Ludeon Forums

RimWorld => Releases => Mods => Outdated => Topic started by: theubie on September 15, 2016, 02:44:58 AM

Title: [A16]Verify Start (1.1.2 1/3/17) Check your colonist skills before dropping
Post by: theubie on September 15, 2016, 02:44:58 AM
(http://infinitepossibilitygames.com/RimworldMods/verifystart.png)
Verify Start - Check your colonist's skills before dropping

Screenshots:
(http://infinitepossibilitygames.com/RimworldMods/vs_buttons_sm.jpg) (http://infinitepossibilitygames.com/RimworldMods/vs_buttons.jpg)
(http://infinitepossibilitygames.com/RimworldMods/vs_config_sm.jpg) (http://infinitepossibilitygames.com/RimworldMods/vs_config.jpg)
(http://infinitepossibilitygames.com/RimworldMods/vs_notmet_sm.jpg) (http://infinitepossibilitygames.com/RimworldMods/vs_notmet.jpg)
(http://infinitepossibilitygames.com/RimworldMods/vs_met_sm.jpg) (http://infinitepossibilitygames.com/RimworldMods/vs_met.jpg)


Direct Download Links (http://infinitepossibilitygames.com/rimworld/verify-start/)
Also available on Steam: A16 (http://steamcommunity.com/sharedfiles/filedetails/?id=822205827) A15 (http://steamcommunity.com/sharedfiles/filedetails/?id=763851027)


What this mod is:
Have you ever rerolled and rerolled and rerolled your colonists again trying to get the perfect combination of construction and crafting and research...only to drop and then find out you forgot to get a good cook?

This mod will allow you to set which skills and what the minimum you want at least one of your colonists to have...and if you try to start without any colonists that meet that criteria it will alert you and not let you drop.

Be sure to click the Configure Verify Start button to set up the skills you wish to verify and their minimum level from the select colonist screen!  Don't worry, it saves the settings between games so you don't have to make changes again unless you want a different skill set to be verified.

Reuse Policy:
You can use it in a pack and/or tinker with the source with my blessings.

Change Log:

v1.1.2
    -Fixed duplication bug when exiting and re-entering the config screen
    -Fixed ignored colonists still being rerolled
    -Fixed issue with skills checks that would return a false passed check to the display screen.  This was cosmetic only.
v1.1.1
    -Made skill checks be based off Index rather than label which can be borked because of translations
    -Moved X behind numbers when a skill is disabled completely so you can still read the number
    -Added a new colonist state: ignored.  Colonists set to ignored will not be rerolled and their stats won't count in the check
    -Changed colonist locked state:  Locked colonists will not be rerolled, but their stats will count towards your checks
    -Changed the position of the Bypass Check box so that it doesn't look as much like a close X in the corner of the window
    -Added check for each skill loaded from config file to see if it exists in the DefDatabase.  If not, it loads it, but ignores it.  This should fix issues where people have added a mod with a new skilldef, had verifystart run which saves that skill in the config file, then later remove the mod.
v1.1.0
    -Updated for Alpha 16
v1.0.3
    -Made the warning display screen pretty by making it an even table.
    -Color coded the warning display screen to show which skills aren't meeting criteria.
    -Added tooltip to show which pawn has the highest skill on the warning display.
    -Clicking a skill will jump to the pawn with the highest skill on the warning display.
    -Added a button to show the warning screen without having to attempt to drop.
    -Color coded the button to show the warning screen based on the current colonists:
        -Red:  One or more skill's threshold is not met
        -Green:  All skills meet all set thresholds
        -Yellow:  Skill thresholds are currently bypassed
    -Added bypass option to allow you to drop with skills that don't meet your set thresholds.
    -Added current version number to the about.xml so it will show up in the in game mod screen.
v1.0.2
    -Code refactor in preparation for a compatibility mod for edb's Prepare Carefully mod.
    -Removed needless file handling procedure for settings
    -Moved config button from bottom middle to top right of screen in preparation for a compatibility mod for edb's Prepare Carefully mod.
    -Converted clunky and wonky input boxes to more usable up/down arrows
    -Removed accidently dropped squeaky hammer from code
    -Added Version that is compatible with edb's Prepare Carefully mod.
v1.0.1
    -Initial Release


FAQ:

What are the requirements for this mod?

No special requirements.  This mod does not depend on any other mods.  You can run this and the game core just fine.

How do I install this mod?

Either download the zip file and unzip its contents into your mods folder, or if you're using Steam find this mod in the Steam workshop and subscribe.

What order should your mod be loaded in?

The base mod can be loaded anywhere after the game's core mod.  It does not depends on any other mod to function.

The version that is compatible with edb's Prepare Carefully must be loaded after Prepare Carefully.


Are there any known issues?

Currently not that we are aware of.

Can this mod be used with old saves?

Uh, I guess...but the point of it is to check colonists BEFORE you drop, so it would be pretty useless without starting a new colony.

Are there any compatability issues?

The base mod is not compatible with edb's Prepare Carefully.  Unfortunately with the added complexity of the code in Alpha 16, I do not know if or when I'll get a new compatability mod written.

Other mods that use the same method of overriding the base colonist preparation screen will not be compatible with this mod.


I found a bug or would like to request a feature.  How can I let you know?

You can, of course, reply to this thread with that info...but if you want immediate response and would also like to track the status of the issue/feature use the link to the direct download.  On the official IPG page you will find the bug and feature request tracker at the bottom of the page.
Title: Re: [A15] Verify Start - (UD: 9/15/16 x2) Check your colonist skills before dropping
Post by: theubie on September 15, 2016, 11:42:14 AM
Added Change Log.
Updated to version 1.0.2
Title: Re: [A15] Verify Start - (UD: 9/15/16 x3) Check your colonist skills before dropping
Post by: onebit on September 15, 2016, 01:21:28 PM
Looks like it will save some tabbing around. I'll try it next game.
Title: Re: [A15] Verify Start - (UD: 9/15/16 x3) Check your colonist skills before dropping
Post by: Adventurer on September 15, 2016, 01:33:12 PM
A couple suggestions. I'd like a way to 'check now' without clicking on start game, and I'd also like a way to start the game even if I don't meet one of the requirements I set, like a 'start anyway' button on the prompt that comes up.

Great mod.
Title: Re: [A15] Verify Start - (UD: 9/15/16 x3) Check your colonist skills before dropping
Post by: theubie on September 15, 2016, 01:37:14 PM
Quote from: Adventurer on September 15, 2016, 01:33:12 PM
A couple suggestions. I'd like a way to 'check now' without clicking on start game, and I'd also like a way to start the game even if I don't meet one of the requirements I set, like a 'start anyway' button on the prompt that comes up.

Great mod.

Both are on my "To add" list for the mod.
Title: Re: [A15] Verify Start - (UD: 9/15/16 x3) Check your colonist skills before dropping
Post by: Serenity on September 15, 2016, 01:48:40 PM
Social is the one I tend to forget. At the start I think "I need someone so I can recruit" and then I often start with a bunch of asocials.
Title: Re: [A15] Verify Start - (UD: 9/15/16 x3) Check your colonist skills before dropping
Post by: MisterVertigo on September 15, 2016, 05:47:36 PM
This looks really cool, and the suggestions made by Adventurer were along the same lines I was thinking. I can't tell you how many times I've forgotten to start with a researcher.
Title: Re: [A15] Verify Start - (UD: 9/15/16 x3) Check your colonist skills before dropping
Post by: SpaceDorf on September 15, 2016, 06:08:16 PM
Must have it ..

Thank you for thinking of another Quality of Life Improvement nobody thought of yet.
Title: Re: [A15] Verify Start - (UD: 9/15/16 x3) Check your colonist skills before dropping
Post by: Deimos Rast on September 15, 2016, 06:33:12 PM
looks like a solid offering. maybe have it display on mouseover who has the highest skill in that category? I also agree with the other proposed suggestions.
Title: Re: [A15] Verify Start - (UD: 9/15/16 x3) Check your colonist skills before dropping
Post by: theubie on September 15, 2016, 09:02:25 PM
Quote from: SpaceDorf on September 15, 2016, 06:08:16 PM
Must have it ..

Thank you for thinking of another Quality of Life Improvement nobody thought of yet.

I can't take credit for the idea.  I've taken to bouncing around from twitch stream to twitch stream of people playing and interacting with the streamers and viewers.  1) it gives me feed back if they are using one of my mods, and 2) I listen to the things they talk about wanting.  This one came up on disnof's stream 2 days ago and I thought it was a great idea.
Title: Re: [A15] Verify Start - (UD: 9/15/16 x3) Check your colonist skills before dropping
Post by: Nommy on September 16, 2016, 12:18:25 AM
Looks very handy. A couple of ideas:

Nice mod though, thanks.
Title: Re: [A15] Verify Start - (UD: 9/15/16 x3) Check your colonist skills before dropping
Post by: theubie on September 16, 2016, 12:28:04 AM
Quote from: Nommy on September 16, 2016, 12:18:25 AM
Looks very handy. A couple of ideas:

  • Use a table to list what skills didn't meet requirements with two columns 'Highest' and 'Wanted' so it's easier and quicker to see how short you are.

    Ideally I'd want to see a table of skills and colonists color coded and stuff so you can see which skills didn't meet expectations, what skills everyone has and maybe some stats like totals for each skill or average and maybe total points overall would be interesting. But just formatting what you've got like a table into two columns with spaces would be easier to read I think.

  • Auto reroll? (so you can make a coffee while it finds a nice start)


  • A line telling people what Prepare Carefully does with a link.

Nice mod though, thanks.

1 & 2 are not unreasonable requests.  I'll look into how easily I can incorporate them (i.e. I'll put it on my to work on list).  1 is probably the easiest to implement, although I've got some under the hood changes that will take some thinking on how to do it right.

3...not exactly sure what you're saying there.  Prepare Carefully is another mod's work.  Are you suggesting I advertise another person's mod in game in my mod?
Title: Re: [A15] Verify Start - (UD: 9/15/16 x3) Check your colonist skills before dropping
Post by: Nommy on September 16, 2016, 01:37:43 AM
Quote from: theubie on September 16, 2016, 12:28:04 AM
1 & 2 are not unreasonable requests.  I'll look into how easily I can incorporate them (i.e. I'll put it on my to work on list).  1 is probably the easiest to implement, although I've got some under the hood changes that will take some thinking on how to do it right.
Awesome!

Quote from: theubie on September 16, 2016, 12:28:04 AM
3...not exactly sure what you're saying there.  Prepare Carefully is another mod's work.  Are you suggesting I advertise another person's mod in game in my mod?
No not in game, just a little heads up in the description here would be nice I thought.

E.g 'My mod let's you reroll more easily but if you want more control Prepare Carefully (https://ludeon.com/forums/index.php?topic=6261) mod allows you to manually adjust all aspects of a colonist including their skills.' or something.

I'd understand if you didn't want to since it's not your work but it would be helpful for anyone who found this first and was looking for finer control rather than just a more streamlined way of re-rolling.
Title: Re: [A15] Verify Start - (UD: 9/15/16 x3) Check your colonist skills before dropping
Post by: theubie on September 16, 2016, 01:51:37 AM
Quote from: Nommy on September 16, 2016, 01:37:43 AM
No not in game, just a little heads up in the description here would be nice I thought.

E.g 'My mod let's you reroll more easily but if you want more control Prepare Carefully (https://ludeon.com/forums/index.php?topic=6261) mod allows you to manually adjust all aspects of a colonist including their skills.' or something.

I'd understand if you didn't want to since it's not your work but it would be helpful for anyone who found this first and was looking for finer control rather than just a more streamlined way of re-rolling.

Ah, that makes much more sense to me now.  I have no problem cross promoting another relevant mod on the forums.  Next time I am monkeying around with the base post I'll try to remember to add something about it in there.
Title: Re: [A15] Verify Start - (UD: 9/15/16 x3) Check your colonist skills before dropping
Post by: Nommy on September 16, 2016, 02:51:27 AM
Quote from: theubie on September 16, 2016, 01:51:37 AMAh, that makes much more sense to me now.  I have no problem cross promoting another relevant mod on the forums.  Next time I am monkeying around with the base post I'll try to remember to add something about it in there.
Cool, thanks!

One other suggestion: An option to allow or disallow inappropriate backstories. So you could choose have colonists with any backstories or only those which are appropriate for the colonist and scenario like you would normally get.

And one more: Ability to specify traits to disallow and make it reroll or warn if you get them.

I like the idea of being able to specify what kind of team you want then hit 'go' and have it try and random a legit setup for you, or you could maybe even make it calculate one instead too. That would be cool. I have to go but I can't stop getting more ideas :D
Title: Re: [A15] Verify Start - (UD: 9/15/16 x3) Check your colonist skills before dropping
Post by: theubie on September 16, 2016, 08:43:00 AM
Quote from: Nommy on September 16, 2016, 02:51:27 AM
Cool, thanks!

One other suggestion: An option to allow or disallow inappropriate backstories. So you could choose have colonists with any backstories or only those which are appropriate for the colonist and scenario like you would normally get.

And one more: Ability to specify traits to disallow and make it reroll or warn if you get them.

I like the idea of being able to specify what kind of team you want then hit 'go' and have it try and random a legit setup for you, or you could maybe even make it calculate one instead too. That would be cool. I have to go but I can't stop getting more ideas :D

Back stories and traits are a bit more complicated to deal with.  We're moving out of a simple compare INTs into a more complex here's a list, compare it to another list.  Also, it would need a much more complicated interface to deal with it's configuration. 

All of that is doable.  It's the time factor.  I'll add them to the list of potential future features.  I plan on picking away at my more immediate list today, so who knows.  I might be in a position to brainstorm how to implement those ideas soon.
Title: Re: [A15] Verify Start - (UD: 9/16/16) Check your colonist skills before dropping
Post by: theubie on September 16, 2016, 01:13:00 PM
Updated the edb Prepare Carefully version to reflect the fact that the Steam version and the Forum version of their mod are different.
Title: Re: [A15] Verify Start - (UD: 9/15/16 x3) Check your colonist skills before dropping
Post by: theubie on September 17, 2016, 01:43:44 AM
Quote from: Nommy on September 16, 2016, 12:18:25 AM
Auto reroll? (so you can make a coffee while it finds a nice start)

You're in luck, Nommy.  I was able to actually figure out how to accomplish this.  If you (and/or anyone else) want to test the new feature, there's a release candidate on the first post that has it.  Download and try it out...but please let me know how it works and any problems with it you find. 

Been up way too long, so going to get some sleep.  Hopefully someone will be adventurous and give it a try and leave me some good feedback for when I wake up.
Title: Re: [A15]Verify Start (1.0.4.rc 9/17/16) Check your colonist skills before dropping
Post by: Adventurer on September 18, 2016, 07:37:36 AM
Hey there, been trying out the release candidate. The autoroll feature is cool, but could you possibly make it so it can reroll one character at a time rather than all three of them?
Title: Re: [A15]Verify Start (1.0.4.rc 9/17/16) Check your colonist skills before dropping
Post by: Adventurer on September 18, 2016, 07:39:21 AM
Also, I seem to have found a bug. After it finds a match, if you mess around with Randomizing colonists individually, the Check Colonists button will turn yellow, and AutoRoll won't work properly after that until you restart the game.
Title: Re: [A15]Verify Start (1.0.4.rc 9/17/16) Check your colonist skills before dropping
Post by: theubie on September 18, 2016, 12:24:37 PM
A yellow button means you have bypass on.  Which will stay on until you turn it off or restart the game.
Title: Re: [A15]Verify Start (1.0.4.rc 9/17/16) Check your colonist skills before dropping
Post by: Adventurer on September 18, 2016, 05:27:13 PM
Quote from: theubie on September 18, 2016, 12:24:37 PM
A yellow button means you have bypass on.  Which will stay on until you turn it off or restart the game.
Bypass wasn't on though, that's the weird part.
Title: Re: [A15]Verify Start (1.0.4.rc 9/17/16) Check your colonist skills before dropping
Post by: theubie on September 18, 2016, 05:31:39 PM
I wasn't able to reproduce your result, though.  Can you make it happen consistently?  If so, let me know how so I can fix the issue.
Title: Re: [A15]Verify Start (1.0.4.rc 9/17/16) Check your colonist skills before dropping
Post by: Adventurer on September 18, 2016, 05:35:28 PM
Quote from: theubie on September 18, 2016, 05:31:39 PM
I wasn't able to reproduce your result, though.  Can you make it happen consistently?  If so, let me know how so I can fix the issue.
I'll do my best. I'm having a hard time reproducing it as well.

But I would like to reiterate my earlier suggestion, would you be able to make a feature where you can just Auto-Roll the currently selected colonist only? 'Cause, you know, there's a lot of cases where my other two colonists are fairly ideal but my third one is a Lazy Pyromaniac Psychopath.
Title: Re: [A15]Verify Start (1.0.4.rc 9/17/16) Check your colonist skills before dropping
Post by: theubie on September 18, 2016, 05:38:10 PM
Individual rerolls is something that's on the list to look into adding.  Of all my mods, this one has the longest list of feature requests.  I'm putting the finishing touches on the next mod I'm working on, then  I'm coming back to this one for a large update.
Title: Re: [A15]Verify Start (1.0.4.rc 9/17/16) Check your colonist skills before dropping
Post by: Adventurer on September 18, 2016, 05:43:32 PM
Alrighty. As soon as I get some free time again I'm going to try and get the mod to break again. There is SOMETHING that causes the Auto Reroll to just start failing no matter what, but it's hard to pin down.
Title: Re: [A15]Verify Start (1.0.4.rc 9/17/16) Check your colonist skills before dropping
Post by: theubie on September 18, 2016, 05:48:06 PM
Thanks!  As soon as you find it, I'll get it fixed.
Title: Re: [A15] Verify Start - (UD: 9/15/16 x3) Check your colonist skills before dropping
Post by: Nommy on September 18, 2016, 11:52:54 PM
Quote from: theubie on September 17, 2016, 01:43:44 AM
Quote from: Nommy on September 16, 2016, 12:18:25 AM
Auto reroll? (so you can make a coffee while it finds a nice start)

You're in luck, Nommy.  I was able to actually figure out how to accomplish this.  If you (and/or anyone else) want to test the new feature, there's a release candidate on the first post that has it.  Download and try it out...but please let me know how it works and any problems with it you find. 

Been up way too long, so going to get some sleep.  Hopefully someone will be adventurous and give it a try and leave me some good feedback for when I wake up.
I just saw this, sorry. That works great man, thank you!

It was faster than I expected. IDK why I thought it would be slow. Maybe because of how long map-reroll takes. Anyway, is it possible to disable GUI updating while it's auto rerolling? That would speed it up a ton I reckon.

Also you're missing the Animals skill I noticed.

And I have some ideas how it might be improved though I think some are on your list already. Here's some more detail anyway:

What I'd like to see is some sort of summary screen when it finds a match so you can get an overview at a glance of what all your colonists are going to be capable of. Perhaps change the GUI so there is one button on the vanilla colonists page 'Varity Start...' which shows this summary page and then control and configure everything from there. So something like this:

A table with a column for each colonist and their pawn icon at the top to identify them with their name and basic details in the tooltip. Then the following rows in the table:
Then to add ability to auto-reroll only specific colonists add:

I'm thinking the popup to configure individual colonist criteria would be the same the one for entering colony-wide criteria except with an 'override' check box beside everything. By default stuff is sort of grayed out showing the global value but when you check the box it lets you enter a different requirement which will be used only for that colonist instead. So you could configure specific roles or jobs for the different colonists by setting skill thresholds for each.

Is that the way you see this going?

I'm not sure how long you wanted to spend on it of what sort of scope or direction you had in mind but I've got some ideas on how it might be set it up to be more configurable like using a system similar to how you add rules for scenarios to configure the criteria so it's more flexible and extendable and so you can add 'And' and 'Or' conditions (shooting 5 OR melee 5), maybe having some sort of weight system so you can specify things/skills which are essential, nice/preferred, irrelevant or unacceptable etc, then let it run a set number of iterations and pick the most suitable match for your specifications. I don't know if that's something that anyone would actually use or something you'd enjoy creating but it'd be fun to play with I reckon.

Anyway, there's some feedback (a lot sorry), hope it helps, thanks and good luck!

[EDIT]
I just had another idea. If you set it up so it displayed everything in a table like the work tab does in game you could make it so you could just click on the numbers to set skill limits for colonist and you could have a column for 'colony wide limits' which you can click to set those, rather than the popup you use now. So when you click a skill box/number for a colonist it shows a popup where you can select what limit to use: 'none', 'colony wide limit' (displayed) or 'individual' limit which you set there (maybe same value as colony wide one by default). That would be better I think.
Title: Re: [A15]Verify Start (1.0.4.rc 9/17/16) Check your colonist skills before dropping
Post by: Adventurer on September 19, 2016, 03:56:31 PM
Okay, there is definitely something weird going on with Disabled skills. I have it set to a minimum of 4, and Verify Start thinks I have met that requirement. However, only one of my colonists can cook, and their skill is at 1.

Honestly, that individual roll thing I've been requesting is more than just a feature request at this point - it would really help me pin down what exactly is going on by being able to roll colonists on a single basis.
Title: Re: [A15]Verify Start (1.0.4.rc 9/17/16) Check your colonist skills before dropping
Post by: theubie on September 19, 2016, 05:28:06 PM
Get me screenshots anytime it does something odd.  It'll help me out.
Title: Re: [A15]Verify Start (1.0.4.rc 9/17/16) Check your colonist skills before dropping
Post by: Adventurer on September 19, 2016, 05:31:57 PM
Quote from: theubie on September 19, 2016, 05:28:06 PM
Get me screenshots anytime it does something odd.  It'll help me out.

Is there any particular reason a screenshot would help in this instance? It's literally just, one colonist has Cooking of 1, and the other two have it disabled.
Title: Re: [A15]Verify Start (1.0.4.rc 9/17/16) Check your colonist skills before dropping
Post by: theubie on September 19, 2016, 05:35:06 PM
Mainly, I'd like a screenshot of the summary screen.  It will tell me what the program variables look like (since I literally dump them on that screen.)  It's the next best thing to a log file I have.
Title: Re: [A15]Verify Start (1.0.4.rc 9/17/16) Check your colonist skills before dropping
Post by: Adventurer on September 19, 2016, 05:41:07 PM
The summary screen? You mean the verify window?

I can do that.
Title: Re: [A15]Verify Start (1.0.4.rc 9/17/16) Check your colonist skills before dropping
Post by: theubie on September 19, 2016, 05:57:38 PM
Yeah, I forgot I named it differently on the user side.  It's called summary in my code.  ;)  It's basically just a pretty dump of variables.
Title: Re: [A15]Verify Start (1.0.4.rc 9/17/16) Check your colonist skills before dropping
Post by: Adventurer on September 19, 2016, 06:10:26 PM
Full output demonstrating the bug, pay attention to the Crafting skill: http://imgur.com/a/gXk8F
Title: Re: [A15]Verify Start (1.0.4.rc 9/17/16) Check your colonist skills before dropping
Post by: theubie on September 19, 2016, 06:16:04 PM
Ah, that makes a lot more sense to me know.  Sorry, been working on code all day not related to this, so I didn't piece together what you mean about incapable work.  Duh. 

I'll get a fix out of that soon-ishâ„¢.
Title: Re: [A15]Verify Start (1.0.4.rc 9/17/16) Check your colonist skills before dropping
Post by: Adventurer on September 19, 2016, 06:37:14 PM
Just remember, it'll help immensely for testing to be able to roll individual colonists... just throwing that out there. :p
Title: Re: [A15]Verify Start (1.0.4.rc 9/17/16) Check your colonist skills before dropping
Post by: theubie on September 19, 2016, 07:30:27 PM
Quote from: Adventurer on September 19, 2016, 06:37:14 PM
Just remember, it'll help immensely for testing to be able to roll individual colonists... just throwing that out there. :p

I did look at the idea of putting that in there now, but it's going to require me refactoring 4 different pieces of code (all the skills are hard coded in my work, which means one change = 12 changes + it can't handle using mods that add skills like Colony Manager)  So, it's going to have to wait until I get to a stopping point in the TwitchBot mod I'm working on....which might be soon as I've finally got it talking to chat and parsing commands. 

Individual colonists also will take some thinking, as it's variable how many colonists you might be starting with, and I'm trying not to monkey with the actual code that draws the screen for the colonist selection from the base game.  I've got a few ideas of how to implement in the GUI, but I need to finish fleshing them out.

Having said all of that, RC3 is up, which takes into account skills that are disabled.  It also has refactor 1 of 4 done in it.  So, we're technically a step closer to individual rerolls.
Title: Re: [A15]Verify Start (1.0.4.rc3 9/19/16) Check your colonist skills before dropping
Post by: Adventurer on September 19, 2016, 07:31:15 PM
Did you manage to work in the Animals skill that's missing?
Title: Re: [A15]Verify Start (1.0.4.rc3 9/19/16) Check your colonist skills before dropping
Post by: theubie on September 19, 2016, 07:35:25 PM
Quote from: Adventurer on September 19, 2016, 07:31:15 PM
Did you manage to work in the Animals skill that's missing?

It was actually already checking the animal skill in the background.  I just left it out of the config page (remember that whole hard coded, need to change in 12 places, refactor thing?  Yup!)  So, it was always calculating, but was always set to default of don't check.
Title: Re: [A15] Verify Start - (UD: 9/15/16 x3) Check your colonist skills before dropping
Post by: theubie on September 23, 2016, 02:45:17 PM
Quote from: Nommy on September 18, 2016, 11:52:54 PM
I just saw this, sorry. That works great man, thank you!

snip...snip...snip...

Woah, my turn to apologize for missing a post.  Lots of great ideas in there.  Added quite a few of them to the list I'm working on today.

Quote from: Nommy on September 18, 2016, 11:52:54 PM
[EDIT]
I just had another idea. If you set it up so it displayed everything in a table like the work tab does in game you could make it so you could just click on the numbers to set skill limits for colonist and you could have a column for 'colony wide limits' which you can click to set those, rather than the popup you use now. So when you click a skill box/number for a colonist it shows a popup where you can select what limit to use: 'none', 'colony wide limit' (displayed) or 'individual' limit which you set there (maybe same value as colony wide one by default). That would be better I think.

This might just be perfect.  A better idea than what I was thinking of at least.  I'll see if I can get this working.
Title: Re: [A15]Verify Start (1.0.4.rc4 9/24/16) Check your colonist skills before dropping
Post by: theubie on September 24, 2016, 11:36:45 PM
1.0.4.rc4 has been published.  This includes a significant update to the reroll including the ability to lock a colonist, thereby allowing you to reroll all, some or just one colonist at a time.  Hopefully the interface is self explanatory.

So...go break it.
Title: Re: [A15]Verify Start (1.0.4.rc4 9/24/16) Check your colonist skills before dropping
Post by: Adventurer on September 25, 2016, 04:15:08 AM
Not sure if this is intended behavior, but lock colonists do not count toward the verify start requirements you set, which is a bit annoying.
Title: Re: [A15]Verify Start (1.0.4.rc4 9/24/16) Check your colonist skills before dropping
Post by: theubie on September 25, 2016, 01:35:43 PM
It is intended, otherwise say if you are trying for two colonists with 15 or higher research, and you get one, locking him will cause the autoroll to only roll once each click because the locked colonist meets the requirement.  If your locked colonist has what you want, you can disable the skill(s) that they have when you lock them.

It's not a perfect system, but it's the best I came up with to accommodate multiple features requested that conflicted with each other without making the interface overly complex.
Title: Re: [A15]Verify Start (1.0.4.rc4 9/24/16) Check your colonist skills before dropping
Post by: Vincent on October 15, 2016, 04:31:53 AM
Thanks for the mod. Is there anyway to include the auto roll in the EdB version ? I would like to roll my pawn and then save them in EdB for future run.
Title: Re: [A16]Verify Start (1.1.0 12/20/16) Check your colonist skills before dropping
Post by: theubie on December 20, 2016, 02:16:50 PM
Updated to v1.1.0 - Alpha 16 compatability
Title: Re: [A16]Verify Start (1.1.0 12/20/16) Check your colonist skills before dropping
Post by: Love on December 20, 2016, 10:58:10 PM
Thank you so much!
Title: Re: [A16]Verify Start (1.1.0 12/20/16) Check your colonist skills before dropping
Post by: Love on December 21, 2016, 02:33:04 AM
Hey, minor thing, but the X when you disable a skill appears over the number it's currently set at, could you make the number overlap the X?

Also, the 'Bypass Check' option kind of looks like it's a way to 'X' the window out when not enabled, moving it to the bottom right would fix this.

An option to have Locked Colonists still count toward the check would be nice too, would save me a lot of middle-clicking.

I do hope a Prepare Carefully version comes out sooner rather than later, really wanting to use that now that it has torso customization.
Title: Re: [A16]Verify Start (1.1.1 1/3/17) Check your colonist skills before dropping
Post by: theubie on January 03, 2017, 01:43:32 PM
Updated to v1.1.1

Fixes and Enhancements.  Look at the change log on the first post for all of them.  Steam version coming when steam decides to update.
Title: Re: [A16]Verify Start (1.1.1 1/3/17) Check your colonist skills before dropping
Post by: theubie on January 03, 2017, 04:15:35 PM
Working on the reported bugs.  New version soon-ishâ„¢
Title: Re: [A16]Verify Start (1.1.2 1/3/17) Check your colonist skills before dropping
Post by: theubie on January 03, 2017, 04:38:02 PM
Updated to v1.1.2

-Fixed duplication bug when exiting and re-entering the config screen
-Fixed ignored colonists still being rerolled
-Fixed issue with skills checks that would return a false passed check to the display screen.  This was cosmetic only.
Title: Re: [A16]Verify Start (1.1.2 1/3/17) Check your colonist skills before dropping
Post by: TimTumm on January 04, 2017, 01:59:51 PM
Is it possible to add filtering based on health, background and traits?  Would be nice to start without a colonist that has a bad back, incapable of hauling and abrasive. :)
Title: Re: [A16]Verify Start (1.1.2 1/3/17) Check your colonist skills before dropping
Post by: Wishmaster on January 12, 2017, 02:29:11 PM
Very good job with that new roll system. I was excepting such a thing since I first tried the mod.
Now it is better than prepare carefully as it balanced.
Title: Re: [A16]Verify Start (1.1.2 1/3/17) Check your colonist skills before dropping
Post by: MikeNew on February 14, 2017, 01:42:03 AM
Great mod, but strongly need next filters:

1. Passion
2. Age
3. ChailHood
4. AdultHood
Title: Re: [A16]Verify Start (1.1.2 1/3/17) Check your colonist skills before dropping
Post by: Multistream on May 21, 2017, 01:30:07 PM
Can you make a mod that automatically generates new random colonist until it gets a colonist with stats/traits i need? It would be awesome
Title: Re: [A16]Verify Start (1.1.2 1/3/17) Check your colonist skills before dropping
Post by: Kalre on July 15, 2017, 07:08:46 PM
Can you still tame animals while using make love not war mod ?
Title: Re: [A16]Verify Start (1.1.2 1/3/17) Check your colonist skills before dropping
Post by: thesoupiest on July 20, 2017, 02:56:46 PM
Update for A17 please!
Title: Re: [A16]Verify Start (1.1.2 1/3/17) Check your colonist skills before dropping
Post by: lorki97 on December 23, 2017, 01:26:23 PM
Sorry for this blatant self advertisement, but I took the time today and updated this mod to A17 and B18!

[B18] Verify Start - Continued (https://ludeon.com/forums/index.php?topic=37839.0)
Title: Re: [A16]Verify Start (1.1.2 1/3/17) Check your colonist skills before dropping
Post by: reteo on April 19, 2018, 01:11:18 PM
This is a great mod, and I'm glad I found it, but I think it could be improved by allowing filtering by passion, so that not only are pawns competent at their jobs, but also gain joy from them... which can be a boon in the early-game where moods can quickly drop from discomfort.