitting, going back in, loading that start.

(EDIT)
In the changelog for colonist bar it states:

_____________________________________________________________________________

   Version 0.13.0.3 (2016-04-15)
_____________________________________________________________________________

  - Attempting to fix memory leak.  Removed initialization logic from the
    ComponentColonistBar constructor to avoid problems caused by two instances
    getting constructed when loading a map.

Perhaps something to do with this.

Seems like it. It's still Beta, and to be honest, I am already glad I have the colonist bar, rather double then nothing!
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: jackarbiter on April 18, 2016, 02:17:20 PM
Quote from: Florius on April 18, 2016, 12:39:20 PM
Seems like it. It's still Beta, and to be honest, I am already glad I have the colonist bar, rather double then nothing!

Looks like he changed the name of the .dll, and both dll files are included in the modpack.

As he states here: https://ludeon.com/forums/index.php?topic=5258.msg207894#msg207894

Delete EdBInterface.dll from EdBColonistBar>Assemblies.

Had to start a new game (made sure to do a whole new world) and it works properly now.
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: geekest_cat on April 18, 2016, 03:02:55 PM
Extremely useful and accurate pick of should-be-core mods, many thanks for the compilation.
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: Florius on April 18, 2016, 03:39:16 PM
Quote from: geekest_cat on April 18, 2016, 03:02:55 PM
Extremely useful and accurate pick of should-be-core mods, many thanks for the compilation.


Thank you sir, glad you like it. Keep an eye on the topic, it will be updated regularly!

Quote from: jackarbiter on April 18, 2016, 02:17:20 PM
Quote from: Florius on April 18, 2016, 12:39:20 PM
Seems like it. It's still Beta, and to be honest, I am already glad I have the colonist bar, rather double then nothing!

Looks like he changed the name of the .dll, and both dll files are included in the modpack.

As he states here: https://ludeon.com/forums/index.php?topic=5258.msg207894#msg207894

Delete EdBInterface.dll from EdBColonistBar>Assemblies.

Had to start a new game (made sure to do a whole new world) and it works properly now.

You have to start a new game when you delete the .dll file?
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: jackarbiter on April 18, 2016, 04:13:57 PM
Quote from: Florius on April 18, 2016, 03:39:16 PM
You have to start a new game when you delete the .dll file?

I loaded the same map and it was still double, so I assume so, though perhaps I could have saved then and reloaded again and it would have worked; I'm not overly familiar with the game's architecture. I don't know if you need a new world, was just eliminating all the variables to test it.

On fluffy's mod page where he had a temporary pawn bar while waiting for EdB someone couldn't get it to work until a new game and perhaps world.
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: Plasmatic on April 21, 2016, 03:57:48 AM
Quote from: jackarbiter on April 18, 2016, 04:13:57 PM
Quote from: Florius on April 18, 2016, 03:39:16 PM
You have to start a new game when you delete the .dll file?

I loaded the same map and it was still double, so I assume so, though perhaps I could have saved then and reloaded again and it would have worked; I'm not overly familiar with the game's architecture. I don't know if you need a new world, was just eliminating all the variables to test it.

On fluffy's mod page where he had a temporary pawn bar while waiting for EdB someone couldn't get it to work until a new game and perhaps world.

Nah, just tried it, still double, so new map is needed.

That said.. It seems to spawn 2 different bars, so you can just right click it and hide one. that worked for me
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: 1000101 on April 22, 2016, 03:44:38 PM
Florius, there are issues with your modpack.

While CCL has been updated to A13, not all the mods using CCL have been updated properly.  Mods which are xml only are fine (that is, they don't require anything more than their xml to be updated) however, mods with assemblies dependant on CCL must be recompiled against the new A13 CCL assembly.  There were major internal changes to the library as well as assembly signing which needs to be dealt with.

Specifically, Storage Search is not A13 compatible.  It's assembly was built using CCLs API and it needs to be recompiled for the new version.
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: Florius on April 23, 2016, 05:53:22 AM
Quote from: 1000101 on April 22, 2016, 03:44:38 PM
Florius, there are issues with your modpack.

While CCL has been updated to A13, not all the mods using CCL have been updated properly.  Mods which are xml only are fine (that is, they don't require anything more than their xml to be updated) however, mods with assemblies dependant on CCL must be recompiled against the new A13 CCL assembly.  There were major internal changes to the library as well as assembly signing which needs to be dealt with.

Specifically, Storage Search is not A13 compatible.  It's assembly was built using CCLs API and it needs to be recompiled for the new version.

Hi. Yes I am aware that the mod doesn't work, but it doesn't give any errors, so it's fine for now  :)
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: Plasmatic on April 23, 2016, 06:28:56 AM
Quote from: pestilenz on April 23, 2016, 06:27:38 AM
Also, the VeinMiner and the Haul Priority are not compatible. Only the last loaded mod's buttons appear in-game.
Not to mention Veinminer throws a bunch of errors in the log..
The Pawn state icons are a bit wonky, they show the colonist as sick when they have bionic bodyparts..

(http://i.imgur.com/ICOrEjH.jpg)

easy fix is to change the icons so they don't show diseases.. but well then they don't show when the colonist is actually sick..
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: Florius on April 23, 2016, 03:39:24 PM
Quote from: pestilenz on April 23, 2016, 06:27:38 AM
Also, the VeinMiner and the Haul Priority are not compatible. Only the last loaded mod's buttons appear in-game.

Hi, thanks for reporting, I will remove Haul Priority and StorageSearch.

Just noticed myself that Haul Priority isn't working, but didn't have any error logs in any load order.

EDIT: Just updated, removed the mods. For Pawn State Icon, I'm aware of the disease bug, however it is still a mod I can't live without personally.
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: jackarbiter on April 23, 2016, 04:05:50 PM
EdBInterface.dll still needs to be deleted from EdBColonistBar>Assemblies.
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: Florius on April 23, 2016, 06:19:32 PM
Quote from: jackarbiter on April 23, 2016, 04:05:50 PM
EdBInterface.dll still needs to be deleted from EdBColonistBar>Assemblies.

Knew I forgot something, will do, thank you!

EDIT: Done :)
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: RickyMartini on April 23, 2016, 06:54:44 PM
nice work here bud
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: Florius on April 23, 2016, 06:57:41 PM
Quote from: Skissor on April 23, 2016, 06:54:44 PM
nice work here bud

Thanks! Asked permission to include the "A dog said..." mod but so far no response.
Next version will also include updates for EdB mods :)
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: jackarbiter on April 23, 2016, 07:14:42 PM
Quote from: Florius on April 23, 2016, 06:19:32 PMDone :)
:)

Thanks for the pack, it's the bestest.
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: Florius on April 23, 2016, 07:30:40 PM
Quote from: jackarbiter on April 23, 2016, 07:14:42 PM
Quote from: Florius on April 23, 2016, 06:19:32 PMDone :)
:)

Thanks for the pack, it's the bestest.

No problem, if there are any further requests to add a mod or something, let me know!
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: Florius on April 24, 2016, 03:44:22 AM
Quote from: pestilenz on April 23, 2016, 09:06:55 PM
Quote from: Florius on April 23, 2016, 03:39:24 PM
Quote from: pestilenz on April 23, 2016, 06:27:38 AM
Also, the VeinMiner and the Haul Priority are not compatible. Only the last loaded mod's buttons appear in-game.

Hi, thanks for reporting, I will remove Haul Priority and StorageSearch.

Just noticed myself that Haul Priority isn't working, but didn't have any error logs in any load order.

EDIT: Just updated, removed the mods. For Pawn State Icon, I'm aware of the disease bug, however it is still a mod I can't live without personally.

I've fixed it. The last loaded mod of those two needs the designations from the other mod.
In my case, the VeinMiner gets loaded last. The VeinMiner/Defs/DesignationCategoryDefs/DesignationCategories.xml looks like this and both mods work.
<?xml version="1.0" encoding="utf-8" ?>
<Defs>

 
  <DesignationCategoryDef>
    <defName>Orders</defName>
    <label>orders</label>
    <description>Designate specific interactions with specific things.</description>
    <order>900</order>
    <specialDesignatorClasses>
  <li>Designator_Cancel</li>
      <li>Designator_Deconstruct</li>
      <li>Designator_Mine</li>
      <li>Designator_Haul</li>
      <li>Designator_PlantsCut</li>
      <li>Designator_PlantsHarvest</li>
      <li>Designator_PlantsHarvestWood</li>
      <li>Designator_Hunt</li>
      <li>Designator_Slaughter</li>
      <li>Designator_Tame</li>
      <li>Designator_Uninstall</li>
      <li>Designator_Claim</li>
      <li>Designator_Strip</li>
      <li>Designator_RearmTrap</li>
      <li>Designator_PlanAdd</li>
      <li>Designator_PlanRemove</li>
      <li>Designator_Open</li>
  <li>VeinMiner.Designator_VeinMiner</li>     
  <li>MineBrush.DesognatorMineBrush</li>
  <li>MineBrush.StripMiner</li>
  <li>HaulPriority.Designator_HaulPriority</li>
  <li>HaulPriority.Designator_HaulPriorityHighPriorityOverride</li>
    </specialDesignatorClasses>
  </DesignationCategoryDef>
 
 
 
 
</Defs>


Could you perhaps report this in either mods topics so they can adjust their mod? As I only have permission to publish their mods, not adjust them..
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: jackarbiter on April 25, 2016, 10:21:52 AM
Quote from: pestilenz on April 25, 2016, 05:17:16 AM
New version attached. I just changed the sorting, this way the VeinMiner appears behind the Mine button, The Priority designator after the Allow tool.

Thanks :)
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: jackarbiter on April 25, 2016, 04:10:12 PM
Quote from: pestilenz on April 25, 2016, 02:49:16 PM
np :) but I'm stupid, I have totally missed the Haul button, just watched the Unforbid.
Final and last version attached. The VeinMiner appears behind the Mine button, the Increase Haul Priority buttons behind the Haul button. No more modding.

Thanks for the update, hadn't had time to play it anyway.
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: 1000101 on April 25, 2016, 04:23:25 PM
Quote from: Florius on April 23, 2016, 05:53:22 AM
Quote from: 1000101 on April 22, 2016, 03:44:38 PM
Florius, there are issues with your modpack.

While CCL has been updated to A13, not all the mods using CCL have been updated properly.  Mods which are xml only are fine (that is, they don't require anything more than their xml to be updated) however, mods with assemblies dependant on CCL must be recompiled against the new A13 CCL assembly.  There were major internal changes to the library as well as assembly signing which needs to be dealt with.

Specifically, Storage Search is not A13 compatible.  It's assembly was built using CCLs API and it needs to be recompiled for the new version.

Hi. Yes I am aware that the mod doesn't work, but it doesn't give any errors, so it's fine for now  :)

Actually, it does give errors.  Further, it corrupts the game state which causes further errors.

I realize that you already updated your OP, but I don't appreciate the blasé response when I'm dealing with bogus error reports in the CCL thread due to modders and mod packers not properly testing and error checking.  Having subtle hard-to-find bugs which don't show up until certain undefined conditions are met is one thing.  In this case, however, the error is immediate and is visible in the log when starting the game.

>:|
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: Florius on April 26, 2016, 02:16:38 PM
Quote from: 1000101 on April 25, 2016, 04:23:25 PM
Quote from: Florius on April 23, 2016, 05:53:22 AM
Quote from: 1000101 on April 22, 2016, 03:44:38 PM
Florius, there are issues with your modpack.

While CCL has been updated to A13, not all the mods using CCL have been updated properly.  Mods which are xml only are fine (that is, they don't require anything more than their xml to be updated) however, mods with assemblies dependant on CCL must be recompiled against the new A13 CCL assembly.  There were major internal changes to the library as well as assembly signing which needs to be dealt with.

Specifically, Storage Search is not A13 compatible.  It's assembly was built using CCLs API and it needs to be recompiled for the new version.

Hi. Yes I am aware that the mod doesn't work, but it doesn't give any errors, so it's fine for now  :)

Actually, it does give errors.  Further, it corrupts the game state which causes further errors.

I realize that you already updated your OP, but I don't appreciate the blasé response when I'm dealing with bogus error reports in the CCL thread due to modders and mod packers not properly testing and error checking.  Having subtle hard-to-find bugs which don't show up until certain undefined conditions are met is one thing.  In this case, however, the error is immediate and is visible in the log when starting the game.

>:|

Didn't get them myself, that is what I said. I tested it in various orders and never got an error. If there are no error posted on this thread, it makes hard for me too to find things out. Please don't be mad at me, as I wasn't aware and didn't get it myself.
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: jackarbiter on April 26, 2016, 06:05:53 PM
If I were to throw colony manager 13.0.3 into the folder instead of... 13.0.2 I guess, would it screw things up due to not being integrated with the rest?
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: Florius on April 27, 2016, 07:43:50 AM
Quote from: jackarbiter on April 26, 2016, 06:05:53 PM
If I were to throw colony manager 13.0.3 into the folder instead of... 13.0.2 I guess, would it screw things up due to not being integrated with the rest?

Most often small version differences are no problem at all, so should be fine! But just in case, make a back-up of 13.0.2
Title: Re: [A13] [A12d] [MODPACK] [UI] UPDATED! The must-have Rimworld UI mods!
Post by: Xter7856 on June 01, 2016, 11:57:01 PM
Has anyone found a mod load order that works 100% for them?