Inventory Panel
Description:This mod add an inventory panel where you can see all your ressources.
To open the panel, just use the inventory button that is under the time control buttons.
Great thanks to pawnstorm (http://ludeon.com/forums/index.php?action=profile;u=5288) that helping me to finalize this mod.
ChangeLog :[0.5] (June 02, 2014)
- Upgraded for Alpha 4 compatibility
- [0.5.1] Bug Fix : No more invisible button on certain situation
[0.4] (May 21, 2014)
All these modifications has been done by pawnstorm (http://ludeon.com/forums/index.php?action=profile;u=5288), so thank to him ;)
- Now, you don't need anymore to build the inventory panel item, so you must destroy it before updating the mod!
- New inventory button, just under the time control buttons
- New ultra time speed button(part of Vanilla+ (http://ludeon.com/forums/index.php?topic=3571.0))
[0.3] (May 20, 2014)
- Added an "Inventory" button on top-right HUD, you need to build at leat 1 inventory panel before you can see it.
- Added Checkbox to hide or not empty ressources/weapons
- Changing inventory pannel item description(i forget that till now!)
[0.2] (May 19, 2014)
- Added a tab system in inventory panel
- Added Weapons tab
- Added a lot of information in the item toolTips, now you can know the power of your weapons
- Removed interaction square from Inventory Panel item
- [0.2.1] Added weapon warmupTicks in weapons tooltips
- [0.2.2] Added foods properties in toolTips
[0.1] (May 18, 2014)
- Created Inventory Panel Item
- Created Inventory Panel Page
ToDoList:(http://serveursas.free.fr/dl/count.php?get=InventoryPanel.0.5.1.zip) (http://serveursas.free.fr/dl/?get=InventoryPanel.0.5.1.zip)
Download:Server where I store my files sometimes crash, so i attach the file to this post(you'll need to be registered on the forum to download it).
Also added it to Nexus Mods (http://www.nexusmods.com/rimworld/mods/35/?)
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Cool atlast :D
Now this.... this is one of those things that should be in the vanilla version of the game. :)
Nice mod
FINALLY FINALLY :D
i know how many things i got :P
dat human meat in the screenshot.
Quote from: minami26 on May 18, 2014, 08:46:50 AM
dat human meat in the screenshot.
Don't forget the 319 human meat crates that contain each 75 human meats(my personnal version of packer) ;)
Damn forgot the meat stuff :D
Will need to add it to compression mod
Quote from: Joretap0 on May 18, 2014, 08:49:38 AM
Quote from: minami26 on May 18, 2014, 08:46:50 AM
dat human meat in the screenshot.
Don't forget the 319 human meat crates that contain each 75 human meats(my personnal version of packer) ;)
no way. you run a horrifying colony. chills down my spine bro.
EDIT: on topic: Thanks for the inventory panel, was kinda going crazy without knowing what other stuff I got :D
0.2 uploaded, now you can also see all your weapons, and i've added a lot of information in the tooltip ;)
Im speech less :P
Oh, very nice.
Cheers, I reckon this would do well with some of the rather large modpacks out at the moment, hell... Even with vanilla, once you've got a few growing zones down you have no idea what you've got in your stockpiles because it all goes out of the invisible box it's contained in.
Small update to add food properties in the tool tips ;)
Quote from: Joretap0 on May 19, 2014, 11:39:17 AM
Small update to add food properties in the tool tips ;)
this mods get's cooler and cooler ;)
If you have any suggest, i'll take them ;)
Only 2 points left in ToDoList, i don't see anything else i can do to improve it, till i've got clothes/armors items from my dresser mod(time to work a bit on it) ;)
Nice mod! This is really useful :). Do you have any ideas yet on how to add it to the HUD? If you want my help, I think I might have some ideas.
Also can I add this to the Vanilla+ modpack? Pretty please? :P
It's going to be just a little bundle of mods as a separate download that I think complement Vanilla+ well and which I do some testing on for compatibility issues.
Quote from: pawnstorm on May 19, 2014, 01:37:00 PM
Nice mod! This is really useful :). Do you have any ideas yet on how to add it to the HUD? If you want my help, I think I might have some ideas.
Also can I add this to the Vanilla+ modpack? Pretty please? :P
It's going to be just a little bundle of mods as a separate download that I think complement Vanilla+ well and which I do some testing on for compatibility issues.
If it stay standalone(just a modpack), there's no problem ;)
For the HUD, i made a lot of test without good result, and to avoid any conflict with other mod, i really don't want to override original class like Architect+ do, so it's really hard.
But there a lot of possibility that i don't try yet, and i'm sure that's possible to find a good solution, but that's take a lot of time to make all these test :/
edit : My last idea that i need to test is to create a "mini-fixed-tab" with the button inside, but first test fail, need to make more test.
I try with a "mini-fixed-dialog" with "absorbAllInput = false" and "closeOnEscapeKey = false" but these 2 vars don't seems to work, or i miss something :/
If you have any good ideas, i'll take them ;)
It'll be just an archive with a small collection of mods which I've tested for compatibility, each mod in its own directory with all the original files and nothing added. Is that alright?
Just a braindump of some ideas on how to add it to the HUD:
First, you'll need a place where it draws your HUD-element. I can think of 2 options:
You can extend TabInspect and replace Find.MainTabsRoot.tabInspect with your extended class, kinda like I did with TabArchitect. Then make a function to draw your stuff and override PanelOnGUI to also call your function. Maybe you could integrate a button or something into the inspectorpane, if you check (Find.Selector.NumSelected > 0) before you draw it'll only display the button when something(s) is/are selected.
Or you can try to add it to the LayerStack. I'm not sure how those work, but adding it seems simple: Find.Layers.Add(your layer extended class). And then just put the draw stuff in YourLayer.LayerOnGui().
Then for the tricky part, which is adding your custom tabinspect/layer to the UI. There's the trick I used in architect+, using the incidentmakerclasses, but you wanted a different solution. Also, using the incidentmaker classes would obviously make it incompatible with Architect+/Vanilla+.
I think it's impossible to do this without atleast overriding some original class and replacing it in an xml file. Preferably one that gets instantiated at the right time, but I can't think of any besides the incidentmaker classes. I'll attach 2 textfiles with some grepresults of all the unique classes referenced in the core xml files, perhaps you have better luck.
It might work too if you can find a class that gets used atleast once before the game UI is displayed. Perhaps you can override one of the sound classes and add it to a certain sound.
In the sound class, just extend the original class, and add a static constructor that adds your TabInspect/Layer to the GUI. Then, add a destructor to your custom TabInspect/Layer class that checks if it should add itself again (for TabInspect you could check if Find.MainTabsRoot.tabInspect is of the original TabInspect class again, if you took the Layer approach, check if Find.Layers.FirstLayerOfType(YourCustomLayer)==null). Maybe you'd also need to check if your mod's still active just in case someone unloads it.
Edit: Maybe it'd also be a nice idea to create like a wrapper mod library that any mod can use to trigger their class on the incidentmaker class and/or some static trigger in another class that loads early. That way, multiple mods can use the same trigger.
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;D Yeeahhh...
Finally i made it, i've added a button to the HUD without any override...
The first method that i use was the best, just a little thing that i missed!
So i use the Layer method, the bug i had before was that camera cannot scroll anymore when i draw it.
I finally find the "PreventCameraMotion" in LayerStack, and a special class of layer named "EditWindow" that allow to print a layer without fixing camera :)
So tomorrow i'll update the mod with an HUD button, to late to do it now.
Ah, awesome job! Looking forward to the new version :)
Version 0.3 online, there's now an "Inventory" button in top-right of your HUD ;)
Note that server where i store my files is crashed, so i attach the .zip to the mod post.
Ah, you got it working, nice! I don't understand why you add the button to the layerstack in the TickRare() method though, doesn't that keep adding new layers to the layerstack every 5 seconds?
Perhaps you can do it in SpawnSetup(), that way you also don't need the InitializeMod(). You could remove it from the layerstack in DeSpawn(), and maybe add a placement restricter for it so that people can only build one Inventory Panel.
I'd much prefer if it didn't require a building though, seems a bit odd to me to have to build something to view my inventory.
Another suggestion, maybe you could also use the command icon you used on the building as an icon on the HUD. If you could squeeze it in next to the "Toggle visibility of zones" icon (below the normal speed icon) I think that'd be perfect.
I use the tickrare cause at the first tests, button dissapear when you escape to game menu, so like that, it was reapparing after 5 sec max.
But it seems that with the editWindow, it's not disapear while entering game menu, so i will change that on the next version.
Note that the window is exclusive, so it doesn't be relaoded anytime.
For the button, my first idea was to set it near the "toggle visibility button", but i'm not a graphist, and i need someone to make a good icon button that mean inventory(screen button don't be enough explicit for me).
For the building requirement, it's the only way that i find to load .dll without overriding any vanilla class.
I think I found a way to add the inventory panel to the HUD without needing to override a vanilla class or use a building. Is it ok if I try to add this to your mod and then send you the files? You can do anything you want with my code, I don't need credit for it or anything.
If you find that, i'll be really grateful.
To do that, we need to find an class used at game start and where we can add new defs.
I got it working, I sent you a private message :)
wow Pawnstorm, Joretap0 making rimworld a better game :P
you guys should work together more.
Quote from: pawnstorm on May 21, 2014, 11:11:07 AM
I got it working, I sent you a private message :)
Thx, i will look at that.
Finally it will be necessary that i remove this raretick, cause i just remark that, for example, when in build mode building a wall, it make lost the mouseclicked :/
Version 0.4 online, no more inventory panel item needed, so destroy them before updating your mod.
And great thanks to pawnstorm that made this update.
Nice! You left the source in though, not sure if you meant to do that. Also, there are 2 InventoryPanel directories?
Oops, something bug when i archive it...
Reuploaded zip
is it possible to make every colonist have its own mini inventory?
Quote from: Blackjack1000K on May 21, 2014, 12:56:32 PM
is it possible to make every colonist have its own mini inventory?
In fact, i think they ever have an inventory, i remember i saw somethings in codes about that, but i never look further for the moment.
I'll try to look at that, but I've got another mod important for me to create before, and I've got Dresser mod to finalize(hmmm... that will probably force me to look at that further).
just what i wanted! ty so much.
Wait, how do I use this? I load up the mod, and I see absolutely nothing different. There isn't a new Inventory button, and I certainly don't see any kind of new building that I have to build. None of the menus have changed, either.
As far as I can tell, it didn't do anything. Is there something I'm missing here?
Quote from: murlocdummy on May 26, 2014, 12:08:24 AM
Wait, how do I use this? I load up the mod, and I see absolutely nothing different. There isn't a new Inventory button, and I certainly don't see any kind of new building that I have to build. None of the menus have changed, either.
As far as I can tell, it didn't do anything. Is there something I'm missing here?
Below the time controls, there should be a little chest icon for the inventory panel and a red time control for ultraspeed. If it's not showing up, could you provide some more info? Like which mods are you using or are there any errors in the output_log.txt file?
Quote from: pawnstorm on May 26, 2014, 02:38:03 AM
Quote from: murlocdummy on May 26, 2014, 12:08:24 AM
Wait, how do I use this? I load up the mod, and I see absolutely nothing different. There isn't a new Inventory button, and I certainly don't see any kind of new building that I have to build. None of the menus have changed, either.
As far as I can tell, it didn't do anything. Is there something I'm missing here?
Below the time controls, there should be a little chest icon for the inventory panel and a red time control for ultraspeed. If it's not showing up, could you provide some more info? Like which mods are you using or are there any errors in the output_log.txt file?
The output_log.txt file here
http://www.mediafire.com/view/f4gb8eoayxavjob/output_log.txt
contains errors from a savegame with mods installed. It started having some standard gameplay issues after I installed the Inventory Panel mod, like slow gameplay and confused pawns moving items back and forth for no reason. I also started a new game with only Core and Inventory Panel, and I also noticed no changes.
Edit:
To confirm, I moved all of the other mods out of the Mods folder and restarted the game. Same result.
There doesn't seem to be anything out of the ordinary in your output_log.txt file, except the inventory panel dll doesn't even seem to be loaded. Which explains why it's not showing up, now the question is why isn't it loading the dll.
It only seems to load dlls for BetterPower+, PowerSwitch, PowerSwitch_AddOn_BetterPower and Wood 0.94.1.
Quote from: pawnstorm on May 26, 2014, 03:20:35 AM
There doesn't seem to be anything out of the ordinary in your output_log.txt file, except the inventory panel dll doesn't even seem to be loaded. Which explains why it's not showing up, now the question is why isn't it loading the dll.
It only seems to load dlls for BetterPower+, PowerSwitch, PowerSwitch_AddOn_BetterPower and Wood 0.94.1.
Unfortunately, I don't know, either. Nor do I know why a dll wouldn't load. I'm assuming that the issue is with the .dll file itself, but I don't know enough about how to fix .dll files to try anything.
Quote from: murlocdummy on May 26, 2014, 05:02:55 AM
Quote from: pawnstorm on May 26, 2014, 03:20:35 AM
There doesn't seem to be anything out of the ordinary in your output_log.txt file, except the inventory panel dll doesn't even seem to be loaded. Which explains why it's not showing up, now the question is why isn't it loading the dll.
It only seems to load dlls for BetterPower+, PowerSwitch, PowerSwitch_AddOn_BetterPower and Wood 0.94.1.
Unfortunately, I don't know, either. Nor do I know why a dll wouldn't load. I'm assuming that the issue is with the .dll file itself, but I don't know enough about how to fix .dll files to try anything.
I don't think the issue is with the dll file, it doesn't even try to load it. If there was an issue with the dll file, it would probably at least throw an error. My guess is it's in the wrong location (maybe you got the wrong archive, first there was one that had 2 nested InventoryPanel directories, try redownloading it. There should be one InventoryPanel subdirectory in your Mods folder, and in it you should have an About, Assemblies, Defs and Textures folder).
Actually, I just took the Inventory Panel subdirectory out of the folder and placed it directly into the Mods directory. It's strange; none of the other mods require that you do that. Still, it works now, for whatever reason.
Thanks for the tip; I was just about to give up on this mod.
Quote from: murlocdummy on May 26, 2014, 01:04:26 PM
Actually, I just took the Inventory Panel subdirectory out of the folder and placed it directly into the Mods directory. It's strange; none of the other mods require that you do that. Still, it works now, for whatever reason.
Thanks for the tip; I was just about to give up on this mod.
Can you tell me which link you use to download the mod(Big Download button, nexus mod, or attached file)?
Cause i verify the main download, and the archive is correctly structured, and it's seem that you've got the bugged archive that i upload first.
Unfortunately, I don't remember which button I pressed to download it. Sorry about that.
This is an absolutely wonderful mod. Needs to be in the core game.
Gorgeous fashion! Will mod refined by alpha 4?
Quote from: Tuvka on June 02, 2014, 07:23:38 AM
Gorgeous fashion! Will mod refined by alpha 4?
Alpha 4 is out? I'll look at that when i'll be at home.
Mod upgraded for Alpha 4 compatibility ;)
Thank you for updating this. Love this mod.
Thanks for a great mod. But I have a problem. The mod worked fine as I started a new game, but after I had saved it and then loaded it again the inventory and "superspeed" button was gone, and I can't get it back. Am I the only one with this problem?
Thanks for chic fashion :)
Sometimes the buttons are not visible, but they still work and are invisible at the same locations.
Ahh! Okay, thanks!
Quote from: Phreakzta on June 03, 2014, 02:25:06 PM
Thanks for a great mod. But I have a problem. The mod worked fine as I started a new game, but after I had saved it and then loaded it again the inventory and "superspeed" button was gone, and I can't get it back. Am I the only one with this problem?
Quote from: Tuvka on June 03, 2014, 03:06:25 PM
Thanks for chic fashion :)
Sometimes the buttons are not visible, but they still work and are invisible at the same locations.
I'll look at that when i'll be home.
Edit : Can you give me the list of mods you've got? Cause I can't do this bug, so I suppose that's a compatibility problem with another mod.
Well loss of visibility was also key in the alpha 3. Just in case my collection of mods for the moment.
http://ipic.su/img/img7/fs/kiss_7kb.1401897598.png
I made a little modification, can you test last version to see if you ever have this bug?
If that not work, i'll made some test with the mods you've got.
Quote from: Phreakzta on June 03, 2014, 02:25:06 PM
Thanks for a great mod. But I have a problem. The mod worked fine as I started a new game, but after I had saved it and then loaded it again the inventory and "superspeed" button was gone, and I can't get it back. Am I the only one with this problem?
I had this problem as well. Mods I'm using are Project Armory, MapGen Pack, Mech Turrets, Power switch, Tarket Practice, and Wood Tweaks
Excellent work, the buttons do not disappear :)
Quote from: Tuvka on June 05, 2014, 06:29:54 AM
Excellent work, the buttons do not disappear :)
Thanks for feedback ;)
Ok so after further testing I found that starting a game, quitting that game (back to the main page), and starting a new game caused the mod to stop working. Will try to dig thru my log to find out if it says why. Wont be till tomorrow tho.
Quote from: JorDash on June 07, 2014, 02:46:46 AM
Ok so after further testing I found that starting a game, quitting that game (back to the main page), and starting a new game caused the mod to stop working. Will try to dig thru my log to find out if it says why. Wont be till tomorrow tho.
I know about that, also do the same when launching game directly after activating others mods(need a game restart to avoid that), will try to find a solution when i have time, but it's not a priority.
How hard is it to make it compatible with the mech turrets mod? I get a texture error when I use that mod and this one, when I pull up the inventory. It's not a deal breaker for me. Just kind of a pain in the but. This is what it's saying.
(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)
Could not load UnityEngine.Texture2D at in any active mod or in default resources.
Does the same thing with the turrets package mod.
Quote from: JorDash on June 17, 2014, 02:14:38 PM
How hard is it to make it compatible with the mech turrets mod? I get a texture error when I use that mod and this one, when I pull up the inventory. It's not a deal breaker for me. Just kind of a pain in the but. This is what it's saying.
(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)
Could not load UnityEngine.Texture2D at in any active mod or in default resources.
Does the same thing with the turrets package mod.
I'll try to look at that tomorrow
Ok. Thanks. If it's too much of a pain, don't worry about it. Love this mod as it is.
When is this being updated to Alpha 5?
"Last Active: June 23, 2014, 01:48:08 PM"
Maybe he won't :/
this mod seems to be having an issue with the prepare carefully mod and is causing it (prepare carefully) to not work. Just a quick note for anyone who wants to take this and work with it.
That's because it's for Alpha 4, not Alpha 8. ::)