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RimWorld => Releases => Mods => Outdated => Topic started by: gvendhor on January 24, 2016, 11:21:19 PM

Title: [A12d] Animal Manager UI
Post by: gvendhor on January 24, 2016, 11:21:19 PM
Animal Manager UI Mod

Download Link (http://www.moddb.com/mods/valentin-karacs/downloads/animalmanager)

I always had a problem with animals. If i don't watch, suddenly lot of chicken appear in my colony and i have to click individually on all unwanted chicks to slaughter. Or if i tame lot of animals i have to go one by one to animal windowtab to select the zone for the new animals.
This mod helps in these situations. You can set the desired quantity of tamed animals and default zones by races in a new tab.

Features


(http://media.moddb.com/images/downloads/1/97/96997/preview.png)

Now auto-tame/slaughter is based on age, but likely will be changed, and payers will be more control over it. If you don't enable checkbox on desired quantity it does nothing with that race, so you can manage individually animals like dogs. If you enable automatic tame/slaughter, it not just make a designation but also removes it. So if you want tame animals manually you should remove automatic taming. If you set the default zone of a race, it doesn't change the zone of the earlier tamed animals. You should click to apply button to do this. Zone of newly borned animal is no longer set to her mother zone, but instead set to the default zone of the race. If there is interest, i will update my mod with plus feature like hunting and developed user interface.

If you find a bug, or  annoying grammar in the mod please write a post here.

Compatibility

This mod should be work with other mod that not change the animal tab, and should work with older save games. I also tried to make compatible with other mods that change the animal windows. The only mod that i know to change the animal window is the RW EnhancedTabs. The Animal Manager UI mod run with it, but doesn't open the filter dialog on the first tab (RW_EnhanchedTabs animals window).

License

You can freely use my mod in your mod or mod collection, but I like to see where are used in, so please let me know if you use my mod.


You can download my mod from moddb: Download Link (http://www.moddb.com/mods/valentin-karacs/downloads/animalmanager)


Update: I remove the red message, but i cannot remove the yellow message if i want to make my mod compatible with other mods that change the animal user interface.
Title: Re: [A12d] Animal Manager UI
Post by: krale on January 25, 2016, 11:34:38 AM
This is exactly what I needed! ty for making this mod  :)
Title: Re: [A12d] Animal Manager UI
Post by: sanya02 on January 25, 2016, 12:58:09 PM
????

[attachment deleted due to age]
Title: Re: [A12d] Animal Manager UI
Post by: TLHeart on January 25, 2016, 03:38:35 PM
Competing with enhanced tabs by fluffy.
Title: Re: [A12d] Animal Manager UI
Post by: sanya02 on January 25, 2016, 03:57:55 PM
only Community Core Librari! No mods!

[attachment deleted due to age]
Title: Re: [A12d] Animal Manager UI
Post by: Kaballah on January 25, 2016, 04:53:52 PM
This mod looks really well done and useful, gonna give it a try :)
Title: Re: [A12d] Animal Manager UI
Post by: Kaballah on January 25, 2016, 06:24:46 PM
Not that it's a really big deal but you have some rubbish included in the zip: ~$info.docx ~WRL3756.tmp

The preview image could probably be saved in a more compressed format, with all the nonessential stuff cropped out, and you might just include whatever's in info.docx (I don't have a reader for that format) in plaintext
Title: Re: [A12d] Animal Manager UI
Post by: Kaballah on January 25, 2016, 06:33:15 PM
Quote from: sanya02 on January 25, 2016, 12:58:09 PM
????

Yeah I have the same problem trying to load this, "Wrong with def.WindowClass" many times upon landing.
Title: Re: [A12d] Animal Manager UI
Post by: gvendhor on January 25, 2016, 10:56:22 PM
Quote from: sanya02 on January 25, 2016, 12:58:09 PM
????

Sorry, i try to figure out what happened. The mod work for me.

Update : I remove the red message, but i cannot the yellow message if i want to make my mod compatible with other mods that change the animal user interface.
Title: Re: [A12d] Animal Manager UI
Post by: Kaballah on January 26, 2016, 12:12:58 AM
Well if it's not fatal, whatever I'll give it another try, thanks for updating!
Title: Re: [A12d] Animal Manager UI
Post by: gvendhor on January 26, 2016, 02:43:17 AM
Quote from: TLHeart on January 25, 2016, 03:38:35 PM
Competing with enhanced tabs by fluffy.

I know his mods and i like those. His tabs definitely looks better than me, but are not exactly the same. I wanted to focus on functionality. My goal was to add the player a tool to manage animals at higher level (not exactly like in Colony Manager).

About Enhanched tabs
I like his tabs, it's useful and looks well, thus i tried to make compatible my mod with his. Unfortunately there is a line in his code, so filter dialog does'nt work with my mod, but windowtabs work well. I'm sure that i still use it it with my mod.

About Colony Manager
Here is indeed a competing, but my approach is that the colony managing is the player's responsibility. Now Fluffy's Colony Manager has more function (not just animals) and tabs look very well, but it needed colonists to manage and i didn't want to this "managing" approach. I started to create my mod before i noticed this mod, then i noticed his mod i thought it's not exactly the same so decided to publish my mod, and it can be used both anyway.
Title: Re: [A12d] Animal Manager UI
Post by: NoImageAvailable on January 26, 2016, 02:52:55 AM
What exactly does the desired quantity setting do? Auto-slaughter random animals if they're over the limit/auto-tame when below? If so, how does it pick which animals to tame/slaughter?

PS You should totally add this to the new mods sticky to make sure it doesn't get buried under existing mod threads, I checked the forums several times yesterday and didn't even see this thread until now.
Title: Re: [A12d] Animal Manager UI
Post by: gvendhor on January 26, 2016, 03:26:09 AM
Yes, it auto-slaughter if they over desired quantity and auto-tame when below, but you can enable/disable auto taming/auto-slaughter by races, so if you want you can manage huskys like in vanila. Currently it picks based on ages and you can set desired quantity by races. It tames the youngest and slaughter the oldest from the individuals from the given race. It's not the best solution, but i will to change it, so players have more tools to manipulate auto-tame/slaughter.
I will update with these informations the description.
Title: Re: [A12d] Animal Manager UI
Post by: NoImageAvailable on January 26, 2016, 04:18:07 AM
Age based selection does seem like a solid way to do it but one thing I'd suggest is some way of incorporating gender balance. Otherwise you could end up with a situation where you have let's say 6 male muffalo aged 2-5 and 4 females aged 5-8, the limit is set to 10 but I reduce it to 5, now all the females are designated for slaughter and I'm left with only male muffalo.

Then there is of course chicken management to consider too. You can just keep handling those manually but if you're thinking about adding features to this mod in the future, that's the direction I'd be looking at.
Title: Re: [A12d] Animal Manager UI
Post by: gvendhor on January 26, 2016, 05:39:32 AM
Thanks for the feedbacks  :)
I will probably update my mod soon, so i add gender balance to the mod. I published my mod too early and doesn't tested too much so there are issues with it.
Title: Re: [A12d] Animal Manager UI
Post by: Fluffy (l2032) on January 27, 2016, 03:37:40 AM
So yeah, my manager already does all that :P

As for requiring a pawn, that is true - but it's not a huge time drain on pawns, especially if you were to only use it for animal management. Also, there's now an AI manager station (requires AI core) that removes the need for pawns to do any managing. Requiring pawns to do some work was a design decision, I didn't want this stuff to happen automagically. like it did it e.g. autohuntbeacon.
Title: Re: [A12d] Animal Manager UI
Post by: Dugalle900 on February 14, 2016, 03:02:24 AM
Would it be possible to have one line for each gender of animal? e.g. if I wanted to have 1 pig(male) and multiple sows (female) so that I wouldn't have to manually click on every piglet when a piglet was born. It's particular harder when it comes to chicken as you get so many of them so fast...

Is that possible at all?
Thanks in advance  ;D