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RimWorld => Mods => Releases => Topic started by: Varisha on November 03, 2017, 08:13:16 PM

Poll
Question: Provide more inspect details for anything else than selected zones?
Option 1: Yes (community can ask for specific selection details)
Option 2: No (for zones only)
Title: [1.5] ExtendedInspectData
Post by: Varisha on November 03, 2017, 08:13:16 PM
Authors:
Varisha

Description:
This mod adds some basic information to the inspect window for the current selected item or zone.

Single selection of zones to store things:
Adds a scrollable list of entries to the inspect window if a zone is selected. The list contains an icon, the label and the total number of things in the zone. Click an entry to select the items.

Single/Multiple selection of items to store things:
Adds a scrollable list of entries to the inspect window if one or more items are selected. The list contains an icon, the label and the total number of things stored in the selected item(s). Click an entry to select the items.

Single selection of farm zones:
Adds a graph to the inspect window showing the distribution of growth values of the plants in the zone.
The graph contains these information:
- x axis = growth value in percent (a plant has growth value of 0-100%)
- y axis = percentage of total planted plants in the zone that reached growth value x (let's say i have like 8 percent of plants that reached growth value ~52% and 13% are around 100% growth value)
- The white vertical line marks the growth value that is needed to harvest a plant.

Below the graph you find the following information from left to right
- Total of cells with no plant in it (this includes cells that are marked as growing zone, but have a lamp on it or so)
- Total cells with plants in it (any growth value)
- Total number of plants that cannot be harvested yet (left of white line)
- Total number of plants that can be harvested (right of white line). Click the icon to select corresponding plants.
- Total number of fully grown plants (growth value = 100%). Click the icon to select corresponding plants.

Multiple selection of farm zones or plant growing buildings:
- List can be sorted by fully grown plants or harvestable plants (descending only)
- Single entry in list can be selected which results in single selection view of this zone.
- Direct selection of harvestable or fully grown plants of a certain entry in the list

Downloads:
Steam: ExtendedInspectData (https://steamcommunity.com/sharedfiles/filedetails/?id=1597306343)
GitHub: ExtendedInspectData (https://github.com/Varisha84/ExtendedInspectData/releases)

Pictures
(https://i.imgur.com/O01CGOV.png?1) (https://i.imgur.com/O01CGOV.png)  (https://i.imgur.com/SzsoD2u.png?1) (https://i.imgur.com/SzsoD2u.png)  (https://i.imgur.com/3u3BEpMl.png) (https://i.imgur.com/3u3BEpM.png)  (https://i.imgur.com/aaO1RCF.png?1) (https://i.imgur.com/aaO1RCF.png)

How to install:
 - Unzip the contents and place them in your RimWorld/Mods folder.
 - Activate the mod in the mod menu in the game.
or
 - use item in steam workshop

Technical details for modders:
It uses a things "ThingDef" information to group same things together and count the number of occurences in the zone. So if you have 3 different parcas for example, each crafted with a different resource or quality the mod will sum them up resulting in 1 entry in the list. The entry says you have "Parca x3". For a simple overview of number of items this should be ok.

Licensing:
 - You can use this mod in your modpack.
 - Want to submod it or fix it for another release? Drop me a message please.

Note:
This is my first RimWorld mod. If you have any suggestions, feel free to comment.
Title: [1.1] ExtendedInspectData
Post by: Varisha on November 04, 2017, 03:43:45 PM
Feature requests


   
   
selected Type    Inspect Data    Implentation Status    Released
WeaponSingle selection: Base weapon stats (accuracy, shots, damage, DPS, etc.).
Multiple selection: simplified weapon stats list sorted by <player selected option>
Won't do
Won't do
-


Reported Issues


   
This mods version    Description    3rd party mod + version    Implentation Status    Released
Title: Re: [A17][A18] ZoneInspectData (v1.0.17.3)
Post by: Nightinggale on November 04, 2017, 09:42:13 PM
I'm surprised nobody replied yet. It looks quite good, particularly for a first mod.

Quote from: Varisha on November 03, 2017, 08:13:16 PM1) implement graph to show grow rate distribution
It would be useful to have counters like plants ready to harvest, plots waiting for planters, plants not fully grown, but will provide something if harvested etc. Perhaps estimated days until the next plant reaches harvest state.
Title: Re: [A17][A18] ZoneInspectData (v1.0.17.3)
Post by: Varisha on November 05, 2017, 06:56:29 AM
Quote from: Nightinggale on November 04, 2017, 09:42:13 PM
It would be useful to have counters like plants ready to harvest, plots waiting for planters, plants not fully grown, but will provide something if harvested etc. Perhaps estimated days until the next plant reaches harvest state.

Yes it was planned to show the following data for farms:
- total number of cells
- number of harvestable things (ready to harvest)
- number of non-harvestable things (not ready to harvest yet)
- empty cells (nothing planted yet)

I am not sure if am able to have different backgrounds in the graph (red for not harvestable and green for harvestable) .. otherwise i would mark the "harvestable state" by a single line or use different colors for the line in the graph. So you see when the plants reach this state.

"Perhaps estimated days until the next plant reaches harvest state":
This will not be done, as you can see by distribution how close it is to the harvestable state (can differ by type of plant).
Title: Re: [A17][A18] ZoneInspectData (v1.0.17.3)
Post by: Nightinggale on November 05, 2017, 10:09:54 AM
"Can be harvested, but not yet ready to harvest" would be interesting too. Usually you would not want to harvest such plants, but if winter is coming and growth stalls and you expect none of the plants will survive the winter, then you want to know if you can at least get something.
Title: Re: [A17][A18] ZoneInspectData (v1.0.17.3)
Post by: Varisha on November 05, 2017, 10:26:35 AM
Quote from: Nightinggale on November 05, 2017, 10:09:54 AM
"Can be harvested, but not yet ready to harvest" would be interesting too. Usually you would not want to harvest such plants, but if winter is coming and growth stalls and you expect none of the plants will survive the winter, then you want to know if you can at least get something.

this should be the value of: number of harvestable things (ready to harvest)
That means the plant reached a minimum growth value that makes it harvestable but it can be less than 100% (e.g. growth value between 65% and 100%). You can harvest it already.
I dont want an extra counter for plants that have grown 100%. I think this is redundant.
Title: Re: [A17][A18] ZoneInspectData (v1.0.17.3)
Post by: Nightinggale on November 05, 2017, 12:12:07 PM
Quote from: Varisha on November 05, 2017, 10:26:35 AMI dont want an extra counter for plants that have grown 100%. I think this is redundant.
I disagree. If you have plenty of plants ready to harvest, it could be an indication that you have too few colonists set to harvesting. If you have plenty of harvestable plants, but no 100% grown, then it's a matter of time rather than lack of harvesters.
Title: Re: [A17][A18] ZoneInspectData (v1.0.17.3)
Post by: Varisha on November 05, 2017, 07:33:42 PM
Hi guys,

thanks so far for accepting my mod. I didn't imagine it is that helpfull to so many people.
Before I release the next feature i would like to get some feedback first.

It is about the graphical distribution of growth values inside a farm zone. Did you ever try to find out how long it will take until the plants are ready to harvest or reach 100% etc. With a graph you can see how many of your plants have which progress now. And you can see the growth value they need to get to be harvestable.

Current state of implementation (not released):
(http://i.imgur.com/SzsoD2u.png?1) (https://i.imgur.com/SzsoD2u.png)

What do you see:
- x axis = growth value in percent (a plant has growth value of 0-100%)
- y axis = percentage of total planted plants in the zone that reached growth value x (let's say i have like 6 percent of plants that reached growth value ~57% and 13% are around 100% growth value)
- The white vertical line marks the growth value that is needed to harvest a plant (65% in this picture). Any plant below 65% growth value cannot be harvested.
- That means, in this picture the majority of plants is ready to be harvested
- Below the graph you find the following information from left to right
      - Total of cells with no plant in it (this includes cells that are marked as growing zone, but have a lamp on it or so)
      - Total cells with plants in it (any growth value)
      - total number of plants that can not be harvested yet (left of white line)
      - total number of plants that can be harvested (right of white line)
      - total number of plants that are fully grown (100% growth value)

Some notes:
- I reused the core graph methods to draw the graph. Any automatic layout calculations are totally up to the core classes. If they change something the graph may look different or result in Exceptions as just noticed  :o (API change)
- Axis measures labels are calculated automatically in the core classes. I was not able to set fixed values. So as in history tab we do not see the maximum values as a label => Works as designed  ;D
- The 2 texts (y axis label and x axis label) are translated strings that are already present in the core translations. Y-text = "Value"  and X-text = "PercentageGrowth". I didnt want to introduce new labels to be flexible.
- As I didnt want to introduce new labels for the 4 information below the graph I reused icons that are already available to indentify the different information.


Important for me to know:
- Do you think the items are a good choice? Are they self-explaining in this context? Do you have other icon ideas? Anyway I will include the information in the About.xml so any user can read it ingame.

- Do you have other information in mind, that would be good to display? Please keep the current design in mind. If you want to add things, think about to provide a design as well. And best to use no new text :)


1. Requested: a value for "Plants grown 100%".
I got the idea and the arguments but I find this redundant as the information is visible in percent in the graph itself. If the line at the end of the graph is above 0 y-value than i know that y-percent reached 100% growth rate. The higher this percentage, the more 100% plants you got. Depending on the number of total plants in this zone (2. value below graph) it can be ringing alarm bells or not ^^
So far i dont plan to inlcude this.

I noticed that this graph is failing in A18. So let's see if I wait to release it if A18 is out or if I prepare a patch and try to be fast to update it then :)
Please only reply if you want to discuss something (issues, suggestions) otherwise it is difficult to keep track.
Thanks Vari
Title: Re: [A17][A18] ZoneInspectData (v1.0.17.3)
Post by: Varisha on November 06, 2017, 09:10:30 AM
New Releases:

  • ZoneInspectData [A17] (v1.1.17.4 not compatible to A18)
  • ZoneInspectData [A18] (v1.1.18.1 not compatible to A17)
Links updated in first post.

Added functionalities for zones to grow things:

  • Single zone selected: implement graph to show grow rate distribution

Pictures:
(http://i.imgur.com/SzsoD2u.png?1) (https://i.imgur.com/SzsoD2u.png)

Regards Vari
Title: Re: [A17][A18] ZoneInspectData
Post by: Kori on November 06, 2017, 09:16:02 AM
Great mod and the new graph feature looks very good.
Regarding the icons, I think the only one that I wouldn't understand intuitively is the one for the total number of plants that can not be harvested yet. Maybe the red icons from Cancel or Delete buttons would be a better choice?

Title: Re: [A17][A18] ZoneInspectData
Post by: Varisha on November 06, 2017, 09:33:02 AM
Quote from: Kori on November 06, 2017, 09:16:02 AM
Great mod and the new graph feature looks very good.
Regarding the icons, I think the only one that I wouldn't understand intuitively is the one for the total number of plants that can not be harvested yet. Maybe the red icons from Cancel or Delete buttons would be a better choice?
My idea was: They still need to grow some more time or are in some kind of "In progress". I had the red icons in mind as well, but didn't become a fan of them.

If there is anyone out there who is willing to design new icons/Textures, I am totally open to that ^^
Title: Re: [A17][A18] ZoneInspectData
Post by: Kori on November 06, 2017, 10:01:24 AM
Quote from: Varisha on November 06, 2017, 09:33:02 AM
My idea was: They still need to grow some more time or are in some kind of "In progress". I had the red icons in mind as well, but didn't become a fan of them.

That also makes sense. :)
Title: Re: [A17][A18] ZoneInspectData
Post by: Kori on November 06, 2017, 04:07:00 PM
Would it be possible to cycle through the stockpiles stacks of items by clicking on their entries in the stockpile zone list?
Title: Re: [A17][A18] ZoneInspectData
Post by: Varisha on November 06, 2017, 04:09:35 PM
Quote from: Kori on November 06, 2017, 04:07:00 PM
Would it be possible to cycle through the stockpiles of items by clicking on their entries in the stockpile zone list?
What should be the result?
Title: Re: [A17][A18] ZoneInspectData
Post by: Kori on November 06, 2017, 04:18:37 PM
Quote from: Varisha on November 06, 2017, 04:09:35 PM
Quote from: Kori on November 06, 2017, 04:07:00 PM
Would it be possible to cycle through the stockpiles of items by clicking on their entries in the stockpile zone list?
What should be the result?

When I want to find a specific item in big stockpile zones I'd like to select it by clicking on the corresponding entry in the list, so I can manually pick it up with my pawns (CE), activate haul urgently (allow tool), check how much time I have left before it starts to rot...
Right now the stockpile zone list tells you that the item is available, but it doesn't help you locating it.  ;)

edit I just noticed that my previous post wasn't correct, I wanted to say
QuoteWould it be possible to cycle through the STACKS of specific items by clicking on their entries in the stockpile zone list?
Sorry.
Title: Re: [A17][A18] ZoneInspectData
Post by: Varisha on November 06, 2017, 04:31:32 PM
Quote from: Kori on November 06, 2017, 04:18:37 PM
When I want to find a specific item in big stockpile zones I'd like to select it by clicking on the corresponding entry in the list, so I can manually pick it up with my pawns (CE), activate haul urgently (allow tool), check how much time I have left before it starts to rot...
Right now the stockpile zone list tells you that the item is available, but it doesn't help you locating it.

Hm this is difficult:
What i do is summing up all stacks to 1 entry.

If you have 2 stacks (x3 and x75).
Which one is selected when clicking the entry.

Furthermore you need to know that the list you are watching at disappears as soon as you select another thing.
This will break your idea i think.
Title: Re: [A17][A18] ZoneInspectData
Post by: Kori on November 06, 2017, 05:32:54 PM
And what if clicking the entry selects all stacks of that item at the same time?
That would still help a lot with locating stuff.
Title: Re: [A17][A18] ZoneInspectData
Post by: Varisha on November 06, 2017, 05:36:24 PM
Quote from: Kori on November 06, 2017, 05:32:54 PM
And what if clicking the entry selects all stacks of that item at the same time?
That would still help a lot with locating stuff.

This is an option yes. Better to draw an additional icon for selecting it or hit the line? Not sure yet how it is done, but i will find a way ^^
Title: Re: [A17][A18] ZoneInspectData
Post by: Kori on November 06, 2017, 06:13:34 PM
Quote from: Varisha on November 06, 2017, 05:36:24 PM
Quote from: Kori on November 06, 2017, 05:32:54 PM
And what if clicking the entry selects all stacks of that item at the same time?
That would still help a lot with locating stuff.

This is an option yes. Better to draw an addition icon for selecting it or hit the line? Not sure yet how it is done, but i will find a way ^^

Cool, thanks a lot!  :) I don't think an additional icon or button is required, clicking on the line would be sufficient imo.
Title: Re: [A17][A18] ZoneInspectData
Post by: Varisha on November 07, 2017, 06:16:48 AM
Hi,

i was asked to provide similiar informations for selected barrels and other things. I would like to know if the idea is welcome to extend this mod to show additional details for other selected things than zones.
I started a poll for that. Please vote:

Technicals details:
As I inherit the cores MainWindowTab_Inspect-class I have the possibility to change any inspect details for any selected thing.
As this is the only class to do so I would like to include additional details in this mod. So the naming should then become something like "ExtendedInspectData" rather than "ZoneInspectData", because it can handle many more stuff than zones.

I would gather the ideas of the community and provide frequent feedback about the planned implementation.
For sure if it is too complex i welcome any design ideas as well when requesting new details.

Regards Vari
Title: Re: [A17][A18] ZoneInspectData
Post by: Modo44 on November 07, 2017, 07:51:02 AM
I would suggest adding as much information as you realistically can (without making the UI huge, for example). You can add a selection for various items in the mod options dialog. Some people will want all the info there is while others would choose only certain parts of it.
Title: Re: [A17][A18] ZoneInspectData
Post by: Varisha on November 07, 2017, 08:07:10 AM
I see. If it is too much different things the option dialog would be good, i agree.

But before starting to add data for all selectable things and figure out on my own what makes sense or not I would like the community to tell me what would be a good extension.

It's not just a mod for me but for all of you, so help me with your ideas :D
Title: Re: [A17][A18] ZoneInspectData
Post by: Modo44 on November 07, 2017, 10:11:39 AM
OK, here's an obvious one: Base weapon stats. I would really like to see the accuracy, shots, damage, DPS, etc. at a glance when a weapon is selected. And if multiple are selected, why not show a simplified weapon stats list sorted by <player selected option>.
Title: Re: [A17][A18] ZoneInspectData
Post by: kaptain_kavern on November 07, 2017, 10:24:21 AM
Really awesome mod.

thanks for making it
Title: Re: [A17][A18] ZoneInspectData
Post by: Varisha on November 07, 2017, 10:35:46 AM
Quote from: Modo44 on November 07, 2017, 10:11:39 AM
OK, here's an obvious one: Base weapon stats. I would really like to see the accuracy, shots, damage, DPS, etc. at a glance when a weapon is selected. And if multiple are selected, why not show a simplified weapon stats list sorted by <player selected option>.

Added a "feature request" table in the second post keeping it up to date regarding details and implementation status
Title: Re: [A17][A18] ZoneInspectData
Post by: Kori on November 07, 2017, 07:09:58 PM
Quote from: Modo44 on November 07, 2017, 10:11:39 AM
OK, here's an obvious one: Base weapon stats. I would really like to see the accuracy, shots, damage, DPS, etc. at a glance when a weapon is selected. And if multiple are selected, why not show a simplified weapon stats list sorted by <player selected option>.

+1
Title: Re: [A17][A18] ZoneInspectData (v1.0.17.3)
Post by: Varisha on November 09, 2017, 05:02:24 PM
New Releases:

  • ZoneInspectData [A17] (v1.1.17.5 not compatible to A18)
  • ZoneInspectData [A18] (v1.1.18.2 not compatible to A17)

New Feature:
Multiple selection for farm zones:
The mod will display a scrollable list with single entries for each zone.
Each entry contains the name of the plant and the numerical values that are available below the graph for single selection.
It is possible to sort the list by harvestable or fully grown plants (descending only) and it is possible to click a single entry to select the corresponding zone.

Pictures:
(https://i.imgur.com/4RqPpCQ.png?1) (https://i.imgur.com/4RqPpCQ.png)

Regards Vari
Title: Re: [A17][B18] ExtendedInspectData
Post by: Varisha on November 13, 2017, 11:31:13 AM
New Releases:

  • ExtendedInspectData [A17] (v1.1.17.6 not compatible to A18)
  • ExtendedInspectData [A18] (v1.1.18.3 not compatible to A17)

New Feature:
Single/Multiple selection of items to store things:
Adds a scrollable list of entries to the inspect window if one or more items are selected. The list contains an icon, the label and the total number of things stored in the selected item(s).

Changes:
- storage zones: Click on a list entry to select the corresponding items
- storage zones: items without icons are not longer shown at the end of the list, they are inserted according to their name (list is sorted by name).
- Renamed mod to "ExtendedInspectData" as it is handling zones and items to store things

Pictures:
(https://i.imgur.com/aaO1RCF.png?1) (https://i.imgur.com/aaO1RCF.png)
Regards Vari
Title: Re: [A17][A18] ExtendedInspectData
Post by: SpaceDorf on November 16, 2017, 07:42:27 AM
Holy Fork,

thank you for this awesome mod.
Title: Re: [A17][A18] ExtendedInspectData
Post by: Kori on November 17, 2017, 09:07:18 AM
Very good update, thanks!
Title: Re: [A17][A18] ExtendedInspectData
Post by: SpaceDorf on November 20, 2017, 04:52:41 AM
As for feature requests :

I would like a Ground Tile Information Box pinned next to the mouse cursor.
As technical solution I imagine this as a toggle button similar to the beauty overlay, which then displays the information from the lower left undisturbed by the architect menu.

A similiar Idea but completely different solution would be a soil/ground overlay. Color coded, like the roofed areas display but for soil. This could display the fertility, movement speed and ability to build upon.

Color for fertility from gray to dark green. ( gray, yellow, light green, green, dark green )
the speed percentage as number and a small red cross in a corner if the ground does not support buildings.
Title: Re: [A17][A18] ExtendedInspectData
Post by: Varisha on November 20, 2017, 12:27:46 PM
Quote from: SpaceDorf on November 20, 2017, 04:52:41 AM
As for feature requests :

I would like a Ground Tile Information Box pinned next to the mouse cursor.
As technical solution I imagine this as a toggle button similar to the beauty overlay, which then displays the information from the lower left undisturbed by the architect menu.

A similiar Idea but completely different solution would be a soil/ground overlay. Color coded, like the roofed areas display but for soil. This could display the fertility, movement speed and ability to build upon.

Color for fertility from gray to dark green. ( gray, yellow, light green, green, dark green )
the speed percentage as number and a small red cross in a corner if the ground does not support buildings.

Hi,
thanks for the input. In my opinion this feature request is not in the scope of the original idea, so i will not include this. The mod is more about to show information for selected things and not for "mouse over" - information.

Regards Vari
Title: Re: [A17][A18] ExtendedInspectData
Post by: SpaceDorf on November 20, 2017, 12:36:29 PM
To bad, but I can understand your point.

I still like your mod  ;D

Title: Re: [A17][A18] ExtendedInspectData
Post by: Nightinggale on November 20, 2017, 12:54:37 PM
Quote from: Varisha on November 20, 2017, 12:27:46 PMIn my opinion this feature request is not in the scope of the original idea, so i will not include this.
I completely agree with that statement. We should be careful not to turn mods into a random collection of semi-related or random features. Having said that, a mod for map overlays is not a bad idea. Soil fertility, move speed, dirt level. There are plenty of interesting options for map overlays. Perhaps it would be fitting to propose this to the temperature map overlay mod as it's already a mod about map overlays.
Title: Re: [A17][B18] ExtendedInspectData
Post by: SpaceDorf on November 23, 2017, 05:07:06 AM
Good point, I think I will do exactly that.
Title: Re: [A17][B18] ExtendedInspectData
Post by: tarator on November 30, 2017, 02:16:21 PM
I'd love to see the total number of cells in the selected farm zone(s) and their counts by soil fertility (type)? For crop calculations I need number of squares on normal soil, fertile soil, gravel...
Title: Re: [A17][B18] ExtendedInspectData
Post by: PreDiabetic on November 30, 2017, 05:48:50 PM
It has problem with Rimfridge, writings overlap each other due to they both use same area as details.
Title: Re: [A17][B18] ExtendedInspectData
Post by: Varisha on December 03, 2017, 05:37:24 PM
Quote from: tarator on November 30, 2017, 02:16:21 PM
I'd love to see the total number of cells in the selected farm zone(s) and their counts by soil fertility (type)? For crop calculations I need number of squares on normal soil, fertile soil, gravel...
Hi due to space issues i wont do that now. I am currently sticking to the inspect window.
If i would go to have a seperate window for it then i could do this as well. Not sure yet, i will let you know. This could lead to some distinct mod for an overall farm zone information window. But I need to think about this first.

----

Quote from: damngrl on November 30, 2017, 05:48:50 PM
It has problem with Rimfridge, writings overlap each other due to they both use same area as details.
Please name the version of this mod and the version of RimFridge mod.
I will check this. Sounds not that good. I will let you know.
Added info in 2nd post (https://ludeon.com/forums/index.php?topic=36614.msg375447#msg375447)
Title: Re: [A17][B18] ExtendedInspectData
Post by: PreDiabetic on December 03, 2017, 06:07:15 PM
Quote from: damngrl on November 30, 2017, 05:48:50 PM
It has problem with Rimfridge, writings overlap each other due to they both use same area as details.
Quote
Please name the version of this mod and the version of RimFridge mod.
I will check this. Sounds not that good. I will let you know.
Added info in 2nd post (https://ludeon.com/forums/index.php?topic=36614.msg375447#msg375447)

ExtendedInspectData [A18] ------------ Version: 1.1.18.3
RimFridge - A18 ----------- has only Github version "ddb8e54" 25 Oct 2017 which is latest version
Title: Re: [A17][B18] ExtendedInspectData
Post by: Varisha on December 04, 2017, 02:13:15 PM
New Release:

  • ExtendedInspectData [B18] (v1.1.18.4)
Changes:

  • Fixed bug with overlapping texts.
  • Removed exception when deselecting things (did not affect the gameplay)

Unfortunatly it is not possible to calculate the height of the default inspect string taking word wrap into account (tried using the existing methods for that). For my list of items I calculate at least space for 4 different item types until scroll bar pops up. So if you have a small fridge from RimFridge mod you will see some unused space at the bottom of the inspect window, as the list contains only 1 item type but space is calculated for 4 types. If you have the big fridge with 4 different item types stored everything is going well. This applies for any storage item!

Maybe i will find a way to fix this but there is the issue, that the inspect window height is calculated before contents are analyzed!
Title: Re: [A17][B18] ExtendedInspectData
Post by: Varisha on December 05, 2017, 08:08:11 AM
New Release:

  • ExtendedInspectData [B18] (v1.1.18.5)
Changes:

  • Bug fix for missing tab buttons when inspect pane was resized (affects v1.1.18.4)
Title: Re: [A17][B18] ExtendedInspectData
Post by: Zalpha on December 10, 2017, 09:25:13 PM
Very nice mod, thanks! :D
Title: Re: [A17][B18] ExtendedInspectData
Post by: Harry_Dicks on December 30, 2017, 07:51:54 PM
I feel kinda dumb, but could I get dummy's breakdown of what the graph and icons mean when you select a grow zone? Thanks!
Title: Re: [A17][B18] ExtendedInspectData
Post by: Varisha on December 31, 2017, 02:36:59 PM
Quote from: Harry_Dicks on December 30, 2017, 07:51:54 PM
I feel kinda dumb, but could I get dummy's breakdown of what the graph and icons mean when you select a grow zone? Thanks!

Hi, it is included in the About.xml (visible ingame) and on the first page in this thread :)

Below the graph you find the following information from left to right
- Total of cells with no plant in it (this includes cells that are marked as growing zone, but have a lamp on it or so)
- Total cells with plants in it (any growth value)
- Total number of plants that cannot be harvested yet (left of white line)
- Total number of plants that can be harvested (right of white line)
- Total number of fully grown plants (growth value = 100%)

Any questions left?
Regards Vari
Title: Re: [A17][B18] ExtendedInspectData
Post by: minakurafto on January 31, 2018, 11:52:31 PM
in vanilla we can select stockpile from item selected above it "with next item in cell" icon and it  hotkeyed.
with extended inspected data, the icon still works as usual but the hotkey wont let select stockpile below as if the stockpile is nonexistant. just minor bug, still the mod function is greater than tiny loss
Title: Re: [B19][B18][A17] ExtendedInspectData
Post by: Varisha on September 07, 2018, 05:32:59 PM
New Release:

  • ExtendedInspectData [B19] (v1.1.19.0)
Changes:

  • Made it compatible to rimworld version v0.19.2009
Title: Re: [B19] ExtendedInspectData
Post by: Varisha on September 17, 2018, 04:06:03 PM
New Release:

  • ExtendedInspectData [B19] (v1.1.19.1)
Changes:

  • Fixed warning on startup
Title: Re: [B19] ExtendedInspectData
Post by: Spikedude on November 05, 2018, 04:56:56 PM
If anyone was wondering, this excellent mod still works with 1.0. Went ahead and tested it and haven't noticed a single issue.
Title: Re: [B19] ExtendedInspectData
Post by: Varisha on November 08, 2018, 03:59:57 AM
I got some reply on Steam to check a certain behaviour with fully grown plants on growing zones. Lets see.
Title: Re: [B19] ExtendedInspectData
Post by: Varisha on December 21, 2018, 04:55:50 PM
New Release:

  • ExtendedInspectData (v1.2.1.1)
Changes:

  • adjusted for RimWorld version 1.0.2096
Title: Re: [1.0] ExtendedInspectData
Post by: Kori on December 26, 2018, 07:43:10 AM
Thank you for the update.

I play with RimHUD. Since I updated your mod to 1.0, the tab button which is on the very left side of the pawn's panel (usually Psyche or Log) gets a clone which is partially overlapped by the original one. You see only 50% of the cloned tab. When you open the tabs, it often opens the wrong window, that's why I think that maybe all tabs get a clone in a slightly different position, they are just hidden behind the original ones and you can only see the first one on the left.

This doesn't happen with the B19 version of your mod. That version works fine with RimHUD and Rimworld 1.0.
Title: Re: [1.0] ExtendedInspectData
Post by: Varisha on December 27, 2018, 02:57:21 PM
Quote from: Kori on December 26, 2018, 07:43:10 AM
Thank you for the update.

I play with RimHUD. Since I updated your mod to 1.0, the tab button which is on the very left side of the pawn's panel (usually Psyche or Log) gets a clone which is partially overlapped by the original one. You see only 50% of the cloned tab. When you open the tabs, it often opens the wrong window, that's why I think that maybe all tabs get a clone in a slightly different position, they are just hidden behind the original ones and you can only see the first one on the left.

This doesn't happen with the B19 version of your mod. That version works fine with RimHUD and Rimworld 1.0.

Yes, I will check it. I did not add any code to 1.0. I just recompiled it using the newer core-API. Maybe there is some hidden magic included that I need to adjust to.

This is, when you select a pawn? In general I only execute code when you select zones or storage-items :/
Weird thing ^^
Title: Re: [1.0] ExtendedInspectData
Post by: Kori on December 27, 2018, 05:45:35 PM
Yes, pawns or other living beings. Thanks for checking. :)
Title: Re: [1.0] ExtendedInspectData
Post by: HSneak on December 27, 2018, 06:31:56 PM
QuoteThis is, when you select a pawn? In general I only execute code when you select zones or storage-items :/
Weird thing ^^

I can confirm what Kori said, selecting any pawn in general gives a half~ish additional button in RimHud (which was strange for me to figure out since I added some mods together and didn't think of this one as the cause). Another lil' detail is that if you click on the buttons, one of them takes the place of the previous one (for example, Food | Log | Gear , if you click on food, you'll have log window then on log you'll have gear, or log again, messed up stuff..)
Title: Re: [1.0] ExtendedInspectData
Post by: Varisha on December 28, 2018, 06:37:05 AM
I figured out the issue activating both mods at the same time. Seems I need a bigger refactoring, but will talk to Jaxe (developer of RimHud) first.
Basically both mods create the buttons above the window. So they exist 2 times each :/
Title: [1.0] ExtendedInspectData
Post by: Varisha on December 28, 2018, 05:44:57 PM
New Release:

  • ExtendedInspectData (v1.2.1.2)
Changes:

  • Fixed issue with RimHUD tab buttons
  • Fixed bug that a storage item itself is listed as item (e.g. fridges or shelfs)
  • Changed patch mechanics to use Harmony-Library
Title: Re: [1.0] ExtendedInspectData
Post by: Kori on December 30, 2018, 05:33:17 AM
Thanks for the update! It works great with RimHUD now. :)
Title: Re: [1.0] ExtendedInspectData
Post by: Varisha on January 01, 2019, 03:27:45 PM
New Release:

  • ExtendedInspectData (v1.2.2.3)
Changes:

  • Add support for multiple selection of plant growing buildings (like hydrophonic basins)
  • direct selection of harvestable or fully grown plants in multiselection view

I hope it is doing fine with other plant-growing items introduced by other mods. Any plant growing item has to be a subtype of "Building_PlantGrower" to be affected by my changes. Otherwise the default view will remain.
Title: Re: [1.0] ExtendedInspectData
Post by: Varisha on January 03, 2019, 12:24:06 PM
New Release:

  • ExtendedInspectData (v1.2.2.4) (https://github.com/Varisha84/ExtendedInspectData/releases/tag/v1.2.2.4)
Changes:

  • fixed bug that direct selection of fully grown plants in multi-selection view selected harvestable plants insteadnts instead
Title: Re: [1.0] ExtendedInspectData
Post by: Amnesiac on February 24, 2019, 02:33:40 AM
Can anyone help me understand how to read the graph?  I read the description but I don't quite understand
Title: Re: [1.0] ExtendedInspectData
Post by: Varisha on March 16, 2019, 07:33:57 AM
Quote from: Amnesiac on February 24, 2019, 02:33:40 AM
Can anyone help me understand how to read the graph?  I read the description but I don't quite understand
Hi,

what in detail do you not understand reading the description? I'll try to help then :)
Title: Re: [1.1] ExtendedInspectData
Post by: Varisha on March 16, 2020, 02:00:06 PM
New Release:

  • ExtendedInspectData [1.1] (v1.3.0.0)
Changes:

  • Update for RimWorld 1.1 and HarmonyLib 2.0
Title: Re: [1.1] ExtendedInspectData
Post by: Varisha on November 17, 2021, 04:46:55 AM
New Release:

  • ExtendedInspectData [1.3] (v1.5.0.0)
Changes:

  • Update for RimWorld 1.3
Title: Re: [1.4] ExtendedInspectData
Post by: Varisha on November 30, 2022, 03:35:24 PM
New Release:

  • ExtendedInspectData [1.4] (v1.6.0.0)
Changes:

  • Update for RimWorld 1.4
Title: Re: [1.4] ExtendedInspectData
Post by: Varisha on April 15, 2024, 06:50:35 AM
New Release:
  • ExtendedInspectData (v1.7.0.0)
Changes:
  • Update for RimWorld 1.5
  • Fixed: stockpile zone item list includes not accepted items (e.g. grass, mounted wall lamps, etc)