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RimWorld => Mods => Releases => Topic started by: Jaxe on September 21, 2018, 07:08:31 PM

Title: [1.5] RimHUD - Add more information to the UI
Post by: Jaxe on September 21, 2018, 07:08:31 PM
RimHUD
Version 1.15.2

(https://img.shields.io/steam/downloads/1508850027?color=blue&label=Steam%20Downloads) (https://img.shields.io/github/downloads/Jaxe-Dev/RimHUD/total.svg?colorB=blue&label=GitHub+Downloads)

Built for RimWorld 1.5 (https://rimworldgame.com/)
Powered by Harmony (https://ludeon.com/forums/index.php?topic=29517.0)
Available on Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=1508850027)



RimHUD is a UI mod that displays a detailed information about a selected character or creature. The HUD display is integrated into the inspect pane which can be resized to fit the additional information. Alternatively the HUD can a separate floating window and docked to any position on the screen.

Visual warnings will appear if a pawn has any life threatening conditions, has wounds that need tending or is close to a mental breakdown.

No update should ever break an existing save game and this mod can be added or removed from a game at any time.



(https://i.imgur.com/jxw5fHU.png)



STEAM INSTALLATION
Go to the Steam Workshop page (https://steamcommunity.com/sharedfiles/filedetails/?id=1508850027) and subscribe to the mod.

NON-STEAM INSTALLATION
Download the latest release (https://github.com/Jaxe-Dev/RimHUD/releases/latest) and unzip it into your RimWorld\Mods folder.



This mod may be added or removed from an existing game at any time without issue.

Note to translators: Although the offers are appreciated, for maintenance reasons only English will included with the base mod. All translations should be uploaded as language submods with full permission to use the mod's images in any way.

Note to modders: RimHUD supports built-in presets and custom widgets from your mod. Check the wiki for details.

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Title: Re: [B19] RimHUD v1.1.0 - A new UI mod
Post by: bigheadzach on September 21, 2018, 07:20:03 PM
Wow. You're a UX/UI whiz, ya know?

BTW, I recognize that Outfit is for your selected Outfit, Area for your designated Area, and Rules is from your Pawn Rules setting. What is Agenda? Is that drug policy? Or some kind of indicator of what tasks/priorities are being addressed?
Title: Re: [B19] RimHUD v1.1.0 - A new UI mod
Post by: Jaxe on September 21, 2018, 07:44:00 PM
Quote from: bigheadzach on September 21, 2018, 07:20:03 PMWhat is Agenda? Is that drug policy? Or some kind of indicator of what tasks/priorities are being addressed?

It's just the timetable that's normally shown (Sleep/Work/Recreation/Anything). It should be called Timetable but when I was making the mod it didn't fit to the widths. Since then the widths are modifiable but the name stuck. I may change it back or to Schedule.
Title: Re: [B19] RimHUD v1.1.0 - A new UI mod
Post by: rawrfisher on September 21, 2018, 07:44:41 PM
Lets see how quickly I can break it 8)
Title: Re: [B19] RimHUD v1.1.0 - A new UI mod
Post by: Jaxe on September 21, 2018, 07:49:37 PM
Quote from: rawrfisher on September 21, 2018, 07:44:41 PMLets see how quickly I can break it 8)

Please do, and it would be very useful for me if you let me know how.
Title: Re: [B19] RimHUD v1.1.0 - A new UI mod
Post by: rawrfisher on September 21, 2018, 07:57:09 PM
I loaded it at the bottom and its working fine so I may try it with it at the top later.
Title: Re: [B19] RimHUD v1.1.0 - A new UI mod
Post by: Mr_Man on September 21, 2018, 08:07:59 PM
Hmm... if I use this will I still need Moody?
Title: Re: [B19] RimHUD v1.1.0 - A new UI mod
Post by: rawrfisher on September 21, 2018, 08:13:31 PM
I did get a harmless little spazout where the bottom bar vanished when I saved but no error was generated and it came back after it finished saving.

Title: Re: [B19] RimHUD v1.1.0 - A new UI mod
Post by: Jaxe on September 21, 2018, 08:14:50 PM
Quote from: Mr_Man on September 21, 2018, 08:07:59 PM
Hmm... if I use this will I still need Moody?

Moody is an overview of all your colonists, RimHUD focuses on the selected character. You could use both.
Title: Re: [B19] RimHUD v1.1.0 - A new UI mod
Post by: rawrfisher on September 21, 2018, 08:17:06 PM
I'll keep that in mind if I do a run where I care about the mood beyond just keeping them from being spaz's
Title: Re: [B19] RimHUD v1.1.0 - A new UI mod
Post by: dismar on September 21, 2018, 09:23:03 PM
Cant start a new world with this mod loaded. Anyone else have this?
Title: Re: [B19] RimHUD v1.1.0 - A new UI mod
Post by: rawrfisher on September 21, 2018, 09:25:37 PM
Havnt tried a new one I tossed it into an exsisting
Title: Re: [B19] RimHUD v1.1.0 - A new UI mod
Post by: bigheadzach on September 21, 2018, 11:42:18 PM
Definitely enjoying the detail so far,but there's definitely a weird issue with the Social/Guest/Bio/Gear tabs - tab names are linking to the wrong popups, and tab buttons are duplicated, depending on whether they are a prisoner, animal, Hospitality Guest, etc. If you need something a bit more concrete than that, let me know what I can get you.
Title: Re: [B19] RimHUD v1.1.0 - A new UI mod
Post by: Mersid on September 21, 2018, 11:43:51 PM
Looks awesome! Is there a backport for B18?
Title: Re: [B19] RimHUD v1.1.0 - A new UI mod
Post by: rawrfisher on September 22, 2018, 12:21:06 AM
Quote from: bigheadzach on September 21, 2018, 11:42:18 PM
Definitely enjoying the detail so far,but there's definitely a weird issue with the Social/Guest/Bio/Gear tabs - tab names are linking to the wrong popups, and tab buttons are duplicated, depending on whether they are a prisoner, animal, Hospitality Guest, etc. If you need something a bit more concrete than that, let me know what I can get you.

I would guess you can start with an output log for reveiw.  From that point I do not know what jaxe would wanna check
Title: Re: [B19] RimHUD v1.1.0 - A new UI mod
Post by: Jaxe on September 22, 2018, 12:26:56 AM
Quote from: bigheadzach on September 21, 2018, 11:42:18 PM
Definitely enjoying the detail so far,but there's definitely a weird issue with the Social/Guest/Bio/Gear tabs - tab names are linking to the wrong popups, and tab buttons are duplicated, depending on whether they are a prisoner, animal, Hospitality Guest, etc. If you need something a bit more concrete than that, let me know what I can get you.

If you have a screenshot or log (if an error comes up) and a short list of mods that could be causing an issue would be great if you could. By the sounds of it Hospitality is one I will check it out.
Title: Re: [B19] RimHUD v1.1.0.1 - A new UI mod
Post by: Jaxe on September 22, 2018, 12:50:16 AM
Updated to v1.1.0.1
- Fixed the issue when starting new game
- Renamed Agenda to Schedule
- Set default minimum tabs to 7 to avoid stretching for prisoners and guests
Title: Re: [B19] RimHUD v1.1.0.1 - A new UI mod
Post by: Ser Kitteh on September 22, 2018, 01:34:07 AM
Hey Jaxe, I gotta say I'm super enjoying the mod! With a single glance, I have all the info I need.

The only thing, I would suggest, is to make the the colour of the skills more eye popping. I think blue for single passion flame and green for double passion flame, is just a slight tweak that's needed (or whatever colour you may prefer).

Only have 2 hours with the mod, will try to report more stuff soon.
Title: Re: [B19] RimHUD v1.1.0.1 - A new UI mod
Post by: Jaxe on September 22, 2018, 04:19:09 AM
@Ser Kitteh: Thanks for the feedback. Next customization update will allow users to select their own colors for every colored item. In fact the tab is already there in the settings dialog but I've disabled it as it's not ready yet. I agree the passion colors do need to stand out more (there is however the + and ++ postfixed to the skill name which show passion level too). I wanted to keep it a similar color to the flames in vanilla but like I said soon users will be able to change it to whatever they want.
Title: Re: [B19] RimHUD v1.1.0.1 - A new UI mod
Post by: Jaxe on September 22, 2018, 04:19:30 AM
Updated to v1.1.0.2
- Disabled showing HUD on corpses for now
- Fixed integrations not found

Link to latest GitHub release (https://github.com/Jaxe-Dev/RimHUD/releases/latest)
Title: Re: [B19] RimHUD v1.1.0.2 - A new UI mod
Post by: SteveDream on September 22, 2018, 06:45:56 AM
Is this mod compatible with psychology mod?
Title: Re: [B19] RimHUD v1.1.0.2 - A new UI mod
Post by: Jaxe on September 22, 2018, 07:26:23 AM
Quote from: SteveDream on September 22, 2018, 06:45:56 AM
Is this mod compatible with psychology mod?

Should be compatible with most mods as long as they don't change the inspect pane. Even if they did change the inspect pane you could always use the floating HUD instead.
Title: Re: [B19] RimHUD v1.1.0.2 - A new UI mod
Post by: n0cifer on September 22, 2018, 08:02:38 AM
So... am I the only one encountering the following "issues"?

1) The RimHUD-v1.1.0.2.zip archive on the GitHub releases page is just a flat archive with files named after the actual, proper folder structure (e.g. there is a file called 'RimHUD/About/About.xml' in archive root instead of a file called 'About.xml' in a folder called 'About' in a folder called 'RimHUD' in archive root).

2) The 2 source code archives are properly organized.

Would this mean that one should download the source archive and forget about the "proper" release archive?

The issues are trivial really, I'm just curious :P

EDIT: I just noticed that it also happens with a couple of other mods as well. I assume the non-source archives were manually created and then uploaded to GitHub? If that is so, it might be an incompatibility with the compression software used. Could you by any chance be using a Mac?
Title: Re: [B19] RimHUD v1.1.0.2 - A new UI mod
Post by: Jaxe on September 22, 2018, 08:56:48 AM
GitHub automatically creates the source files when we publish a release but you won't need the source anyway, just get the RimHUD-1.x.x.x.zip file and unzip that into your mod folder. Alternatively if you use Steam just subscribe to the mod, check the links on the first page.

Heh I haven't used a mac for 20 years and at least on my PC the zip file containing the release seems to be ok. It is impossible to name a file 'somefolder/somefile.xml' that would mean it's a folder and a file. If you unzip that file does it not create the folder structure correctly?
Title: Re: [B19] RimHUD v1.1.0.2 - A new UI mod
Post by: n0cifer on September 22, 2018, 10:27:56 AM
Nope. When I open 'RimHUD-v1.1.0.2.zip' (with the 'v' before the version number - that's the one causing issues for me, the sources are OK) its contents are as shown in the first attachment, and extracting it results in a flat structure as shown in the second attachment, complete with backslashes in the filenames and everything. But then again I'm on Linux, so slashes of whatever kind in filenames are nothing new to it.

Anyway, don't fret about it, if I'm the only one having this problem then it's no big deal since the other two archives do the job properly. As I said, I was just curious :P


[attachment deleted due to age]
Title: Re: [B19] RimHUD v1.1.0.2 - A new UI mod
Post by: Canute on September 22, 2018, 10:37:04 AM
n0cifer,
when the "v" cause some problem maybe you should try a different zip-tool ?

and btw. the difference between the source code archive and the release are, the source code are missing the assemblies file, they need to be compiled.
So the source code archive is no useable mod (except the mod don't have any assemblies).

Title: Re: [B19] RimHUD v1.1.0.2 - A new UI mod
Post by: Jaxe on September 22, 2018, 10:43:49 AM
^ Yes what Canute said, you cannot use the source archive as it does not contain the files needed for the mod to run. You might have to try a different unzipper, not sure about what ones are good for linux. I will look into making the zips a little more cross-platform friendly for the next release.
Title: Re: [B19] RimHUD v1.1.0.2 - A new UI mod
Post by: dismar on September 22, 2018, 11:12:28 AM
TY! I like what you have done and was able to start a new game. :)
Title: Re: [B19] RimHUD v1.1.0.2 - A new UI mod
Post by: bigheadzach on September 22, 2018, 12:51:54 PM
Quote from: Jaxe on September 22, 2018, 10:43:49 AM
^ Yes what Canute said, you cannot use the source archive as it does not contain the files needed for the mod to run. You might have to try a different unzipper, not sure about what ones are good for linux. I will look into making the zips a little more cross-platform friendly for the next release.

For Mac, I had ok success with Keka. I remember having this problem on several occasions.
Title: Re: [B19] RimHUD v1.1.0.2 - A new UI mod
Post by: n0cifer on September 22, 2018, 01:37:13 PM
Quote from: Canute on September 22, 2018, 10:37:04 AM
n0cifer,
when the "v" cause some problem maybe you should try a different zip-tool ?

I did that and indeed it extracted correctly.

Quote from: Canute on September 22, 2018, 10:37:04 AMand btw. the difference between the source code archive and the release are, the source code are missing the assemblies file, they need to be compiled.
So the source code archive is no useable mod (except the mod don't have any assemblies).

Oh right, I forgot about the assemblies... *facepalm* Thanks for the heads up! I guess I could have just copied over the assembled files from the non-source archive, but either way it's fine now since I was able to decompress the archives properly.

Quote from: Jaxe on September 22, 2018, 10:43:49 AM
^ Yes what Canute said, you cannot use the source archive as it does not contain the files needed for the mod to run. You might have to try a different unzipper, not sure about what ones are good for linux. I will look into making the zips a little more cross-platform friendly for the next release.

Thanks for looking into this.

I managed to isolate the problem in 7zip; if I run any other unzip tool everything works as it should. Judging by the fact that out of the ~150 mods I'm currently using there are only 4 or 5 with this issue (not to mention the multitudes of zip archives I work with everyday), and also by the fact that @bigheadzach says they've also encountered this problem on a Mac before (which means it's not Linux-specific), I'd be willing to bet it's an incompatibility with the software used to create those problematic zip archives (e.g. a specific version of WinRAR or WinZip or even 7zip for Windows). So if I could offer a suggestion, if it's not too bothersome for you, you could try using a different software to compress the next release of RimHUD, and then I can check if that resolves the issue. If not... well. One thing at a time :)
Title: Re: [B19] RimHUD v1.1.0.2 - A new UI mod
Post by: Canute on September 22, 2018, 02:31:27 PM
Basicly you can rename a .zip into .rar or .z .
Most compression tools analyse the archive type by their signature at the begining of the file and use the proper methode to read and uncompress it.

I don't know what tool jaxa or Github used to create the .zip, maybe it is a variante your tool don't support.
Title: Re: [B19] RimHUD v1.1.0.2 - A new UI mod
Post by: Madman666 on September 22, 2018, 03:12:18 PM
Wow, this is so good. I'll be watching its development closely. Saves so much time, so many setting to make it to your liking. Amazing job!
Title: Re: [B19] RimHUD v1.1.0.3 - A new UI mod
Post by: Jaxe on September 22, 2018, 03:48:26 PM
v1.1.0.3
- Fix for null reference when using select next in cell
- Can show needs added by other mods, option in the Integration section (default: not shown)

Link to latest GitHub release (https://github.com/Jaxe-Dev/RimHUD/releases/latest)
Title: Re: [B19] RimHUD v1.1.0.3 - A new UI mod
Post by: n0cifer on September 22, 2018, 07:29:25 PM
The zipfile is now working properly. Thanks!

Oh, and good job with the mod itself, I kind of forgot to mention that. Yeah.
Title: Re: [B19] RimHUD v1.1.0.3 - A new UI mod
Post by: bigheadzach on September 22, 2018, 07:48:10 PM
Find attached several examples of weird inspect pane buttons. Depending on the order in which I open them, they will open the correct tab or one to the left or right. At times the very left of the button row will appear empty but I can still click it to close whatever tab is open. https://imgur.com/a/3pRREFn

I'm thinking Psychology and Extended Inspect Data and Blueprint Report are probably a good place to start about how to integrate RimHUD with mods that affect the inspect pane.

Mod list: (NOTE: Folder names may not reflect actual versions of mods - I was lazy and didn't rename them. All mods are fully updated as of this post.)
<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>2009</buildNumber>
  <activeMods>
    <li>MOD-E-master</li>
    <li>Core</li>
    <li>HugsLib</li>
    <li>JecsTools-1.1.0.1</li>
    <li>ModSwitch</li>
    <li>ModSyncRW</li>
    <li>AllowTool</li>
    <li>BetterMiniMap-master</li>
    <li>CameraPlus-master</li>
    <li>ColorCodedMoodBar</li>
    <li>ConduitDeconstruct</li>
    <li>Dubs Mint Menus</li>
    <li>EdBPrepareCarefully</li>
    <li>GiddyUpCore-1.0.5</li>
    <li>battlemounts-1.0.5</li>
    <li>GiddyUpCaravan-1.0.2</li>
    <li>GiddyUpRideAndRoll-1.0.3</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_Incidents</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Miscellaneous_MapGenerator_FactionBase</li>
    <li>Miscellaneous_MapGenerator Urban</li>
    <li>Miscellaneous_BeeAndHoney</li>
    <li>Miscellaneous_BeeAndHoneyX Urban</li>
    <li>Miscellaneous_Robots</li>
    <li>Robots_PlusPlus_Misc_Robots_Xtension</li>
    <li>Miscellaneous_MAI</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>Miscellaneous_TurretBase</li>
    <li>Miscellaneous_WeaponRepair</li>
    <li>Vegetable Garden</li>
    <li>VGP CoffeeTeaDrugs</li>
    <li>VGP_Canning</li>
    <li>VGP_Fabric</li>
    <li>VGP_Garden_Drinks</li>
    <li>VGP_Garden_Gourmet</li>
    <li>VGP_Medicine</li>
    <li>VGP_More Veggies</li>
    <li>VGP_Soylent Production</li>
    <li>VGP_Tools</li>
    <li>VGP_Trees_Flowers</li>
    <li>CraftingQualityRebalanced</li>
    <li>ExpandedRoofing-master</li>
    <li>FashionRIMsta_B19</li>
    <li>FluffyBreakdowns</li>
    <li>FollowMe</li>
    <li>HMTBLite</li>
    <li>LabelsOnFloor</li>
    <li>MarvsUghYouGotMe</li>
    <li>Meals On Wheels - Release</li>
    <li>MedicalTab</li>
    <li>MemorableAuroras</li>
    <li>MendAndRecycle</li>
    <li>Moody</li>
    <li>MoreHarvestDesignators</li>
    <li>Pharmacist</li>
    <li>PickUpAndHaul</li>
    <li>PrepareLanding</li>
    <li>ProfitableWeapons</li>
    <li>ProperShotguns</li>
    <li>QualityBuilder</li>
    <li>RangedStaggerRebalanced</li>
    <li>RangeFinder-master</li>
    <li>RealisticRooms</li>
    <li>ResearchPal</li>
    <li>Replace Stuff - Release</li>
    <li>RimFridge</li>
    <li>RIMkea_B19</li>
    <li>RimQuest-master</li>
    <li>RT_Fuse-B19-1.2.0</li>
    <li>RT_PowerSwitch-B19-1.0.9</li>
    <li>PowerSwitch</li>
    <li>StuffedFlaks</li>
    <li>SYR_HarvestYieldPatch</li>
    <li>WorkTab</li>
    <li>P-Music</li>
    <li>AnimalsLogic</li>
    <li>AreaUnlocker</li>
    <li>AvoidFriendlyFire</li>
    <li>A_Dog_Said_B19</li>
    <li>BetterRoads</li>
    <li>BirdsAndBees</li>
    <li>Blueprints</li>
    <li>CleaningArea</li>
    <li>Collapser</li>
    <li>DefensivePositions</li>
    <li>Doors-Expanded</li>
    <li>DrawABead</li>
    <li>ED-Embrasures</li>
    <li>EfficientUtilities</li>
    <li>ForbiddableDebris</li>
    <li>Hardworking animals B19</li>
    <li>HeatMap</li>
    <li>Hospitality-B19</li>
    <li>LovelyHairStyle</li>
    <li>Nightvision</li>
    <li>Playable Settlers Faction</li>
    <li>Quarry</li>
    <li>ReverseCommands-master</li>
    <li>Rimsenal_Hair</li>
    <li>Rimsenal_Vanilla</li>
    <li>RunAndGun-1.0.3</li>
    <li>SafelyHiddenAway - Release</li>
    <li>SameSpot-master</li>
    <li>SaveStorageSettings</li>
    <li>SeasonalWeather-master</li>
    <li>Share The Load - Release</li>
    <li>ShowHair</li>
    <li>SimpleSidearms</li>
    <li>SparklingWorlds Full Mod</li>
    <li>Spoons_Hair_Mod_B19</li>
    <li>SYR_ProstheticTable</li>
    <li>T-MoreFloors</li>
    <li>TechAdvancing</li>
    <li>Toolboxifier</li>
    <li>SetUpCamp-master</li>
    <li>TradingSpot</li>
    <li>WatermillTweaks</li>
    <li>WheresTheGravel-grayscale</li>
    <li>Xeva's Hair</li>
    <li>Psychology</li>
    <li>AnimalTab</li>
    <li>NamesGalore-master</li>
    <li>SteelIsIron</li>
    <li>SYR_ProstheticIcons</li>
    <li>TurretExtensions</li>
    <li>TETurretExpansion</li>
    <li>Fences And Floors</li>
    <li>DoorMat</li>
    <li>Achtung</li>
    <li>ColonyManager</li>
    <li>ImprovedWorkbenches</li>
    <li>MensHair</li>
    <li>PawnRules</li>
    <li>RainWashesAwayFilth</li>
    <li>Room Food - Release</li>
    <li>WildAnimalSex 3.2</li>
    <li>WanderingCaravans</li>
    <li>ToggleHarvest</li>
    <li>SmartMedicine - Release</li>
    <li>MoreFactionInteraction-master</li>
    <li>EditableBackstories</li>
    <li>ConsolidatedTraits</li>
    <li>The Price Is Right - Release</li>
    <li>MoreTraitSlots</li>
    <li>ArchitectIcons</li>
    <li>RF - Advanced Bridges</li>
    <li>RF - Archipelagos</li>
    <li>RF - Fishing</li>
    <li>RF - Pawns are Capable!</li>
    <li>BlueprintReport</li>
    <li>Wall Light B19</li>
    <li>VergeOfGalaxy-B19.0</li>
    <li>SupplyAndDemand</li>
    <li>Show Light Radius</li>
    <li>ShelfRenamer</li>
    <li>RF - Tribal Pawn Names</li>
    <li>RazorWire</li>
    <li>QualityCooldown</li>
    <li>More Vanilla Turrets</li>
    <li>MoreVanillaTurretsTEPatch</li>
    <li>InteractionBubbles</li>
    <li>GroundClear</li>
    <li>Grenade Launcher</li>
    <li>FloorLightsB19</li>
    <li>Flamethrower</li>
    <li>ExtendedInspectData-1.1.19.0</li>
    <li>BetterRecordsTab</li>
    <li>B19_DESurgeries</li>
    <li>RimHUD</li>
  </activeMods>
</ModsConfigData>
Title: Re: [B19] RimHUD v1.1.0.3 - A new UI mod
Post by: Jaxe on September 23, 2018, 01:10:43 AM
@bigheadzach:

I can confirm that RimHUD's docked mode currently interferes and overlaps the ExtendedInspectData mod. If you wish to use both mods you may need to use RimHUD's floating mode.

I will strive to ensure compatibility with any mod built before RimHUD so I will look into a fix for this soon. It's not a harmful issue but just the two inspect panes overlap each other.
Title: Re: [B19] RimHUD v1.2.0 - A new UI mod
Post by: Jaxe on September 29, 2018, 11:03:49 PM
Updated to 1.2.0
- Basic color customization options now available
- Fixed area button not showing for player faction animals
- Added experimental compatibility with ExtendedInspectData
- More information added to the HUD: queued jobs, lord job, target, carrying, stunned, restraints, animal training, animal product progress, mental state for animals
- Hovering over health will display a tooltip with current conditions
- Hovering over mood will display a tooltip with current thoughts
- Hovering over name, title, age or skills shows backstory, traits and disabled work types
- Hover over a skill shows detailed stats for that skill
- Currently these new features only apply to the docked (default) mode

Link to latest GitHub release (https://github.com/Jaxe-Dev/RimHUD/releases/latest)
Title: Re: [B19] RimHUD v1.2.0 - A new UI mod
Post by: Jaxe on September 30, 2018, 04:37:49 PM
Updated to v1.2.1
- Fix for inspiration not showing in mood description
- Inspiration added to the mood tooltip

Link to latest GitHub release (https://github.com/Jaxe-Dev/RimHUD/releases/latest)
Title: Re: [1.0] RimHUD v1.2.9 - A new UI mod
Post by: Jaxe on October 17, 2018, 12:57:39 PM
Updated to 1.2.9
- Built for RimWorld 1.0
- Pre-content update: Docked and Floating HUDs can now be customized (currently only via the .xml files in your config folder, next update will add a GUI to visually customize this)
- Custom needs and skills can be added via xml (example: <Skill DefName="Hygiene" />)
- Floating mode now uses all new features
- Added selector for food restrictions where available
- Added icon for self tend
- Fixed age miscalculation
- More tooltips added for skills and training and fixed tooltip flicker
- Pawn Rules integration removed until it has been updated
Title: Re: [1.0] RimHUD v1.2.9 - A new UI mod
Post by: publicuser on October 18, 2018, 05:07:03 AM
suggest to add Temperature View into the mod (colonist's individual temperature), like moody
Title: Re: [1.0] RimHUD v1.2.9 - A new UI mod
Post by: Angelix on October 18, 2018, 10:58:23 AM
can you remove skills decimals(option?).
maybe make them background bars
Title: Re: [1.0] RimHUD v1.2.9.1 - A new UI mod
Post by: Jaxe on October 19, 2018, 11:17:01 AM
Updated to v1.2.9.1
- Changed color of self-tend icon to be less glaring
- Slightly changed the bar colors (this can be fully customized)
- Fixed Area selector to allow unrestricted
- Added time assignment selector float menu
- Added customization for selector button colors
- Added toggle to show decimals (default: on)
- Added support for Mod Manager
Title: Re: [1.0] RimHUD v1.2.9.1 - A new UI mod
Post by: ajaviide on October 19, 2018, 11:51:05 AM
Thank You!
Title: Re: [1.0] RimHUD v1.2.9.1 - A new UI mod
Post by: Angelix on October 20, 2018, 04:08:17 AM
thanks. i hope this mod will be part of vanilla in future)
can you align skill numbers to the right?
Title: Re: [1.0] RimHUD v1.2.9 - A new UI mod
Post by: Jaxe on October 20, 2018, 08:48:57 AM
Quote from: publicuser on October 18, 2018, 05:07:03 AM
suggest to add Temperature View into the mod (colonist's individual temperature), like moody

I haven't actually tried moody, is that the current temperature of the room they are in? That could be useful I'll look to add that in.

Quote from: Angelix on October 20, 2018, 04:08:17 AM
can you align skill numbers to the right?

You can adjust the label or value width in the options to try align them.
Title: Re: [1.0] RimHUD v1.2.9.1 - A new UI mod
Post by: Angelix on October 20, 2018, 10:47:54 AM
Quote from: Jaxe on October 20, 2018, 08:48:57 AMYou can adjust the label or value width in the options to try align them.
this trick not work. adjustment turns 2-digits values into "..." or 1-digit values are remain clearly left-aligned
Title: Re: [1.0] RimHUD v1.2.9.1 - A new UI mod
Post by: Jaxe on October 20, 2018, 11:27:13 AM
Quote from: Angelix on October 20, 2018, 10:47:54 AM
this trick not work. adjustment turns 2-digits values into "..." or 1-digit values are remain clearly left-aligned

Yes values are left aligned, sorry but adding in customizable alignment is going to be quite low on my list of things to do right now but I will look into adding it at a future update.
Title: Re: [1.0] RimHUD v1.2.9.1 - A new UI mod
Post by: vandal on October 21, 2018, 05:17:37 AM
is this compatible with psychology? i notice the psych tab is gone from that mod now and idk what else it could be but this?
Title: Re: [1.0] RimHUD v1.2.9 - A new UI mod
Post by: publicuser on October 21, 2018, 06:57:03 AM
Quote from: Jaxe on October 20, 2018, 08:48:57 AM
Quote from: publicuser on October 18, 2018, 05:07:03 AM
suggest to add Temperature View into the mod (colonist's individual temperature), like moody

I haven't actually tried moody, is that the current temperature of the room they are in? That could be useful I'll look to add that in.


quote from moody:
https://ludeon.com/forums/index.php?topic=28690.0

Temperature View
The temperature view displays more detailed information about the current outside temperature and each colonists' individual temperature bands and current temperature. The current temperature is based on the current map.

(https://image.ibb.co/j8kY5a/temps.png) (https://image.ibb.co/gM5Y5a/Summary.png)
Title: Re: [1.0] RimHUD v1.2.9.1 - A new UI mod
Post by: viperwasp on October 21, 2018, 10:54:32 PM
Does load order matter much with this mod?
Title: Re: [1.0] RimHUD v1.2.9.1 - A new UI mod
Post by: Canute on October 22, 2018, 03:21:49 AM
viperwasp,
since B18 the load order doesn't matter much anymore.
You just need to watch if 2 mods doing the same (patches) then the last one take into count.
Title: Re: [1.0] RimHUD v1.2.9.2 - A new UI mod
Post by: Jaxe on October 22, 2018, 01:32:22 PM
Quote from: viperwasp on October 21, 2018, 10:54:32 PM
Does load order matter much with this mod?

Load order shouldn't matter too much with this mod
Title: Re: [1.0] RimHUD v1.2.9.2 - A new UI mod
Post by: Jaxe on October 22, 2018, 01:32:57 PM
Updated to v1.2.9.2
- Fixed skills not showing for non-player colonists
- Values are now right aligned
Title: Re: [1.0] RimHUD v1.2.9.2 - A new UI mod
Post by: Angelix on October 23, 2018, 10:03:19 AM
*happy*
Title: Re: [1.0] RimHUD v1.2.9.2 - A new UI mod
Post by: MisterVertigo on October 23, 2018, 01:31:31 PM
Wow, this mod is fantastic! I love having more data visible to me easily without having to swap between as many tabs. I can see why the vanilla game is not like this though. The print can get kind of small and it's shoving a lot of info at you at once. However, for an experienced player who knows that they are looking for this is invaluable. I love QoL and UI mods like this. THANK YOU SO MUCH!
Title: Re: [1.0] RimHUD v1.2.9.2 - A new UI mod
Post by: viperwasp on October 23, 2018, 02:18:39 PM
Also a small thing I never realized but did kind of miss from Vanilla. Is that I can see wild animal hunger etc. Vanilla removed that and I think it's useful. So please leave that in RimHud don't go vanilla. lol
Title: Re: [1.0] RimHUD v1.2.9.2 - A new UI mod
Post by: inevitablechoice on October 23, 2018, 03:40:18 PM
For some reason the option to show Needs from Dubs Bad Hygiene isnt showing up.
Title: Re: [1.0] RimHUD v1.2.9.3
Post by: Jaxe on October 24, 2018, 02:30:07 PM
Updated to v1.2.9.3
- Added basic content presets. Currently presets are available for Dubs Bad Hygiene and RimWorld of Magic
- Can select food restrictions for guests and prisoners (Also check out my new mod Animal Food Restrictions (https://ludeon.com/forums/index.php?topic=46440.0) which allows food restrictions for owned animals to be selected with RimHUD)
Title: Re: [1.0] RimHUD v1.2.9.3
Post by: bigheadzach on October 24, 2018, 03:24:00 PM
Can we get a GitHub release for 1.2.9.3?
Title: Re: [1.0] RimHUD v1.2.9.3
Post by: Jaxe on October 24, 2018, 09:50:18 PM
Sorry forgot to publish a release on GitHub. It's up now
Title: Re: [1.0] RimHUD v1.2.9.4
Post by: Jaxe on November 01, 2018, 01:38:29 PM
Minor update to v1.2.9.4
- Re-added Pawn Rules integration
Title: Re: [1.0] RimHUD v1.2.9.4
Post by: Ashandy on November 01, 2018, 05:55:32 PM
Hi. Made 95% translation of your wonderful mod to Russian.
https://goo.gl/oCneHL
Thanks for your work.
Title: Re: [1.0] RimHUD v1.2.9.4
Post by: Jaxe on November 08, 2018, 11:41:10 PM
Quote from: Ashandy on November 01, 2018, 05:55:32 PM
Hi. Made 95% translation of your wonderful mod to Russian.
https://goo.gl/oCneHL
Thanks for your work.

Hi thank you for translating this mod but as I'm still adding and renaming keys it would be hard for me to include and maintain it in my updates. (I've just done another update which added new keys and renamed some). You're more than welcome to create and upload a submod of RimHUD for other languages that just includes the new language files. When the mod eventually settles in a more final state I will be glad to include translations in the main package.
Title: Re: [1.0] RimHUD v1.2.9.5
Post by: Jaxe on November 08, 2018, 11:41:36 PM
Updated to v1.2.9.5
- Added refresh rate limiter (default: 200ms) to counter any potential frame rate issues
- Health info line now shows correctly for food poisoning and other non-threatening conditions
Title: Re: [1.0] RimHUD v1.2.9.6
Post by: Jaxe on November 11, 2018, 12:09:24 AM
Updated to v1.2.9.6
- Fix for health condition incorrectly displaying missing parts
Title: Re: [1.0] RimHUD v1.3.0
Post by: Jaxe on November 12, 2018, 08:57:03 AM
Updated to v1.3.0
- Content customization has been added
- Both docked and floating layouts can be modified in the Content tab of the HUD settings
- Supports needs and skills added by other mods
Title: Re: [1.0] RimHUD (v1.3.1) - Add more information to the UI
Post by: Jaxe on November 14, 2018, 10:04:38 PM
Updated v1.3.1
- New preset system in place, will be able to save presets next version
- Fixed mood tooltip when multiple thoughts of the same kind
Title: Re: [1.0] RimHUD (v1.3.2) - Add more information to the UI
Post by: Jaxe on November 15, 2018, 08:30:08 AM
Updated to v1.3.2
- HUD presets can now be saved and optionally with height and width
- Other mods can now include presets by adding presets to a 'RimHUD/Presets' folder in their mod folder
- New elements: Stats and Records can be added to the HUD
Title: Re: [1.0] RimHUD (v1.3.2) - Add more information to the UI
Post by: y2klung on December 11, 2018, 10:16:53 AM
thank you for making this wonderful mod, I have an idea, is it possible to show the moving speed? it would be useful when encountering emergency
Title: Re: [1.0] RimHUD (v1.3.2) - Add more information to the UI
Post by: Hjkma on December 11, 2018, 11:07:51 AM
Quote from: y2klung on December 11, 2018, 10:16:53 AM
thank you for making this wonderful mod, I have an idea, is it possible to show the moving speed? it would be useful when encountering emergency

Yes, you can do it. Go to the Content section, add a row and select a stat category and there you will find the moving speed stat. Or look in other categories if there isn't there.
Title: Re: [1.0] RimHUD (v1.3.2) - Add more information to the UI
Post by: WoogieGoogie on January 02, 2019, 07:13:53 PM
Hey good work on the mod.
When I try to add many stats via the content options page (i.e. shooting accuracy), they are incorrect and seem to show a default value. Is there someway I have to force a refresh?
Title: Re: [1.0] RimHUD (v1.3.2) - Add more information to the UI
Post by: account13123 on May 24, 2019, 03:43:07 PM
I'm fiddling with the HUD and I can't find an element or stat that will tell me whether a creature is pregnant or not. Is that possible?
Title: Re: [1.0] RimHUD (v1.3.2) - Add more information to the UI
Post by: TinchoX89 on May 25, 2019, 09:06:07 AM
This... I like.
Title: Re: [1.0] RimHUD (v1.3.2) - Add more information to the UI
Post by: E-102 on September 11, 2019, 05:17:58 AM
I love the mod! But there appears to be no psych tab for on the RimHUD for the psychology mod. Also in dev mode there no button to change the psychology value sliders.
Title: Re: [1.0] RimHUD (v1.4.0) - Add more information to the UI
Post by: Jaxe on November 08, 2019, 02:00:14 PM
Updated to v1.4.0
- Update: Clicking on hud values and bars will toggle the appropiate tab
- Update: Content components now sorted alphabetically
- Update: Auto deactivation on error now provides more detailed information on the cause
- Fixed: Presets now properly save height, width and minimum tabs if enabled
- Fixed: Newly saved presets now showing without restart
- Fixed: Color modification of Interaction Bubbles now working
- Note: Due to new language handling, old translation submods will need updating
Title: Re: [1.0] RimHUD (v1.4.1) - Add more information to the UI
Post by: Jaxe on November 09, 2019, 01:38:12 AM
Updated to v1.4.1
- Fixed: Config button not clickable in floating mode
- Fixed: Old translation errors will no longer cause a crash
Title: Re: [1.0] RimHUD (v1.4.2) - Add more information to the UI
Post by: Jaxe on November 09, 2019, 03:29:13 PM
Update to v1.4.2
Update: Now supports mods that change the game font
Update: Tooltips added to food, rest and recreation bars
Fixed: Health status now shows sicknesses
Fixed: Mechanoids no longer described as 'tame critters'
Title: Re: [1.0] RimHUD (v1.4.2) - Add more information to the UI
Post by: ProfZelonka on November 09, 2019, 04:30:22 PM
Just wanted to say thank you for the great mod and updates. This should be vanilla, without this mod is simply a big inconvenience.
Title: Re: [1.0] RimHUD (v1.4.4) - Add more information to the UI
Post by: Jaxe on November 14, 2019, 03:17:04 AM
Updated to v1.4.3
- Fixed HUD bouncing when tiny text is displayed on the screen

Updated to v1.4.4
- Added: Null and try/catch checks for some models
Title: Re: [1.0] RimHUD (v1.4.2) - Add more information to the UI
Post by: Jaxe on November 14, 2019, 03:18:28 AM
Quote from: ProfZelonka on November 09, 2019, 04:30:22 PM
Just wanted to say thank you for the great mod and updates. This should be vanilla, without this mod is simply a big inconvenience.

"Should be vanilla" is the best compliment a modder can get, thank you.
Title: Re: [1.0] RimHUD (v1.5.0) - Add more information to the UI
Post by: Jaxe on November 18, 2019, 02:22:14 PM
Updated to v1.5.0:
- Added multiplayer compatibility
Title: Re: [1.0] RimHUD (v1.5.1) - Add more information to the UI
Post by: Jaxe on November 22, 2019, 11:04:03 AM
Updated to v1.5.1
- Can now add custom animal training skills to HUD
- Auto deactivatation window can now show possible mod that causing the error
- Improved reflection speeds
Title: Re: [1.0] RimHUD (v1.5.2) - Add more information to the UI
Post by: Jaxe on November 24, 2019, 10:10:59 AM
Updated to v1.5.2
- Fixed deactivation when a player faction pawn has null work settings
Title: Re: [1.0] RimHUD (v1.5.3) - Add more information to the UI
Post by: Jaxe on February 13, 2020, 12:29:53 AM
Updated to v1.5.3:
- Fixed tooltip crash with some animal mods
Title: Re: [1.1] RimHUD (v1.6.0) - Add more information to the UI
Post by: Jaxe on February 18, 2020, 01:10:26 PM
Updated to v1.6.0:
- Added 1.1 support

Note: If you do not use RimWorld version 1.1 then this update is not necessary.
Title: Re: [1.1] RimHUD (v1.6.0) - Add more information to the UI
Post by: BlackSmokeDMax on February 19, 2020, 01:53:34 PM
Seeing an error when first loading mod (before starting an actual colony)

Could not execute post-long-event action. Exception: System.TypeInitializationException: The type initializer for 'RimHUD.Mod' threw an exception. ---> System.MissingMethodException: void Verse.LongEventHandler.QueueLongEvent(System.Action,string,bool,System.Action`1<System.Exception>)
   --- End of inner exception stack trace ---
  at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor(intptr)
  at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (System.RuntimeTypeHandle type) [0x0002a] in <567df3e0919241ba98db88bec4c6696f>:0
  at Verse.StaticConstructorOnStartupUtility.CallAll () [0x00018] in <94d7dc7b4af948af8726d0765cd83ec8>:0
  at Verse.PlayDataLoader+<>c.<DoPlayLoad>b__4_2 () [0x0000a] in <94d7dc7b4af948af8726d0765cd83ec8>:0
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x0007d] in <94d7dc7b4af948af8726d0765cd83ec8>:0
Verse.Log:Error(String, Boolean)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()


That is with only RimHUD loaded in the current unstable v1.1

Should note, this is with the manually installed version and not the Workshop version. Just in case.

edit: I did just delete the manually installed version and used the workshop. No errors there. I'll just copy and use that for now. Let me know if you'd like me to re-test the other.
Title: Re: [1.1] RimHUD (v1.6.0) - Add more information to the UI
Post by: Jaxe on February 19, 2020, 11:28:31 PM
Sorry you probably downloaded the release where I forgot to include a file. Redownload the latest version again (the archive may look the same but it's fixed now).
Title: Re: [1.1] RimHUD (v1.6.0) - Add more information to the UI
Post by: BlackSmokeDMax on February 20, 2020, 12:26:17 AM
Quote from: Jaxe on February 19, 2020, 11:28:31 PM
Sorry you probably downloaded the release where I forgot to include a file. Redownload the latest version again (the archive may look the same but it's fixed now).

Great! Thank you!!
Title: Re: [1.1] RimHUD (v1.6.2) - Add more information to the UI
Post by: Jaxe on February 25, 2020, 11:44:40 AM
Updated to v1.6.2:
- Minor fix
Title: Re: [1.1] RimHUD (v1.6.3) - Add more information to the UI
Post by: Jaxe on February 26, 2020, 03:00:18 AM
Updated to v1.6.3:
- Fixed deactivation when switching to world view and back
Title: Re: [1.1] RimHUD (v1.6.3) - Add more information to the UI
Post by: kamagi on April 14, 2020, 02:47:36 AM
Hello and thank you for your work. I install this mod, it is green in mods list, and... nothing happens. Is there i miss something?
https://imgur.com/YIsAGTh
https://imgur.com/HYOmwUy
https://imgur.com/7Pa2NMP
Title: Re: [1.1] RimHUD (v1.6.3) - Add more information to the UI
Post by: Canute on April 14, 2020, 03:04:09 AM
kamagi,
you should verify that you installed the mod correct.
Just compare the file structure it with the other mods you used.
Mods
   Modname
        About
        Assemblies
        ...
Title: Re: [1.2] RimHUD (v1.6.7) - Add more information to the UI
Post by: Jaxe on August 22, 2020, 04:00:11 AM
Updated to v1.6.7:
- Added support for RimWorld 1.2
- Removed support for RimWorld 1.0
Title: Re: [1.2] RimHUD (v1.6.7) - Add more information to the UI
Post by: Enrymion on November 16, 2020, 06:14:21 PM
There's an issue with the Royalty DLC, meditation has too long of a text to show up correctly as activity no matter how I try adjusting the settings.

(https://media.discordapp.net/attachments/499271866238763008/778032458004299786/unknown.png?width=463&height=565)
Title: Re: [1.1] RimHUD (v1.6.3) - Add more information to the UI
Post by: Shieldxx on January 14, 2021, 09:06:34 AM
Quote from: richmiler on December 09, 2020, 09:19:42 AM
So...Who advises any alternatives to Rimworld? I found this https://alternativemaster.com/alternatives-to-rimworld
You realize this a thread about RimHUD, a mod for Rimworld?
Title: Re: [1.2] RimHUD (v1.6.8) - Add more information to the UI
Post by: Jaxe on January 30, 2021, 04:44:43 PM
Updated to v1.6.8:
- Possible lag spike fix
- Fix allowing non-vanilla skill passions
- Fix for invalid mood offsets
Title: Re: [1.2] RimHUD (v1.7.0) - Add more information to the UI
Post by: Jaxe on March 03, 2021, 04:03:03 PM
Updated to v1.7.0:
- Performance improvements
- Fixed deactivation on some modded moods
- Added activity tooltip
- Clicking on activity opens the Work tab
- Changed skill passion indicators to a star
- Skill values will now show a + when skill is currently being learned
Title: Re: [1.2] RimHUD (v1.7.0) - Add more information to the UI
Post by: Garwel on June 02, 2021, 02:43:05 PM
Is there any guide how to add RimHUD presets?
Title: Re: [1.3] RimHUD (v1.8.0) - Add more information to the UI
Post by: Jaxe on July 26, 2021, 05:57:18 PM
Updated to v1.8.0:
- Added 1.3 support
Title: Re: [1.3] RimHUD (v1.8.0) - Add more information to the UI
Post by: ZeraKun on July 27, 2021, 04:48:18 AM
I can't believe RimHUD still haven't been implemented in the game yet. Someone need to slap the dev team and wake them up already. Vanilla HUD is Sucks tbh.
Title: Re: [1.2] RimHUD (v1.6.7) - Add more information to the UI
Post by: danportu on August 09, 2021, 04:05:03 AM
Quote from: Enrymion on November 16, 2020, 06:14:21 PM
There's an issue with the Royalty DLC, meditation has too long of a text to show up correctly as activity no matter how I try adjusting the settings.

(https://media.discordapp.net/attachments/499271866238763008/778032458004299786/unknown.png?width=463&height=565)
i have the same problem
(https://i.ibb.co/BNwR089/Captura-de-pantalla-2021-08-09-100312.png)
Title: Re: [1.3] RimHUD (v1.9.0) - Add more information to the UI
Post by: Jaxe on December 10, 2021, 03:44:06 AM
RimHUD updated to v1.9.0:
- Significant performance tweaks
- Added clickable icons for faction and ideoligion (if available) on the inspect tab
- Illegible multiline text fixed
- Window height limit increased
- Refresh rate changed for better performance
- Added dev mode to inspect performance. Click the version number in the config menu to toggle. Must be in RimWorld's dev mode to work
- Added "Ideoligion, gender, race and age" element in available content
- Compress notifications off by default
- General code tidying and miscellaneous tweaks
Title: Re: [1.3] RimHUD (v1.9.0) - Add more information to the UI
Post by: RibDibbington on December 10, 2021, 07:56:08 PM
QuoteAdded clickable icons for faction and ideoligion
I love you so much. It's a massive pain to have to dig to get to the ideoligion view when all I want to do is make sure my prisoners are converted so that I can flip to the recruit button. RimHUD needs to be the standard UI. Cheers!
Title: Re: [1.3] RimHUD (v1.9.1) - Add more information to the UI
Post by: Jaxe on December 15, 2021, 09:04:19 PM
Updated to v1.9.1:
- Added legacy localization for 1.1-1.2
- Added toggle for Faction and Ideoligion icons
Title: Re: [1.3] RimHUD (v1.10.0) - Add more information to the UI
Post by: Jaxe on May 11, 2022, 12:21:39 PM
Updated to v1.10.0:
Color Tab: Added hex option
Color Tab: Added Prisoner and Slave colors
Content Tab: Fixed display error
Content Tab: Disabled Rest bar for non-colony animals to match vanilla (can be re-enabled)
Content Tab: Can "Add row" to append a sibling row to the selected row
Content Tab: Fixed presets for Dubs Bad Hygiene (with and without Thirst need)
HUD: Colony Prisoner and Slave names and titles are now colored
HUD: Added Certainty to Ideoligion button tooltip
HUD: Added Suppression bar by default for Slaves - click for shortcut to Slave Tab
HUD: Added Prisoner Info (Resistance and Will) by default for Prisoners - click for shortcut to Prisoner tab
HUD: Fixed some tooltip stats
HUD: Added additional stats to element tooltips
Code: Added some error handling for a few more HUD elements
Code: Some refactoring and code tidying
Title: Re: [1.3] RimHUD (v1.10.1) - Add more information to the UI
Post by: Jaxe on May 14, 2022, 10:32:47 AM
Updated to v1.10.1:
- Fixed skill number colors
- Fixed error if DLCs not active
Title: Re: [1.3] RimHUD (v1.10.3) - Add more information to the UI
Post by: Jaxe on October 13, 2022, 05:53:55 AM
Updated to v1.10.3:
- Added support for Rimworld 1.4
Title: Re: [1.3] RimHUD (v1.11.0) - Add more information to the UI
Post by: Jaxe on October 22, 2022, 02:22:30 AM
Updated to v1.11.0:
- Fixed hidden tabs showing
Title: Re: [1.3] RimHUD (v1.11.1) - Add more information to the UI
Post by: Jaxe on October 22, 2022, 03:06:45 AM
Updated to v1.11.1:
- Fixed gene tab not opening
Title: Re: [1.4] RimHUD - Add more information to the UI
Post by: Jaxe on October 22, 2022, 02:41:43 PM
Updated to v1.11.2:
- Added energy bar and rename button for owned mechs
- Fixed medical care showing for mechs
Title: Re: [1.4] RimHUD - Add more information to the UI
Post by: Jaxe on October 23, 2022, 06:37:30 PM
Updated to v1.11.3:
- Added clickable xenotype icon
Title: Re: [1.4] RimHUD - Add more information to the UI
Post by: Jaxe on August 06, 2023, 01:11:48 PM
Updated to v1.13.0:
- Recompiled for the latest game version
- Extensive code structure changes
- Added a quick tutorial to help people find the settings button
- Added legacy files for game version v1.3
- Health condition model reworked
- Fixed tooltips showing empty space
- Added bar variants including reversed and static colors
- Added overridable methods for standard pane buttons
- Settings can also be accessed by shift-clicking the toggle button
- Dev mode access now requires shift to be held to prevent accidental toggling
- Language files rearranged (translations will need to be reworked)
- Miscellaneous minor fixes
Title: Re: [1.4] RimHUD - Add more information to the UI
Post by: Jaxe on September 14, 2023, 01:25:28 AM
Updated to v1.14.0:
- Increased default text size to match vanilla UI
- Added compact default preset similar to text sizes in previous versions
- Presets may now include text sizes
- Fixed tutorial for non-standard UI scales
- Faction colors now more aligned with vanilla colors
- Improved letter stack compression for floating mode
- Near-rewrite of the GUI engine
- Other mods may now provide custom widgets through Def files
- Massive code and language changes (translations will need to be reworked again)
Title: Re: [1.4] RimHUD - Add more information to the UI
Post by: Jaxe on September 14, 2023, 03:10:08 PM
Updated to v1.14.2:
- Fixed HUD being shown when on world map

Updated to v1.14.1:
- Fixed attempting to load defs from inactive DLCs
- Fixed wrong HUD sizing when clicking toggling main menu tabs
- Fixed deactivation when clicking on select next thing on tile

Title: Re: [1.4] RimHUD - Add more information to the UI
Post by: Jaxe on September 15, 2023, 12:51:02 PM
Updated to v1.14.3:
- Added version to deactivation report for better troubleshooting
Title: Re: [1.4] RimHUD - Add more information to the UI
Post by: Jaxe on September 17, 2023, 10:09:42 PM
Updated to v1.14.4:
- Fixed social tooltip for users without Ideology DLC
- Fixed alphabetical sorting when adding widgets
- Moved floating settings gear back to top to avoid interference with notifications
- Fixed sliders for Linux builds
Title: Re: [1.4] RimHUD - Add more information to the UI
Post by: Jaxe on September 22, 2023, 03:44:32 AM
Updated to v1.14.5:
- Fixed visibility of the rename button for mechs
- Null reference fixes
Title: Re: [1.5] RimHUD - Add more information to the UI
Post by: Jaxe on April 14, 2024, 01:00:21 PM
Updated to v1.15.1:
- Added support for RimWorld 1.5

Updated to v1.15.2:
- Fixed Multiplayer compatibility
Title: Re: [1.5] RimHUD - Add more information to the UI
Post by: twcp0104 on April 23, 2024, 09:46:00 AM
Hello, Great mod, big fan, Thank you for your efforts.

I tried to display my pawns meditation types as a stat and couldn't find it under stats. Am I looking in the wrong place or is there no way to do it?