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RimWorld => Releases => Mods => Outdated => Topic started by: EdB on August 09, 2014, 01:59:55 AM

Title: [A12d] EdB Interface Mods - DISCONTINUED (15 July 2016)
Post by: EdB on August 09, 2014, 01:59:55 AM
Announcement (15 July 2016)
With the addition of a colonist bar to Alpha 14, it feels like a good time to be retiring my interface mods.

It's been immensely satisfying working on these mods and seeing aspects of them make it into the vanilla game, but it's difficult as a modder to not eventually lose interest and move onto other things.

I appreciate all of the kind words and feedback from what really is a great community and look forward to seeing what's next for this great game.


EdB Interface Mods

The EdB Interface consists of a set individual mods that change the game's user interface, adding new utilities and tweaking the vanilla game to make it easier to interact with.

Where is the Alpha 13 Version? (Updated 30 Apr 2016)

I'm working on it.  I've made the decision to split the interface mod into multiple smaller mods.  There are a handful of reasons that I'm doing this, and while it makes it a little less convenient for people to download and install, I think it's for the best in the long run.

I'm still not sure when I'll be finished, but you can expect releases of various mods as I move forward.  Currently, early releases of the Colonist Bar mod and the Inventory mod are available.

Download EdB Colonist Bar (v0.13.0.3) for Alpha 13 (https://www.dropbox.com/s/e4j1hnnb7obwuni/EdBColonistBar-0.13.0.3.zip?dl=0) (Dropbox)

IMPORTANT: This is a simple version of the colonist bar only.  No squad management; none of the other interface tweaks.  I would still consider this a "beta" release, but early issues have been resolved.  I think it's fairly stable.  Just as warning, the mod is a "map component" mod.  This means that if save your game with the mod enabled, you will get an error message if you try to load the game without the mod enabled.  This error should actually be harmless, but be aware of it before you try adding a mod that potentially still has bugs to a new game.  Also, it means that you must start a new game to get the colonist bar.  You cannot add it to an existing game without modifying your save file (https://ludeon.com/forums/index.php?topic=5258.msg203392#msg203392).


Download EdB Inventory (v0.13.0.1) for Alpha 13 (https://www.dropbox.com/s/y500e13a1j4vuae/EdBInventory-0.13.0.1.zip?dl=0) (Dropbox)

IMPORTANT: This is the first release of a standalone mod for the Inventory Tab.  I expect that this release has a couple of bugs, but if you're interested in testing it out, please do, and let me know if you run into any issues.

About the Alpha 12 Version

Version 3.1.2 is the second Alpha 12 release of the mod.  Please report any problems that you might run into.  I'm sure there are still a few in there.  This release fixes a minor bug that was in the previous release, related to the display of the mood indicators in the Needs panel.

A lot has changed in the Alpha 12 release (some which is behind the scenes in the form of a significant code rewrite).  The biggest new feature is the addition of squad management.  By organizing your colonists into squads, the colonist bar can remain useful for those who like to grow their colonies to be very large.  Other additions include:

(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/93/)

Downloading from Nexus Mods should not require that you create an account over there, but if you'd prefer an alternate place from which to download, you can log in to the Ludeon Forums and download the mod from the attachment at the bottom of this post or use the Dropbox link below.
Download 3.1.2 for Alpha 12d (https://www.dropbox.com/s/y3zmskkp6imuzol/EdBInterface-3.1.2.zip?dl=0) (Dropbox)


Known Issues

The latest version of the mod works with the Alpha 12d release of the game.  It will not work with earlier Alpha 12 releases.

More About the Mod

The mod makes the following adjustments to the user interface:
Some features are better suited for larger window sizes, but if you're running in a smaller window, you can shut off the features that do not work as well.

(http://i1295.photobucket.com/albums/b636/edbmods/edb-interface-3-tabs_zpscifezfeq.jpg)

(http://i1295.photobucket.com/albums/b636/edbmods/edb-interface-3-squads_zps5wuwzut5.jpg)

(http://i1295.photobucket.com/albums/b636/edbmods/edb-interface-3-inventory_zpsnpa58ay3.jpg)

(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/93/)

Downloading from Nexus Mods should not require that you create an account over there, but if you'd prefer an alternate place from which to download, you can log in to the Ludeon Forums and download the mod from the attachment at the bottom of this post or use the Dropbox link below.
Download 3.1.2 for Alpha 12d (https://www.dropbox.com/s/y3zmskkp6imuzol/EdBInterface-3.1.2.zip?dl=0) (Dropbox)

To install, simply extract the contents of the zip file into the RimWorld mods directory.  If you have a previous version installed, please remove that version first.

The most common problem that people run into is that they double-extract the mod folder from the zip file.  If the interface changes are not appearing for you, make sure that you have not ended up with an extra directory inside your mod folder.  The mod contents should be in the "Mods/EdBInterface" directory, NOT in a "Mods/EdBInterface/EdBInterface" directory.

If you have other trouble installing the mod, please look for advice in this thread:
https://ludeon.com/forums/index.php?topic=6223.0

A Few More Things

Important to give credit to folks:

Here's a log of the changes that you can find in recent releases if you want more detail:


_____________________________________________________________________________

   Version 3.1.2 (2015-09-22)
_____________________________________________________________________________

  - BUGFIX: The mood bar in the Needs panel now correctly displays threshold
    markers.

_____________________________________________________________________________

   Version 3.1.1 (2015-09-20)
_____________________________________________________________________________

  - Added support for Alpha 12.
  - Added the Squads main menu tab.  Use it to organize your colonists into
    squads.  Squads are displayed in the colonist bar.
     - Assign keyboard shortcuts to each squad in the Keyboard Configuration.
       Single-press to display the squad in the colonist bar.  Double-press
       to select all of the colonists in the squad.
     - Select a squad in the Work, Outfits and Restrictions windows to filter
       the list to only include those colonists in the squad.
  - Added an extra row to the top of the Work, Outfits and Restrictions
    windows that allows you make an assignment to all of the colonists in the
    list.
  - Added an alternate time display so that the current game time is
    displayed with hours and minutes instead of the vanilla "8h" display.
    Optionally display the time with AM/PM.
  - Rewrote much of the colonist tracking system that notifies the colonist
    bar when a colonist's status changes.
     - The colonist bar now shows when colonists are in cryptosleep.
  - Added the ability to hide the main tab buttons along the bottom of the
    screen.
  - Added finer grain control over which alternate tabs you want to use.
  - Reworked all of the alternate tabs.  Added an alternate for the Training
    tab.
  - Added an option to display a close button as an "X" in the upper-right
    corner of all of the main tab windows.
  - Removed the "Colonist" button that was in the lower-left corner of the
    interface in previous versions.
  - Removed the preference to auto-enable/disable alternate tabs based on
    your screen size.  The default setting is selected based on your screen
    size, but you need to manually enable/disable the various tabs.
  - BUGFIX: Doing a better job of cropping long pawn names in the colonist
    bar.


[attachment deleted due to age]
Title: Re: [MOD] (Alpha 5) EdB Interface 1.0.1 (User Interface Mod)
Post by: mrofa on August 09, 2014, 02:23:01 AM
Thats quite cool idea :)
Title: Re: [MOD] (Alpha 5) EdB Interface 1.0.1 (User Interface Mod)
Post by: murlocdummy on August 09, 2014, 02:42:25 AM
That adds a great deal of efficiency to the game.  It's almost as useful as the Inventory mod.
Title: Re: [MOD] (Alpha 5) EdB Interface 1.0.1 (User Interface Mod)
Post by: Shinzy on August 09, 2014, 04:25:24 AM
I will take these UI from you with my hand, and put them in my pocket

(I'm loving this already)
Title: Re: [MOD] (Alpha 5) EdB Interface 1.0.1 (User Interface Mod)
Post by: gamermoe on August 09, 2014, 08:44:57 AM
This is amazing just yesterday I was thinking to myself why do I have to hunt down my colonist in order to find them and equip them for battle. You've done something real good I hope you keep up the great work
Title: Re: [MOD] (Alpha 5) EdB Interface 1.0.1 (User Interface Mod)
Post by: Tynan on August 09, 2014, 12:05:31 PM
This is awesome!

Note for all: in the vanilla game you can hit < and > to cycle colonists (and center the camera on them).
Title: Re: [MOD] (Alpha 5) EdB Interface 1.0.1 (User Interface Mod)
Post by: StorymasterQ on August 10, 2014, 09:29:05 PM
I love UI Mods. Ty, you ought to have plans of integrating this into the vanilla game.

+1 internetz to you, Mr. EdB.
Title: Re: [MOD] (Alpha 5) EdB Interface 1.0.1 (User Interface Mod)
Post by: Tynan on August 10, 2014, 10:26:45 PM
Quote from: StorymasterQ on August 10, 2014, 09:29:05 PM
I love UI Mods. Ty, you ought to have plans of integrating this into the vanilla game.

+1 internetz to you, Mr. EdB.

Unfortunately the base game sets the standard minimum res of 1024x768, while this mod requires 900px tall. Otherwise the base game would probably look more like this.
Title: Re: [MOD] (Alpha 5) EdB Interface 1.0.1 (User Interface Mod)
Post by: StorymasterQ on August 10, 2014, 10:51:20 PM
Quote from: Tynan on August 10, 2014, 10:26:45 PM
Quote from: StorymasterQ on August 10, 2014, 09:29:05 PM
I love UI Mods. Ty, you ought to have plans of integrating this into the vanilla game.

+1 internetz to you, Mr. EdB.

Unfortunately the base game sets the standard minimum res of 1024x768, while this mod requires 900px tall. Otherwise the base game would probably look more like this.

Aw, true. Can a scrollbar be put in that thing?
Title: Re: [MOD] (Alpha 5) EdB Interface 1.0.1 (User Interface Mod)
Post by: mrofa on August 10, 2014, 10:59:19 PM
(http://s11.postimg.org/tgf9i33lv/edb_interface_sm_zpsa018173c.jpg)
This would fit ;p
Title: Re: [MOD] (Alpha 5) EdB Interface 1.1.1 (User Interface Mod)
Post by: EdB on August 11, 2014, 10:12:48 PM
Released a new version (1.1.1).  It contains a couple of bug fixes, and I changed the hooks that initialize the mod so that it's now more compatible with other mods.  It also adjusts the Bills tab to include the repeat options in the tab itself (instead of having to open the "Config" dialog to get to them).

I appreciate all of the positive feedback.

Full changelog for Version 1.1.1:

Title: Re: [MOD] (Alpha 6) EdB Interface 1.2.1 (UI Mod - Updated Aug 17 2014)
Post by: EdB on August 17, 2014, 02:49:43 PM
Released a new version for Alpha 6.  Also contains a bug fix to stop the initialization definition from appearing in stockpiles.

Full changelog for Version 1.2.1:
Title: Re: [MOD] (Alpha 6) EdB Interface 1.2.1 (UI Mod - Updated Aug 17 2014)
Post by: Sailor Dave on August 17, 2014, 07:11:19 PM
I really enjoy using this, but I'm forced to disable it because of my resolution at 1024x768 :(. Would it be possible to make a wide variant of the interface, instead of one that's so tall?
I wouldn't want to badger if it's too much hassle, but this mod really does make things more pleasant for me, and I'd love to continue using it.
Title: Re: [MOD] (Alpha 6) EdB Interface 1.2.1 (UI Mod - Updated Aug 17 2014)
Post by: fcuklap on August 17, 2014, 10:42:13 PM
this is very good mod
the best one ;)
Title: Re: [MOD] (Alpha 6) EdB Interface 1.2.1 (UI Mod - Updated Aug 17 2014)
Post by: EdB on August 17, 2014, 11:11:50 PM
Quote from: Sailor Dave on August 17, 2014, 07:11:19 PM
Would it be possible to make a wide variant of the interface, instead of one that's so tall?

I've released a new version that addresses this issue.  For screen resolutions with a height of less than 900 pixels, the mod keeps the tab panels from the vanilla game.  You lose some of the layout tweaks, but you still get the Colonist button, the next and previous arrow buttons and the changes to the Bills tab.

Full changelog for version 1.2.2:

Title: Re: [MOD] (Alpha 6) EdB Interface 1.2.2 (UI Mod - Updated Aug 17 2014)
Post by: Grimandevil on August 18, 2014, 05:36:21 AM
Interesting mod.
Actually i have a suggestion. Maybe u can expand that 'Colonist' button to something like that:
basically its 3 (or 3in1) button
(http://s26.postimg.org/nzehka6tl/temp_095.png)
Title: Re: [MOD] (Alpha 6) EdB Interface 1.2.2 (UI Mod - Updated Aug 17 2014)
Post by: James009 on August 18, 2014, 05:26:31 PM
This mod is BRILLIANT! Thanks.
Title: Re: [MOD] (Alpha 6) EdB Interface 1.2.2 (UI Mod - Updated Aug 17 2014)
Post by: Sailor Dave on August 18, 2014, 06:46:23 PM
Thanks a lot for the vanilla layout, everything I liked is still there. This is a great convenience.
Title: Re: [MOD] (Alpha 6) EdB Interface 1.2.2 (UI Mod - Updated Aug 17 2014)
Post by: Rannzou on August 20, 2014, 06:04:52 AM
This mod slow the hell down my game :/ it takes 2 mins to loads! and 1 year to open mods folder.And i checked and this mod is to blame he is the reason i had to reinstall my game!
Title: Re: [MOD] (Alpha 6) EdB Interface 1.2.2 (UI Mod - Updated Aug 17 2014)
Post by: LuciferNZ on August 21, 2014, 01:57:07 AM
Great UI mod mate - no slowdowns or lag on my crappy Laptop thats a billion years old.

Anyway, I was wondering, is there any way to fiddle around with the Overview page at all?

Id like to show the colonists passion as well as the bordered skill level (lighter is better) - maybe instead of yellow green etc for 1,2,3 or 4 - make the number always a grey, yellow or green depending on passion (Green for burning, Yellow for interested, grey for no interest).

I can understand if this is out of scope, or has not yet been exposed to modders by Tynan - but its been a pet peeve of mine since the game came out ;)
Title: Re: [MOD] (Alpha 6) EdB Interface 1.2.2 (UI Mod - Updated Aug 17 2014)
Post by: EdB on August 22, 2014, 08:51:25 PM
Quote from: Rannzou on August 20, 2014, 06:04:52 AM
This mod slow the hell down my game :/ it takes 2 mins to loads! and 1 year to open mods folder.And i checked and this mod is to blame he is the reason i had to reinstall my game!

I'm sorry that you had trouble with the mod.  Are you on Windows/Mac/Linux?  Were you trying to use the mod with other mods?  If so, which ones?
Title: Re: [MOD] (Alpha 6) EdB Interface 1.2.2 (UI Mod - Updated Aug 17 2014)
Post by: EdB on August 22, 2014, 08:57:58 PM
Quote from: LuciferNZ on August 21, 2014, 01:57:07 AM
Id like to show the colonists passion as well as the bordered skill level (lighter is better) - maybe instead of yellow green etc for 1,2,3 or 4 - make the number always a grey, yellow or green depending on passion

Good idea!  Definitely possible to modify the Overview panel.  The only drawback to using the different colors to show the passion level is that you'd only get the information with "manual priorities" selected.  I can try an extra border or something around the checkboxes to try to get a good visual treatment for it (I'll try it with the colors, too).
Title: Re: [MOD] (Alpha 5) EdB Interface 1.0.1 (User Interface Mod)
Post by: Ruin on August 22, 2014, 09:19:22 PM
Quote from: Tynan on August 10, 2014, 10:26:45 PM
Unfortunately the base game sets the standard minimum res of 1024x768, while this mod requires 900px tall. Otherwise the base game would probably look more like this.
I think there are some cool things in in this mod that might apply to vanilla as well without requiring more vertical resolution (e.g. the context-sensitive commands).  Also, would it not be possible to have a few optional features you can turn on if you use a big monitor?  I use 2560x1600 and would certainly appreciate them.
Title: Re: [MOD] (Alpha 6) EdB Interface 1.2.2 (UI Mod - Updated Aug 17 2014)
Post by: LuciferNZ on August 23, 2014, 12:40:41 AM
Quote from: EdB on August 22, 2014, 08:57:58 PM
Good idea!  Definitely possible to modify the Overview panel.  The only drawback to using the different colors to show the passion level is that you'd only get the information with "manual priorities" selected.  I can try an extra border or something around the checkboxes to try to get a good visual treatment for it (I'll try it with the colors, too).
Thats good news to hear!

I realise the colours would require manual only - but to be honest, if your not using manual priorities, you probably also dont care about the passion :)
Title: Re: [MOD] (Alpha 6) EdB Interface 1.2.2 (UI Mod - Updated Aug 17 2014)
Post by: bigjane on August 27, 2014, 06:19:53 PM
I've been using Clutter (http://ludeon.com/forums/index.php?topic=2541.0) and Glittertech (http://ludeon.com/forums/index.php?topic=5509.0) together for a playthrough and have not had any problems, when I added this mod the slabbed and podbed from Clutter become large red squares. Disabling this mod or Glittertech fixes the textures. For some reason your mod is unloading those textures when Glittertech is present...
From my log (no clue what this means but uhh 2 right?):
Unloading 2 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

That being said I really do like this mod, keep up the great work and if you could take a look at that mod interaction I would appreciate it.
Title: Re: [MOD] (Alpha 6) EdB Interface 1.2.2 (UI Mod - Updated Aug 17 2014)
Post by: Iwillbenicetou on August 27, 2014, 10:24:08 PM
The slabs and pob beds turning into X's are fine, just reload your save, and you're ready to go!
Title: Re: [MOD] (Alpha 6) EdB Interface 1.2.2 (UI Mod - Updated Aug 17 2014)
Post by: bigjane on August 28, 2014, 08:16:38 AM
Oh man do I feel dumb, what an easy fix! Thanks a bunch, saving again then loading that save fixed it.
Title: Re: [MOD] (Alpha 6) EdB Interface 1.2.2 (UI Mod - Updated Aug 17 2014)
Post by: thefinn on August 28, 2014, 08:44:11 AM
Good mod, I'm sure more could be improved on the rest of the UI tbh.
Title: Re: [MOD] (Alpha 6) EdB Interface 1.2.2 (UI Mod - Updated Aug 17 2014)
Post by: Iwillbenicetou on August 28, 2014, 11:16:59 AM
What is there to improve?
Title: Re: [MOD] (Alpha 6) EdB Interface 1.2.2 (UI Mod - Updated Aug 17 2014)
Post by: EdB on August 28, 2014, 12:24:46 PM
Quote from: bigjane on August 27, 2014, 06:19:53 PM
I've been using Clutter (http://ludeon.com/forums/index.php?topic=2541.0) and Glittertech (http://ludeon.com/forums/index.php?topic=5509.0) ... when I added this mod the slabbed and podbed from Clutter become large red squares.

This is actually an issue that can happen to any mod that loads textures from within their assemblies (as opposed to defining them in the XML definition files).  You can reproduce the issue by following these steps: 1) Launch RimWorld 2) Go to the Mods selection dialog 3) Select your mod 4) Click the Close button 5) Go right back to the Mods selection dialog 6) Click Close again--without changing anything 7) Start a new game up.  RESULT: You'll see the red X's.  There's something that happens when the mods get reloaded that can result in textures getting unloaded.  I usually just restart the game if I need to go to the Mods selection screen more than once.

I did put in a fix for this issue for textures in the UI mod, but each individual mod that has the problem would need their own fix.

Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.0.1 - Released Aug 30 2014)
Post by: EdB on August 30, 2014, 05:37:37 PM
Released a new version today that adds a couple of features that I thought warranted a bump of the full version number to 2.0.  Full changelog:
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.0.1 - Released Aug 30 2014)
Post by: gamerjeh on August 30, 2014, 05:55:37 PM
Nice update  ;D. hope to see some updates in the future too.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.0.1 - Released Aug 30 2014)
Post by: bluestrike15 on August 30, 2014, 07:23:15 PM
I'm having that weird color issue when i press escape with this mod enabled. Everything becomes a bright color and it really hurts the eyes. But when i press escape again and go back to the game it works fine. When its raining it is fog/clouds instead.

Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.0.1 - Released Aug 30 2014)
Post by: daft73 on August 30, 2014, 07:26:22 PM
Nice works EdB. Will give it a whirl. ;)
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.0.1 - Released Aug 30 2014)
Post by: EdB on August 30, 2014, 07:33:54 PM
Quote from: bluestrike15 on August 30, 2014, 07:23:15 PM
I'm having that weird color issue when i press escape with this mod enabled. Everything becomes a bright color and it really hurts the eyes. But when i press escape again and go back to the game it works fine. When its raining it is fog/clouds instead.

I try to test as much as I can, but apparently I don't use the escape button!  This definitely looks like my fault.  Will fix.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.0.1 - Released Aug 30 2014)
Post by: EdB on August 30, 2014, 07:56:16 PM
Quote from: bluestrike15 on August 30, 2014, 07:23:15 PM
I'm having that weird color issue when i press escape with this mod enabled. Everything becomes a bright color and it really hurts the eyes. But when i press escape again and go back to the game it works fine. When its raining it is fog/clouds instead.

I did a new 2.0.2 release to fix this problem.  Thanks for reporting the bug!
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.0.2 - Released Aug 30 2014)
Post by: bluestrike15 on August 30, 2014, 08:41:45 PM
Thanks for being a responsible dev and fixing it :D
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.0.2 - Released Aug 30 2014)
Post by: EdB on August 30, 2014, 10:03:36 PM
Quote from: Encode on August 30, 2014, 09:45:35 PM
After updating over 1.2.2, and load up on-going savegame, the Inventory window did not show up. Tested that only after starting new game can.

Sorry that you're having trouble with an existing save game.  Did the Inventory button not appear?  Or did it appear, but clicking on it did not work?  Are you using other mods with that save game?

Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.0.1 - Released Aug 30 2014)
Post by: LuciferNZ on August 30, 2014, 11:21:47 PM
Quote from: EdB on August 30, 2014, 05:37:37 PM
Added passion indicators to the Work tab in the Overview menu.  An extra border to the left and right of the checkboxes indicate the two passion levels.  The colored numbers in the manual priorities dialog now indicate passion level--gray for no passion, yellow for interested, green for burning passion (credit to LuciferNZ for the idea).
*fist pump*

YESS!!!!

And the other additions are damn well awesome too - kudos on your work mate!
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.0.2 - Released Aug 30 2014)
Post by: EdB on August 31, 2014, 12:06:40 AM
Quote from: Encode on August 30, 2014, 10:47:57 PM
...
- Miscellaneous_w_MAI
...

The inventory dialog is not playing nice with the Miscellaneous w/ MAI mod.  When you click to open the dialog, the mod tries to count everything up, and it's choking on the Nano Printer.  My fault.  Working on a fix.  Also, items in Nano Storage are not counted.  I'll try to fix that, too, but that one will take a little more work.  I also saw some weirdness with the colonist bar and the Mai AI, but that might have been because I cheated it in--it might not be an issue when you play legit.

Thanks for reporting the bug.  It's a mod that I hadn't tried.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.0.2 - Released Aug 30 2014)
Post by: EdB on August 31, 2014, 01:45:06 AM
Quote from: EdB on August 31, 2014, 12:06:40 AM
...items in Nano Storage are not counted.  I'll try to fix that, too...

For those of you who use the Miscellaneous w MAI mod, what would be the preferred behavior for the Inventory Dialog when counting Nano Storage?  Should it count all of the stored resources, food and weapons?  Since those items are sort in "deep" storage--i.e. it looks like they're not available to traders, and you have to explicitly interact with the storage to get them out--I'm not sure that you'd want them to appear there by default.  Or would you?  Any opinions?  I guess the ideal would be to split the numbers similar to how it works now with finished/unfinished buildings, but I'm not sure if that's something that I'll put in there. 
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.1 - Updated Aug 31 2014)
Post by: EdB on August 31, 2014, 09:25:22 PM
I've posted an update, version 2.1.1.  This includes a handful of bug fixes and a couple of additions, including better compatibility between the Inventory Dialog and the Miscellaneous w MAI mod.  Here are the full release notes:
It's almost impossible to test against all of the mods that are out there, so thanks for the feedback and the bug reports.  They are very helpful!

Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.0.2 - Released Aug 30 2014)
Post by: EdB on August 31, 2014, 09:35:51 PM
Quote from: Encode on August 30, 2014, 09:45:35 PM
Btw, do you think it is a good idea to say, Alt-Click the big colonist display to select ALL, and maybe Ctrl-Click colonists on map to select ALL colonists in view.

I added the alt-click in the most recent release, along with a middle mouse-button click that does the same thing.  Good idea, it's definitely useful for quickly drafting everybody.

If you double-click a colonist on the map in the vanilla game, it will select all colonists visible in the current view, so I think the second suggestion is already covered.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.1 - Updated Aug 31 2014)
Post by: daft73 on August 31, 2014, 10:48:14 PM
Getting back to say the mod is working great, no problems to speak of. Thanks again for the mod, and your time. :D
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.1 - Updated Aug 31 2014)
Post by: EdB on August 31, 2014, 11:47:41 PM
Quote from: Encode on August 31, 2014, 10:35:02 PM
it is just that when our colonists go crazy and we capture them (prison), they too will get selected when in view and we double click on any colonists, then we can't perform any action like drafting.

Oh I see what you mean--yeah, that's not ideal behavior.  It's usually not very useful to select a broken or psychotic colonist at the same time as the others.  Unfortunately, the colonist bar sort of uses the same code for the alt-click as when you double-click a colonist on the map, so it's going to have the same problem.  It's pretty easy to fix the behavior in the colonist bar.  It's a little more difficult to change the behavior when you click on the map--but not impossible.  I probably won't be doing another quick update like I've done with the last couple of updates, but I'll put it on the list of things to look at.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.1 - Updated Aug 31 2014)
Post by: Xerberus86 on September 01, 2014, 12:21:32 PM
dude you are AWESOME! i love this changes, things like colonists at the top bar (or in any easy / quick to access -fashion) and the small additions & menues you added should really be considered a must-have. rimworld is a great game but really hasn't the best userfriendly UI in vanilly, your mod adds so much comfort and usability. having to search the map for your colonists or go through the overview screen (which should be renamed to jobs / profession screen) is so much more timeconsuming and you won't know that one of your colonists is  dying almost before he's dead.

+1000000 mate :)
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.1 - Updated Aug 31 2014)
Post by: Timber on September 01, 2014, 01:14:44 PM
Fantastic mod! I sense the SkyUI of Rimworld :)

This should really just be integrated in to the game imho.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.1 - Updated Aug 31 2014)
Post by: Bodog999 on September 01, 2014, 08:12:35 PM
Can someone help me? I cant get the fully GUI showing up just downloaded the mod today so I'm a total noob with it :P cant see any other buttons to click on.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.1 - Updated Aug 31 2014)
Post by: EdB on September 01, 2014, 08:26:11 PM
Quote from: Bodog999 on September 01, 2014, 08:12:35 PM
Can someone help me? I cant get the fully GUI showing up just downloaded the mod today so I'm a total noob with it :P cant see any other buttons to click on.

Are you using it with other mods?  Maybe try it with a new game and no other mods enabled just to make sure it's working.  If that works, and you were using other mods the first time, please let me know which ones.  It could be some kind of compatibility issue.  But you shouldn't have to do anything special to get it to show up--just enable the mod on the mods screen and you should see the extra UI buttons.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.1 - Updated Aug 31 2014)
Post by: Bodog999 on September 01, 2014, 08:28:51 PM
Ah ok Thanks I'll try
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.1 - Updated Aug 31 2014)
Post by: Bodog999 on September 01, 2014, 08:39:37 PM
Just tested a game without any mods exept yours. Still doesnt work and it doesnt show anything new up
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.1 - Updated Aug 31 2014)
Post by: Taishimoonshadow on September 01, 2014, 09:09:37 PM
for some reason I am not getting the inventory option when I launch a new save or resume the save but it does say in the console that it is replacing with the edb one. I am using a few mods they are, superior crafting, apparello, enhanced slaves, grenade disabler, knockouts, medbed, and project armory. any idea if any of these mods would create the problem for me.

edit: I also do not get the character status at the top of the screen or any options on the menu.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.1 - Updated Aug 31 2014)
Post by: EdB on September 01, 2014, 09:19:06 PM
Quote from: Taishimoonshadow on September 01, 2014, 09:09:37 PM
superior crafting, apparello, enhanced slaves, grenade disabler, knockouts, medbed, and project armory

Sorry for the problems getting it to work, and thanks for the mod list--I will try that combination.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.1 - Updated Aug 31 2014)
Post by: EdB on September 01, 2014, 10:07:34 PM
For people who are having problems getting the mod working at all, I apologize.  Some things to try:
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: EdB on September 02, 2014, 01:59:12 AM
I posted a patch that doesn't fix anything, but it does handle errors better.  Hopefully, it will help in narrowing down the cause of the problems that some people have been having.  Changelog for version 2.1.2:
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: zyklame on September 02, 2014, 10:14:29 AM
When you create a new Landing site and try to rename the Colonists the interface bugs up. It is not posible to delete the names fully and it jumps between the pre-, nick- and surname.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: daft73 on September 02, 2014, 10:55:20 AM
Quote from: zyklame on September 02, 2014, 10:14:29 AM
When you create a new Landing site and try to rename the Colonists the interface bugs up. It is not posible to delete the names fully and it jumps between the pre-, nick- and surname.
This I noticed as well, but just one time it has happened. I was still able to change the 'Nickname', but it was a little gimped and you had to change the 'last name' to change the 'Nickname'..hopefully that makes sense. All in all, a minor thing to fix.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: EdB on September 02, 2014, 12:13:10 PM
Where does this happen?  I don't normally rename colonists, so I just want to be sure.  Do you mean before you start the game when you're first choosing your colonists, the rename UI bugs out?  Or do you mean once you're in the game, and you click the little "rename" icon in the character tab?  You can only change a nickname once you're in the game, right?

The mod only enters the picture once the actual gameplay starts, so I'm pretty sure that anything that's happening on that initial colonist selection screen would be an issue with the vanilla game.  But I might not understanding the bug description correctly.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: daft73 on September 02, 2014, 12:27:26 PM
To be honest I'll have to check 'When' it actually happens. It only happened once this weekend Aug 30/31, and it was a crazy weekend :o, Family matters. I'll try to recreate it today and get back.  ;)
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: zyklame on September 02, 2014, 12:34:30 PM
It happens befor starting the game where you initialy select your colonists. And you are right, it happens in vanilla too. So its a bug in the main game.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: daft73 on September 02, 2014, 12:37:13 PM
Quote from: zyklame on September 02, 2014, 12:34:30 PM
It happens befor starting the game where you initialy select your colonists. And you are right, it happens in vanilla too. So its a bug in the main game.
Good to know thanks for the update ;)
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: Allseer on September 02, 2014, 07:12:23 PM
Add suck small details.
BUT I LOVE IT!!!!!
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: kidlonewolf on September 02, 2014, 07:30:57 PM
Really like this addition to the game. Good job!
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: Xerberus86 on September 03, 2014, 10:27:20 AM
two suggestions / requests:

- can you add a screen where you can select the resources you wanna have listed on the left side, in my current colony they fill the whole left side with icons and numbers and finding the resource  values which are important to me is kinda hard. would be great to set the resource panel for example to only show raw resources or things like planks, metal, meals, etc.

- is it possible to add priority options to the workshops? i am playing with the TTM mod and there are a bunch of workshops now and prioritising them would come in handy.

- ok a third suggestion^^, can you add another screen where you can see the equipment of your colonists and also order them to equip things from a list which lists weapons & apparel from your stockpiles?

Edit: and a fourth one, can you add some little symbols below the colonist pictures at the to of the screen which show a red weapon symbol if he's missing a weapon and a red (or yellow) symbol if he's missing armor and maybe also a helm symbol. especially after i have to rescue someone or if i got a new clonist then i won't always remember if they had a weapon or not.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: Taishimoonshadow on September 03, 2014, 07:04:58 PM
the most recent update fixed my issues glad to be able to use this!
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: EdB on September 04, 2014, 12:09:22 AM
Quote from: Xerberus86 on September 03, 2014, 10:27:20 AM
two suggestions / requests:

All good suggestions.  I'll definitely look into each one.  I think adding prioritization to the workshops would probably be the most difficult of those for me to do, since it really gets into how crafting jobs are assigned to colonists.  I haven't really looked at that aspect of the code enough to know whether that change is possible--but I agree that it's a good idea.

The others are all definitely possible.  I'm not sure when my next update with new features will be--I'll probably wait until after the next alpha release--but I'll try to add at least one of these.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: EdB on September 04, 2014, 12:10:18 AM
Quote from: Taishimoonshadow on September 03, 2014, 07:04:58 PM
the most recent update fixed my issues glad to be able to use this!

Good news!  I'm glad that fixed it for you.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: Xerberus86 on September 04, 2014, 06:57:53 AM
Quote from: EdB on September 04, 2014, 12:09:22 AM
Quote from: Xerberus86 on September 03, 2014, 10:27:20 AM
two suggestions / requests:

All good suggestions.  I'll definitely look into each one.  I think adding prioritization to the workshops would probably be the most difficult of those for me to do, since it really gets into how crafting jobs are assigned to colonists.  I haven't really looked at that aspect of the code enough to know whether that change is possible--but I agree that it's a good idea.

The others are all definitely possible.  I'm not sure when my next update with new features will be--I'll probably wait until after the next alpha release--but I'll try to add at least one of these.

cool, thank you!

well giving priorities to the workshops was kinda expected to be a tricky one, but i put my trust in you. you're doing a great job with  your mod at improving the gameplay experience, i especially like those characters pictures at the top of the screen, they are both great gameplay-wise and visually add some flavor. would be nice though if i could re-arrange those pictures, currently the game has no hotkeys / sorting of colonists in any way and i could sort my colonists at the top with different purposes (warrior / close range, sniper, utility / mortar, etc.).
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: Abrexus on September 04, 2014, 07:20:31 AM
Quote from: EdB on September 04, 2014, 12:09:22 AM
Quote from: Xerberus86 on September 03, 2014, 10:27:20 AM
two suggestions / requests:

All good suggestions.  I'll definitely look into each one.  I think adding prioritization to the workshops would probably be the most difficult of those for me to do, since it really gets into how crafting jobs are assigned to colonists.  I haven't really looked at that aspect of the code enough to know whether that change is possible--but I agree that it's a good idea.

The others are all definitely possible.  I'm not sure when my next update with new features will be--I'll probably wait until after the next alpha release--but I'll try to add at least one of these.

Excellent mod good sir!  I use it with my mod Superior Crafting, and it works fantastic.  I think what he's referring to is allowing you to change via the UI the priorities stored in the BaseWorkGivers.xml file.  That has priorities set for each workbench, and a <priorityInType>100</priorityInType> variable.

I also would love to see this added, but I agree it would be a bit on the tricky side.  BTW, I love the colonist group bar your mod adds to the top of the screen.  It really is a game changer for me.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: Xerberus86 on September 04, 2014, 09:09:31 AM
Quote from: Abrexus on September 04, 2014, 07:20:31 AM
Quote from: EdB on September 04, 2014, 12:09:22 AM
Quote from: Xerberus86 on September 03, 2014, 10:27:20 AM
two suggestions / requests:

All good suggestions.  I'll definitely look into each one.  I think adding prioritization to the workshops would probably be the most difficult of those for me to do, since it really gets into how crafting jobs are assigned to colonists.  I haven't really looked at that aspect of the code enough to know whether that change is possible--but I agree that it's a good idea.

The others are all definitely possible.  I'm not sure when my next update with new features will be--I'll probably wait until after the next alpha release--but I'll try to add at least one of these.

Excellent mod good sir!  I use it with my mod Superior Crafting, and it works fantastic.  I think what he's referring to is allowing you to change via the UI the priorities stored in the BaseWorkGivers.xml file.  That has priorities set for each workbench, and a <priorityInType>100</priorityInType> variable.

I also would love to see this added, but I agree it would be a bit on the tricky side.  BTW, I love the colonist group bar your mod adds to the top of the screen.  It really is a game changer for me.

YES, especially because you see their equipment on it and can look at the great apparel you got.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: Shinzy on September 04, 2014, 11:52:14 AM
Speaking of the colonist icons on the top! (I love the feature!)
would it be possible to have them scale down when you get more colonists
or manually set the size to smaller?

it's threatening to chomp half my screen =P

(http://i.imgur.com/FRnSo78.jpg)

Now I know you can hide it in the interface options (If there was a way to scale them down I missed it - poor eyesight!)
but.. seeing my guys wearing *my* clothes on the screen at all times
it.. just feeds my vanity so much =P
And yes! I did name one of them as EdBard to butter you up! ;D
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: Xerberus86 on September 04, 2014, 11:57:21 AM
Quote from: Shinzy on September 04, 2014, 11:52:14 AM
Speaking of the colonist icons on the top! (I love the feature!)
would it be possible to have them scale down when you get more colonists
or manually set the size to smaller?

it's threatening to chomp half my screen =P

(http://i.imgur.com/FRnSo78.jpg)

Now I know you can hide it in the interface options (If there was a way to scale them down I missed it - poor eyesight!)
but.. seeing my guys wearing *my* clothes on the screen at all times
it.. just feeds my vanity so much =P
And yes! I did name one of them as EdBard to butter you up! ;D

well i play with the TTM mod and 8 - 9 colonists is the highest number i got so far (also a new player^^).

but i do agree that this might get problematic if you have more than two rows of colonists.

solution would be like you pointed out to let them scale automatically (or manually by the player if someone likes to have the screen cluttered with it).....OR give us a screen (much like the screenshot from shinzy but with black background coloring) and let us decide which colonist we want to have on our top screen displayed and who not.


-----------------------------------------------------------------------------------------------------------------------------------------------

EDIT: ... SUGGESTION / REQUEST:

could you PLS add the option to compare for example an item on the ground with the item you are wearing? it is a huge pain in the butt currently if you wanna look for a new & better weapon after a raiders attack. comparing your equipped weapon (or armor / clothing in general)   with the one laying on the ground is really nervewracking for me.

the perfection solution for that would be to increase the width of the info-screen and simply add the  infos of our equipped weapon (or armor) right next to it. even better if the stats of the item on the ground could be color coded (green = better, grey = same, red = worse).
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: Iwillbenicetou on September 04, 2014, 05:07:54 PM
Quote from: Shinzy on September 04, 2014, 11:52:14 AM
Speaking of the colonist icons on the top! (I love the feature!)
would it be possible to have them scale down when you get more colonists
or manually set the size to smaller?

it's threatening to chomp half my screen =P

(http://i.imgur.com/FRnSo78.jpg)

Now I know you can hide it in the interface options (If there was a way to scale them down I missed it - poor eyesight!)
but.. seeing my guys wearing *my* clothes on the screen at all times
it.. just feeds my vanity so much =P
And yes! I did name one of them as EdBard to butter you up! ;D

One, I love your names. Evulius, EdBard, Engie. I need to start naming some of my colonists after forum usernames!

Two, Yeah, I also get to about 10, 20(?) so if I install this mod (which I'm going to do now) I hope that it tones down. Maybe have a system where it expands when you have a small amount, and shrinks as you get more, but having a max per row.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: Xerberus86 on September 04, 2014, 05:12:20 PM
Quote from: Iwillbenicetou on September 04, 2014, 05:07:54 PM
Quote from: Shinzy on September 04, 2014, 11:52:14 AM
Speaking of the colonist icons on the top! (I love the feature!)
would it be possible to have them scale down when you get more colonists
or manually set the size to smaller?

it's threatening to chomp half my screen =P

(http://i.imgur.com/FRnSo78.jpg)

Now I know you can hide it in the interface options (If there was a way to scale them down I missed it - poor eyesight!)
but.. seeing my guys wearing *my* clothes on the screen at all times
it.. just feeds my vanity so much =P
And yes! I did name one of them as EdBard to butter you up! ;D

One, I love your names. Evulius, EdBard, Engie. I need to start naming some of my colonists after forum usernames!

Two, Yeah, I also get to about 10, 20(?) so if I install this mod (which I'm going to do now) I hope that it tones down. Maybe have a system where it expands when you have a small amount, and shrinks as you get more, but having a max per row.

engie is a s tandard name, i have her almost in every colony (she is one of the presets you get when clicking "randomize", which isn't really randoming the stats anyway).

but now that you mention it, is that supposed to be me in the brown leatherjacket and with the yellow cap (3rd row, 6th from right)? x'D
..i hope i won't end up as a vegetable and get sold to slavers then^^.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: Iwillbenicetou on September 04, 2014, 05:17:59 PM
First: ...
Secondly, Engie is a forum name.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: EdB on September 04, 2014, 09:10:12 PM
Quote from: Shinzy on September 04, 2014, 11:52:14 AM
would it be possible to have them scale down when you get more colonists
or manually set the size to smaller?

That's a great image!  The way I personally play, I rarely end up with enough colonists for it to be a problem, but I expected that this would be an issue for people depending on their play-style.

I can look at scaling the portraits (scaling the text is more of an issue--I will have to see how to do that in Unity Engine and how the text looks when it's scaled down).  I thought through a lot of options around selecting which colonists you want to show, grouping colonists, filtering colonists etc.  There are definitely possibilities there--I just want to be careful about making it too complicated.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: EdB on September 04, 2014, 09:13:32 PM
Quote from: Abrexus on September 04, 2014, 07:20:31 AM
I think what he's referring to is allowing you to change via the UI the priorities stored in the BaseWorkGivers.xml file.  That has priorities set for each workbench, and a <priorityInType>100</priorityInType> variable.

Thanks for pointing me in the right direction.  After looking at the way those values are stored in the code, it might not be very difficult to do this--I didn't realize that the "priorityInType" value existed, and this should make it much easier than I expected.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: Reaper on September 11, 2014, 02:18:19 AM
I used the mod before the bar and i have to say i hate the new bar. it takes up so much room.

Is there anyway to get rid of it?
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: Shinzy on September 11, 2014, 06:07:19 AM
Quote from: Reaper on September 11, 2014, 02:18:19 AM
I used the mod before the bar and i have to say i hate the new bar. it takes up so much room.

Is there anyway to get rid of it?

Yar! there's a very own customization options for the interface in the
options menu screen

You can hide any part of the interface from there

(http://i.imgur.com/BD1UCD7.png)

note: The button does not *actually* glow like that
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: Xerberus86 on September 11, 2014, 06:39:53 AM
Quote from: Reaper on September 11, 2014, 02:18:19 AM
I used the mod before the bar and i have to say i hate the new bar. it takes up so much room.

Is there anyway to get rid of it?

which "bar"? do you mean the colonists lineup at the top? thats one of the best features x'D.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: Shinzy on September 11, 2014, 07:07:38 AM
Quote from: Xerberus86 on September 11, 2014, 06:39:53 AM
Quote from: Reaper on September 11, 2014, 02:18:19 AM
I used the mod before the bar and i have to say i hate the new bar. it takes up so much room.

Is there anyway to get rid of it?

which "bar"? do you mean the colonists lineup at the top? thats one of the best features x'D.

It sure is! but at the same time it's still a feature that takes half the space from your screen =P
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: Reaper on September 12, 2014, 03:55:26 AM
Quote from: Shinzy on September 11, 2014, 06:07:19 AM
Quote from: Reaper on September 11, 2014, 02:18:19 AM
I used the mod before the bar and i have to say i hate the new bar. it takes up so much room.

Is there anyway to get rid of it?

Yar! there's a very own customization options for the interface in the
options menu screen

You can hide any part of the interface from there

(http://i.imgur.com/BD1UCD7.png)

note: The button does not *actually* glow like that

thanks man having 30 people and the bar ain't fun.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: Rannzou on September 12, 2014, 03:58:57 AM
Sadly this mod slow my game down :( my pc isn't soo performance i have a graphics intell express chipset and intel dual core as gpu.:(
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: Cr0ss0vr on September 15, 2014, 07:30:32 AM
... im trying to think of something to post as a suggestion... but at the moment, its just a bump post, i dont want to see this mod fall into the abyss... its really handy...
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: EdB on September 15, 2014, 11:28:26 AM
Quote from: Rannzou on September 12, 2014, 03:58:57 AM
Sadly this mod slow my game down :( my pc isn't soo performance i have a graphics intell express chipset and intel dual core as gpu.:(

I'm sorry that you continue to have performance issues with the mod.  I suggest that you try disabling the colonist bar as described above to see if that helps.  That's the only feature that's rendering a lot of extra elements to the screen every frame.  I can't think of anything unusual that I'm doing that would be responsible for an overall slowdown, but there's always room for performance optimization--I will try to find places where it can be improved.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: Bodog999 on September 15, 2014, 07:13:37 PM
Quote
Yar! there's a very own customization options for the interface in the
options menu screen

You can hide any part of the interface from there

(http://i.imgur.com/BD1UCD7.png)

note: The button does not *actually* glow like that

I wish that that even showed up for me even without any other mods it just doesnt work for me.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: EdB on September 15, 2014, 08:34:46 PM
Quote from: Bodog999 on September 15, 2014, 07:13:37 PM
I wish that that even showed up for me even without any other mods it just doesnt work for me.

The mod still doesn't work at all for you?  After your first post, I did release a new version (2.1.2) that should have better error handling and logging.  It might give more of an idea of what's going wrong if you have not already tried it.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: Romi on September 23, 2014, 09:17:52 AM
Hey Edb awesome mod maker in the mod i have an issue my colonists don't get morale treeshold if for an example: if he is iron willed he don't get morale treeshold even is psihical sensivity the colonists are still the same please fix this because is an awesome mod and i want to play it.Oh and i would have money i would like to donate you some but sadly i don't have :/ P.S Sorry for bad language i'm romanian.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: Nimr_Tiger on September 23, 2014, 11:35:21 AM
I seem to have a slight bug when an existing colonist goes on a mental break, is arrested and eventually recruited back, it seems they don't appear back in the colonist bar. Is this intended?
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: EdB on September 23, 2014, 11:46:08 AM
Quote from: Nimr_Tiger on September 23, 2014, 11:35:21 AM
I seem to have a slight bug when an existing colonist goes on a mental break, is arrested and eventually recruited back, it seems they don't appear back in the colonist bar. Is this intended?

Not as intended.  That's a bug--I will take a look.  I expect that if you save and reload the game that they will show up the bar as expected.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: skullywag on September 23, 2014, 03:25:05 PM
Quote from: EdB on September 23, 2014, 11:46:08 AM
Quote from: Nimr_Tiger on September 23, 2014, 11:35:21 AM
I seem to have a slight bug when an existing colonist goes on a mental break, is arrested and eventually recruited back, it seems they don't appear back in the colonist bar. Is this intended?

Not as intended.  That's a bug--I will take a look.  I expect that if you save and reload the game that they will show up the bar as expected.

Double confirming this bug...not major at all a quick reload does indeed fix it.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: Nimr_Tiger on September 23, 2014, 05:14:21 PM
Quote from: skullywag on September 23, 2014, 03:25:05 PM
Quote from: EdB on September 23, 2014, 11:46:08 AM
Quote from: Nimr_Tiger on September 23, 2014, 11:35:21 AM
I seem to have a slight bug when an existing colonist goes on a mental break, is arrested and eventually recruited back, it seems they don't appear back in the colonist bar. Is this intended?
Thank you both for the info, that definitely works for the time being.
Not as intended.  That's a bug--I will take a look.  I expect that if you save and reload the game that they will show up the bar as expected.

Double confirming this bug...not major at all a quick reload does indeed fix it.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: discogeek on October 01, 2014, 07:54:38 PM
Just a note, looks like as of right now this mod is brokeneded with Alpha 7.  Only mod I've downloaded, when I install it, I get a black screen.  Exiting out of Rimworld and starting up again with this mod installed, game won't load.  Can delete out of the mods folder to fix and play the game though.

Wanted to post as an FYI in case anyone else loves this mod too.  Hopefully an easy peasy tweak to fix!
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: EdB on October 01, 2014, 10:01:18 PM
Quote from: discogeek on October 01, 2014, 07:54:38 PM
Just a note, looks like as of right now this mod is brokeneded with Alpha 7.

Have not updated the mod to support Alpha 7 yet.  Don't have a timeframe for when it will be done yet, either.  Probably the earliest would be this weekend.  I need to make a lot of changes to make it work.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: skullywag on October 02, 2014, 06:48:44 PM
Just adding my support and thanks for this, dont really wanna play A7 without it but alas. Keep up the good work. :)
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: Iwillbenicetou on October 02, 2014, 06:58:26 PM
Use prepare carefully! That is a good mod.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: EdB on October 03, 2014, 02:48:49 AM
Quote from: skullywag on October 02, 2014, 06:48:44 PM
...dont really wanna play A7 without it but alas...

Just a quick update: I started working on the alpha 7 conversion tonight.  It's going more smoothly than I thought it would.  You can expect a release sometime on Saturday.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: skullywag on October 03, 2014, 05:00:05 AM
Leg....end
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: Matthiasagreen on October 03, 2014, 10:17:47 AM
Quote from: EdB on October 03, 2014, 02:48:49 AM
Quote from: skullywag on October 02, 2014, 06:48:44 PM
...dont really wanna play A7 without it but alas...

Just a quick update: I started working on the alpha 7 conversion tonight.  It's going more smoothly than I thought it would.  You can expect a release sometime on Saturday.

I know Tynan already fixed it for A8, but if you could look at the issue of having to choose the wall material every time, people would praise you!
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: Jestem on October 03, 2014, 02:19:10 PM
Was about to post asking that this mod gets updated, as in my opinion its amazing, and really changes how the game plays for the better, but I have been ninja'd!
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: daft73 on October 03, 2014, 02:32:49 PM
Quote from: EdB on October 03, 2014, 02:48:49 AM
Quote from: skullywag on October 02, 2014, 06:48:44 PM....
Just a quick update: I started working on the alpha 7 conversion tonight.  It's going more smoothly than I thought it would. You can expect a release sometime on Saturday.

This is nice, thanks for your continued support EdB!! ;D
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: discogeek on October 03, 2014, 05:39:53 PM
You're the best.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: ps0705 on October 04, 2014, 06:50:17 AM
Just started playing A7 and thought, weird, why is the interface so bad... then I realised, I didn't have your mod. Really looking forward to the next update EdB, keep up the good work!
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: bluntfeather on October 04, 2014, 06:53:12 AM
Oh wow this looks awesome.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: zakouski on October 04, 2014, 07:50:52 AM
Quote from: ps0705 on October 04, 2014, 06:50:17 AM
Just started playing A7 and thought, weird, why is the interface so bad... then I realised, I didn't have your mod. Really looking forward to the next update EdB, keep up the good work!

I confirm : I was lost without your interface  :o
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: Spare74 on October 04, 2014, 07:57:14 AM
Yes, Tynan shoudl really consider integrating your mod or something similar in the vanilla game :)
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.1.2 - Updated Oct 4 2014)
Post by: EdB on October 04, 2014, 12:12:45 PM
Alpha 7 update has been released.  This is a compatibility release for the new version of the game, without really any other additions.  I did, however, add an option to change the way that material selection works when choosing the buildings that you're going to build; I had to do it--the default behavior was going to make me crazy.

Changelog:
You may notice that the inventory dialog does not break down all of your buildings and apparel by material (i.e. gold walls, squirrelskin t-shirts, etc).  I'm going to need to do a bit of a code rewrite to get that working, and I didn't want that to hold up the release.

Now I need to actually go and play a full alpha 7 game--I'm looking forward to it!
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: EdB on October 04, 2014, 12:18:43 PM
Quote from: Matthiasagreen on October 03, 2014, 10:17:47 AM
I know Tynan already fixed it for A8, but if you could look at the issue of having to choose the wall material every time, people would praise you!

I added an option to change the default behavior.  I went with an alternate behavior that uses a right-click instead of a left-click.  It sounds like the fix in alpha 8 takes a different approach, but the right-click was relatively easy to implement and makes sense as a sort of "power-user"-type alternative that I can potentially keep around even after alpha 8 arrives.  It's disabled by default--you need to go into the interface options and enable it.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.1.2 - Updated Oct 4 2014)
Post by: shadowstreaker on October 04, 2014, 12:25:52 PM
Thank you for updating and adding the whole right click part, makes life much easier
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.1.2 - Updated Oct 4 2014)
Post by: Romi on October 04, 2014, 12:33:23 PM
awesome
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.1.2 - Updated Oct 4 2014)
Post by: shadowstreaker on October 04, 2014, 12:42:39 PM
Is it just me or is the Categorized mode for inventory not working? or was that what you meant by the inventory dialogue not breaking down all your buildings and apparel by resource?
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.1.2 - Updated Oct 4 2014)
Post by: EdB on October 04, 2014, 12:48:24 PM
Quote from: shadowstreaker on October 04, 2014, 12:42:39 PM
Is it just me or is the Categorized mode for inventory not working? or was that what you meant by the inventory dialogue not breaking down all your buildings and apparel by resource?

You're right.  Looks like I broke the categorized resource readout.  Sorry about that.  I will take a look.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.1.2 - Updated Oct 4 2014)
Post by: daft73 on October 04, 2014, 12:50:33 PM
Quote from: EdB on October 04, 2014, 12:12:45 PM
....Alpha 7 update has been released....
;D

This is amazing news. Thankyou for the fast update
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.1.2 - Updated Oct 4 2014)
Post by: EdB on October 04, 2014, 01:21:49 PM
Quote from: shadowstreaker on October 04, 2014, 12:42:39 PM
Is it just me or is the Categorized mode for inventory not working? or was that what you meant by the inventory dialogue not breaking down all your buildings and apparel by resource?

Just released a fix, version 2.2.2.  As always, thanks for the patience with the early releases--they always seem to be a bit buggy.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.2 - Updated Oct 4 2014)
Post by: shadowstreaker on October 04, 2014, 01:22:57 PM
Thank you for the amazingly fast response :)
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.1.2 - Updated Oct 4 2014)
Post by: bigmap on October 04, 2014, 01:24:43 PM
this is very good mod。
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.1.2 - Updated Oct 4 2014)
Post by: daft73 on October 04, 2014, 02:34:46 PM
Quote from: EdB on October 04, 2014, 01:21:49 PM....
Just released a fix, version 2.2.2.  As always, thanks for the patience with the early releases--they always seem to be a bit buggy.
You are excellent EdB ;)  Now go and enjoy your Saturday. I had enough time to go eat some breakfast, I come back the hot-fix is up. Goodshow.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.2 - Updated Oct 4 2014)
Post by: Rex705 on October 04, 2014, 05:21:49 PM
Had some issues with this one. I was doing the prepare carefully menu and when I got to the supplies part the buttons disappeared and the item panel on the right side was blank and didn't show anything even if I hit add item. I turned the mod off and everything worked so ya.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.2 - Updated Oct 4 2014)
Post by: skullywag on October 04, 2014, 05:29:22 PM
Im at a wedding....damn you EdB stop being so fast.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.2 - Updated Oct 4 2014)
Post by: thrakkemarn on October 04, 2014, 07:18:00 PM
This is the best thing ever!

@Rex705 - I have noticed that whenever I swap/add mods I cannot load a preset with prepare carefully - try making a new preset.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.2 - Updated Oct 4 2014)
Post by: Timber on October 05, 2014, 10:05:02 AM
Thank you so much for updating it!
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.2 - Updated Oct 4 2014)
Post by: Igabod on October 05, 2014, 10:14:14 AM
This mod is still awesome and it includes added awesomeness with the right click to select material addition. I was already getting frustrated with that part of A7 on the first game. One request, could you add a hotkey for chopping down trees? That's one of my most common activities and it gets annoying moving the mouse back and forth several times just to chop down a few trees here and there. It's actually probably faster to open the menu and select the mass tree chopping option.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.2 - Updated Oct 4 2014)
Post by: Montanio on October 06, 2014, 12:01:35 AM
Quote from: Encode on October 05, 2014, 11:43:56 AM
I installed this mod the moment I saw it is out. :) Thanks! Life (in RW) is really hard without it. Haha.

Q: Would it be possible to add [previous] & [next] (arrows) for enemies as you did with the colonists when we view their information?

I think that wouldn't be very useful when there are a swarm of enemies, and because previous and next might not very useful other than letting you know there are enemies. I personally find wanting a minimap at times to quicker get around the map, is that possible? I do want a proper fog of war implemented but that's for the base game and a future release.

This mod has allowed me to finally enjoy A7 and not go bat crazy when building things due to the menu system. Thanks for the great work!

Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.2 - Updated Oct 4 2014)
Post by: zyklame on October 06, 2014, 02:24:56 PM
What would i do without these mod. It makes handling much easyer. Thanks for the good work and fast update.

I have one question. Is it possible to add the create stockpile and remove zone to the menu when a stockpile is selected. That would make it much easier to extend stockpiles, instead of selecting them first and after that go to the build zone menue. The same goes for the growing areas.

(Edit: spelling)
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.2 - Updated Oct 4 2014)
Post by: Clibanarius on October 06, 2014, 02:49:16 PM
I concur. The game is SIGNIFICANTLY improved upon with this mod around! Also, you misspelled a pair of words, just for future reference. I notice these things, so please don't misinterpret my intentions as anything but attempting to help another person out with their English.
Easier
Menu
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.2 - Updated Oct 4 2014)
Post by: skullywag on October 06, 2014, 03:32:31 PM
Quote from: zyklame on October 06, 2014, 02:24:56 PM
What would i do without these mod. It makes handling much easyer. Thanks for the good work and fast update.

I have one question. Is it possible to add the create stockpile and remove zone to the menue when a stockpile is selected. That would make it much easyer to extend stockpiles, instead of selecting them first and after that go to the build zone menue. The same goes for the growing areas.

I would DIE for an extend stockpile button....
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.2 - Updated Oct 4 2014)
Post by: sylphaenos on October 06, 2014, 11:23:22 PM
Hey,
First off this is an AWESOME mod, definitely the best one I have come across so far! Quality of life improvements everywhere.
Unfortunately I'm having issues viewing the "Health" tab on any pawn. When I click it, every menu option disappears except "Character" and "Gear" and it pulls up a blank tab; the only way to access it is through the Info menu. Would be really grateful if you could look into this :)

**EDIT** Please disregard, I redownloaded the mod and it seems to be working now! Thanks :)
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.3 - Updated Oct 4 2014)
Post by: EdB on October 08, 2014, 12:36:44 AM
I did a small bugfix release, v2.2.3.

Release notes:
Just a quick update on progress on the mod: I appreciate all of the feedback and the feature requests.  I do keep a list of all requests and will evaluate each one as I figure out what to work on next.  I'll probably be taking a couple of weeks off from active development but will get back to it before too long.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.3 - Updated Oct 8 2014)
Post by: k1ll3rM on October 08, 2014, 11:15:48 AM
I'm having some issues with lag and disabling all the mods options doesn't make any difference. Uninstalling the mod doesn't work because the save file bugs out and you get that weird color bug and you can't do anything. I hope you can update the mod so I can either uninstall it without having to start another colony or make the mod less laggy.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.3 - Updated Oct 8 2014)
Post by: shadowstreaker on October 08, 2014, 11:31:50 AM
Do any of the changes your planning on making include scaling of the colonist bar at the top? I like having it there but when you get to 13/14 colonists then it just goes far off to one side
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.3 - Updated Oct 8 2014)
Post by: EdB on October 08, 2014, 12:55:03 PM
Quote from: k1ll3rM on October 08, 2014, 11:15:48 AM
I'm having some issues with lag and disabling all the mods options doesn't make any difference. Uninstalling the mod doesn't work because the save file bugs out and you get that weird color bug and you can't do anything. I hope you can update the mod so I can either uninstall it without having to start another colony or make the mod less laggy.

So sorry about this.  It's always my intention to not include mod-specific information in the saves so that you can save and load your games without worrying about whether the mod is enabled or disabled.  I accidentally included some test code which is causing this issue for you.  I will try to release a fix.

As far as the lag, I wish I had a better idea of what causes lag for some people while others don't seem to have a problem.  You can try disabling certain features of the mod that are more likely to cause lag, like the colonist bar at the top of the screen.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.3 - Updated Oct 8 2014)
Post by: Kulverstukass on October 08, 2014, 03:15:31 PM
I wasn't completely sure about posting here, but the problem interacts with your interface mod, so here 2 things.

First is from neighbor thread -  https://ludeon.com/forums/index.php?topic=6636.msg65391#msg65391
In two words - Top list of colonist and the way how "Personal shield" mod incorporate it's functions into colonist leads to "Missing" status of colonist and, at least once for me, to crash after loading savegame which was made with "Missing" status of upgraded colonist.

And second one - option to change place of colonist icon in this Status bar,some way of sorting them, just "move it right/left" would be great, as there "remove" function for a dead/missing colonists.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.3 - Updated Oct 8 2014)
Post by: k1ll3rM on October 08, 2014, 03:40:51 PM
Quote from: EdB on October 08, 2014, 12:55:03 PM
Quote from: k1ll3rM on October 08, 2014, 11:15:48 AM
I'm having some issues with lag and disabling all the mods options doesn't make any difference. Uninstalling the mod doesn't work because the save file bugs out and you get that weird color bug and you can't do anything. I hope you can update the mod so I can either uninstall it without having to start another colony or make the mod less laggy.

So sorry about this.  It's always my intention to not include mod-specific information in the saves so that you can save and load your games without worrying about whether the mod is enabled or disabled.  I accidentally included some test code which is causing this issue for you.  I will try to release a fix.

As far as the lag, I wish I had a better idea of what causes lag for some people while others don't seem to have a problem.  You can try disabling certain features of the mod that are more likely to cause lag, like the colonist bar at the top of the screen.
Well the thing is that disabling the interface options doesn't remove the lag but with the previous version atleast if you disabled the whole mod it removed all the lag so I would use it in the beginning but remove it later. The lag doesn't seem to be coming from colonists so maybe its buildings/items that make the lag maybe even the inventory system because it counts all colonists gear. Side note: if you use the Enhanced defense mod and use the personal shields on your colonists, they won't show up in the colonist bar at the top anymore
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.3 - Updated Oct 8 2014)
Post by: EdB on October 08, 2014, 03:54:00 PM
Quote from: k1ll3rM on October 08, 2014, 03:40:51 PM
Well the thing is that disabling the interface options doesn't remove the lag but with the previous version atleast if you disabled the whole mod it removed all the lag so I would use it in the beginning but remove it later. The lag doesn't seem to be coming from colonists so maybe its buildings/items that make the lag maybe even the inventory system because it counts all colonists gear. Side note: if you use the Enhanced defense mod and use the personal shields on your colonists, they won't show up in the colonist bar at the top anymore

I expect I'll have a new release that fixes the savegame issue probably in the next day or so.  In the meantime, if you're comfortable doing it, you can fix your save file manually by opening it in a text editor, looking for this bit:


<components>
<li Class="EdB.InterfaceMapComponent">
<prefs>GAMEPREFS</prefs>
</li>
</components>


and taking out the middle part so that it looks like this:


<components>
</components>


and then saving it.  Probably only try this if you're comfortable opening up and editing an XML file, and definitely make a back-up of the save file before you try doing this, just in case.

Again, I really apologize for messing up your savefile.  It's the exact opposite of what I was trying to do.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.3 - Updated Oct 8 2014)
Post by: Kulverstukass on October 08, 2014, 04:51:21 PM
Just a tiny bit of word about that situation with Personal shield mod by Jaxxa and colonists disappearing in Status bar. / https://ludeon.com/forums/index.php?topic=6636.msg65391#msg65391 /
They appear at the end of Status bar, but only after save & complete game restart, just quit into Main Menu isn't enough.
Also, there output_log of "What happens if you try load save with Missing Shielded colonist from main menu, w/o restarting RW" if you interested.
http://pastebin.com/DMURWk7m

Hope you understand my awful english.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.3 - Updated Oct 8 2014)
Post by: k1ll3rM on October 08, 2014, 05:52:51 PM
Quote from: EdB on October 08, 2014, 03:54:00 PM
Quote from: k1ll3rM on October 08, 2014, 03:40:51 PM
Well the thing is that disabling the interface options doesn't remove the lag but with the previous version atleast if you disabled the whole mod it removed all the lag so I would use it in the beginning but remove it later. The lag doesn't seem to be coming from colonists so maybe its buildings/items that make the lag maybe even the inventory system because it counts all colonists gear. Side note: if you use the Enhanced defense mod and use the personal shields on your colonists, they won't show up in the colonist bar at the top anymore

I expect I'll have a new release that fixes the savegame issue probably in the next day or so.  In the meantime, if you're comfortable doing it, you can fix your save file manually by opening it in a text editor, looking for this bit:


<components>
<li Class="EdB.InterfaceMapComponent">
<prefs>GAMEPREFS</prefs>
</li>
</components>


and taking out the middle part so that it looks like this:


<components>
</components>


and then saving it.  Probably only try this if you're comfortable opening up and editing an XML file, and definitely make a back-up of the save file before you try doing this, just in case.

Again, I really apologize for messing up your savefile.  It's the exact opposite of what I was trying to do.
Thank you alot didn't think it would be that easy XD but I've editted my saves before so I know a little bit what I'm doing.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.3 - Updated Oct 8 2014)
Post by: AHare on October 08, 2014, 07:15:48 PM
If it's possible, can you make an option for smaller (half-sized, say) icons/buttons in the architect menu? So many mods that add a bunch of new stuff to build ends up cluttering the menu and you can't see where you want to place it.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.3 - Updated Oct 8 2014)
Post by: skullywag on October 08, 2014, 07:25:59 PM
Im wondering if adding a "scale" option for the colonist icons would be a good idea. I rarely get enough to need the real estate but I feel some people do, so having slightly smaller portraits may help.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.3 - Updated Oct 8 2014)
Post by: Rex705 on October 08, 2014, 08:22:21 PM
The colonist icons are a bit buggy. When they get low health or die the icon turns grey but when you load a save game they are still grey. If you quit out of game and come back the colors are restored. Maybe remove they grey effect? The health bar is enough to see how bad they are hurt.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.3 - Updated Oct 8 2014)
Post by: EdB on October 08, 2014, 09:21:51 PM
Quote from: Rex705 on October 08, 2014, 08:22:21 PM
The colonist icons are a bit buggy. When they get low health or die the icon turns grey but when you load a save game they are still grey. If you quit out of game and come back the colors are restored. Maybe remove they grey effect? The health bar is enough to see how bad they are hurt.

The icon is only supposed to go gray if the colonist has died or has disappeared from the map (i.e. kidnapped).  Are you saying that you're seeing the colonist color go gray before the colonist is dead?  If so, that's a bug.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.3 - Updated Oct 8 2014)
Post by: Girlinhat on October 08, 2014, 09:40:59 PM
Found this bug:
(http://i.imgur.com/8Aepqym.png)
It occurs when using the Apothicarius mod, which modifies a number of health things.  I also noticed that the interface mod doesn't allow you to see debug information about wounds and illnesses.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.3 - Updated Oct 8 2014)
Post by: Rex705 on October 08, 2014, 11:25:32 PM
Quote from: EdB on October 08, 2014, 09:21:51 PM
Quote from: Rex705 on October 08, 2014, 08:22:21 PM
The colonist icons are a bit buggy. When they get low health or die the icon turns grey but when you load a save game they are still grey. If you quit out of game and come back the colors are restored. Maybe remove they grey effect? The health bar is enough to see how bad they are hurt.

The icon is only supposed to go gray if the colonist has died or has disappeared from the map (i.e. kidnapped).  Are you saying that you're seeing the colonist color go gray before the colonist is dead?  If so, that's a bug.
Yes they are grey before death and loading a save they are still grey. Also not just the icon but the colonist is even grey in front view but normal colors from side views.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.3 - Updated Oct 8 2014)
Post by: EdB on October 09, 2014, 01:33:46 AM
Quote from: Rex705 on October 08, 2014, 11:25:32 PM
Yes they are grey before death and loading a save they are still grey. Also not just the icon but the colonist is even grey in front view but normal colors from side views.

The colonist bar should not be affecting how the colonists are rendered on the map--but I see now that it is.  That is a bug.  I will look into it.  Thanks for pointing this out.  Even though it's been like this for awhile, I honestly never noticed it before.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.3 - Updated Oct 8 2014)
Post by: EdB on October 09, 2014, 03:19:54 AM
Quote from: Girlinhat on October 08, 2014, 09:40:59 PM
It occurs when using the Apothicarius mod, which modifies a number of health things.  I also noticed that the interface mod doesn't allow you to see debug information about wounds and illnesses.

Can you maybe give me a little bit more information about what you were doing when you got this error?  I have the Apothecarius and Surgery Extended mods enabled like you described in the other thread, but I can't get the error to happen when looking at the health tab for my colonists.  Were you look at the health tab for a colonist or for a prisoner?  Do you have any other mods installed?  Does this happen to you consistently?  If so, is there a series of steps that you can describe that I could follow to try to make it happen?
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.3 - Updated Oct 8 2014)
Post by: Girlinhat on October 09, 2014, 11:51:36 AM
Alright, my EXACT steps to get this error.
Install Extended Surgery and Interface (as well as others like enhanced defense, but they don't touch health).
Play the game for a bit, build the Extended Surgery workbench but don't use any of the new items (no glass eyeballs or eyepatches on the map or on any colonists/prisoners).
Add Apothecarius - it doesn't work with the load order, so I disable Apo, close the mod screen, open the mod screen again, and enable Apo, so that it's the last mod loaded.
Open any health screen, get this error.

I can try with a new world, as well.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.3 - Updated Oct 8 2014)
Post by: Clibanarius on October 09, 2014, 01:56:15 PM
I have personally found this game to be ridiculously sensitive once you start throwing a ton of mods in. Since I won't compromise, I have a perfectly-sorted load order that I completely rebuild by hand each time a mod is added, which includes unloading all mods and loading them all up again. If ever I visit the mod screen and simply close it, I find the game starts spitting out errors on the main screen that it wasn't before, and other things. So my advise to you is to never ever simply add a mod, especially one as complex as Apothecarius, and to never change mods while playing a game, but to start a new world and new colony each time you change them. This way, I have found, I don't have issues with missing textures or with errors anywhere, and I have a pretty bloated list, using EdB's mods, Apothecarius, Extended Surgeries, ED, T-Mod minus enhanced cloth industry, Apparello, More Hair, Misc + MAI, Workplaces, Thingamajigs, and most of Skully's More * mods.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.3 - Updated Oct 8 2014)
Post by: Omenpapa on October 10, 2014, 08:26:06 AM
Feature request:

When I select 1 or multiple ppls at the status bars at the top side of the screen and then pressing ctrl+f1 f2 etc, then it should save the targeted members, and later I wanna recall that selection via pressing simply f1 f2 etc. This would be highly usefull for combat, to quickly gather only the combatants when raiders coming for example. Also it would make moving ppl behind cover easier. (instead of manually targeting a unit via mouse, we could just press f1 for example)

There is this "right click to select build materials" option..Why isnt this the default? it makes sense, and it's just a lot better then the vanilla imo. (It's notthe end of the world to just set it up, I was just wondering the reason behind it :))

I feel like this mod is so essential in it's current version too, it should be integrated to the base game.(ofc if it's not against ur will EdB)
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.3 - Updated Oct 8 2014)
Post by: EdB on October 10, 2014, 10:19:01 PM
Quote from: Girlinhat on October 08, 2014, 09:40:59 PM
...It occurs when using the Apothicarius mod, which modifies a number of health things.  I also noticed that the interface mod doesn't allow you to see debug information about wounds and illnesses.

After looking a little more closely at the error messages that you posted, I think I figured out what was causing this issue.  I'm guessing that you're using version 2.2.2?  I was able to reproduce the problem in that version of the mod, but a fix I made in 2.2.3 should solve the problem.  It was caused by textures getting unloaded when you disable mods, similar to when you see those red X's for some mods--but with a more serious result. 
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.3 - Updated Oct 8 2014)
Post by: EdB on October 10, 2014, 10:21:06 PM
Quote from: Kulverstukass on October 08, 2014, 04:51:21 PM
Just a tiny bit of word about that situation with Personal shield mod by Jaxxa and colonists disappearing in Status bar...

I've figured out what's causing this issue, and I will include a fix in the next version so that your nanoshield colonists won't show up as "missing."
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.4 - Updated Oct 11 2014)
Post by: EdB on October 11, 2014, 12:23:22 AM
I've released a new version, v2.2.4.  This is a bug fix release with the following changes:
A little more about the save-game fix: as I was looking into implementing new features, I was trying to find a good way to save game-specific preferences without forcing people who didn't use those features to always have the mod enabled.  I did not find a good way to do this.  Unfortunately, I didn't entirely remove one of my experiments from the code, and because of this, any save created during a game with the mod enabled required that the mod be enabled to load that save.  This was not my intent.

This update should fix that issue.  If you save a game with this version of the mod enabled, you should then be able to load that game even if the mod has been disabled.  You may notice a warning in the console when loading your existing games, "Failed to load all map components..."  This is expected and is just me cleaning up the earlier mistake.

Apologies for any inconvenience that this issue may have caused.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.4 - Updated Oct 11 2014)
Post by: DarthPrincey on October 11, 2014, 11:18:06 AM
Thanks for a great mod, but I do seem to have found a small bug with the Mood UI, one of my colonists has a 30% mental break point due to 'Too Smart' trait, however with this mod enabled the Mental break threshold line is drawn at 10% even though the tool-tip correctly states the threshold at 30%.

In vanilla without mod the line is drawn at the correct 30% point, with the mod enabled it makes it hard at a glance to babysit this particularly high maintenance colonist.

Other than that I am enjoying the improved UI, maybe it is just time I just rid myself of this troublesome colonist... ;)

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.4 - Updated Oct 11 2014)
Post by: Kulverstukass on October 11, 2014, 11:26:49 AM
Quote from: EdB on October 11, 2014, 12:23:22 AM
I've released a new version, v2.2.4.  This is a bug fix release with the following changes:

  • BUGFIX: When using the Enhanced Defense Personal Shields mod, when a colonist is upgraded to NanoShields, they no longer appear as missing in the colonist bar.
Aw yiss, thanks!
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.4 - Updated Oct 11 2014)
Post by: EdB on October 11, 2014, 12:00:52 PM
Quote from: DarthPrincey on October 11, 2014, 11:18:06 AM
...one of my colonists has a 30% mental break point due to 'Too Smart' trait, however with this mod enabled the Mental break threshold line is drawn at 10% even though the tool-tip correctly states the threshold at 30%...

Thanks for the bug report.  I will take a look.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.4 - Updated Oct 11 2014)
Post by: EdB on October 12, 2014, 12:24:12 AM
Quote from: DarthPrincey on October 11, 2014, 11:18:06 AM
...one of my colonists has a 30% mental break point due to 'Too Smart' trait, however with this mod enabled the Mental break threshold line is drawn at 10% even though the tool-tip correctly states the threshold at 30%.

I did a quick bugfix release that takes care of this problem, v2.2.5.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.5 - Updated Oct 11 2014)
Post by: Eiktyrner on October 12, 2014, 04:29:01 AM
I don't know if this fits in your mod but I've lately found myself needing to copy settings between storage objects/zones. Would be handy with a "copy settings" button in the UI somehow.

One example is stocking gun racks. I only want to keep a couple different types of weapons but having to go through and disable the same on each gun rack is annoying. Same with zones, being able to duplicate a zone easily would be awesome.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.5 - Updated Oct 11 2014)
Post by: Igabod on October 12, 2014, 04:56:50 AM
Quote from: Eiktyrner on October 12, 2014, 04:29:01 AM
I don't know if this fits in your mod but I've lately found myself needing to copy settings between storage objects/zones. Would be handy with a "copy settings" button in the UI somehow.

One example is stocking gun racks. I only want to keep a couple different types of weapons but having to go through and disable the same on each gun rack is annoying. Same with zones, being able to duplicate a zone easily would be awesome.

I agree. I have found myself wanting to clone a stockpile so many times. Usually it's because I've changed my mind as to where I want to put my food or my building resources. It's not really that annoying anymore now that I started using the option to have all stockpiles except the first one start with everything unselected. But it would still be quite nice to have a clone stockpile button.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.5 - Updated Oct 11 2014)
Post by: Eiktyrner on October 12, 2014, 06:26:55 AM
Another thing that would be handy is to rearrange the order of people in the overview where you assign jobs.
This would allow for "grouping" people doing similar jobs. So I can have all my growing/food people next to each other and not have to hunt in a huge unorganized list of people.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.5 - Updated Oct 11 2014)
Post by: skullywag on October 12, 2014, 12:59:22 PM
Quote from: Eiktyrner on October 12, 2014, 06:26:55 AM
Another thing that would be handy is to rearrange the order of people in the overview where you assign jobs.
This would allow for "grouping" people doing similar jobs. So I can have all my growing/food people next to each other and not have to hunt in a huge unorganized list of people.
+1
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.5 - Updated Oct 11 2014)
Post by: DracoGriffin on October 12, 2014, 01:24:05 PM
Quote from: Eiktyrner on October 12, 2014, 06:26:55 AM
Another thing that would be handy is to rearrange the order of people in the overview where you assign jobs.
This would allow for "grouping" people doing similar jobs. So I can have all my growing/food people next to each other and not have to hunt in a huge unorganized list of people.

Yes, I would further this suggestion by mentioning Dwarf Fortress Therapist (more of an add-on than mod, though) as it could be a great source of inspiration for improving interface. Well, DFhack is another add-on for inspiration; so many great utilities that could be used in RimWorld...
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.5 - Updated Oct 11 2014)
Post by: Kvarfax on October 13, 2014, 07:34:15 AM
Made, if not to the end, the translation and your fashion. I absolutely did not want to translate the interface settings. But I am aware of them and found out only when I took over the translation)) thank You Very much for your wonderful fashion! p.s. If you do the translation interface configuration, I will let you know)
https://www.dropbox.com/s/lxyoi6ho4m2rw18/EdBInterface.rar?dl=0
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.5 - Updated Oct 11 2014)
Post by: sidfu on October 15, 2014, 04:28:01 AM
im getting errors when i load this with tech tree minami.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.5 - Updated Oct 11 2014)
Post by: EdB on October 15, 2014, 11:29:03 AM
Quote from: sidfu on October 15, 2014, 04:28:01 AM
im getting errors when i load this with tech tree minami.

Be sure to follow the loading order instructions described in the Tech Tree Minami mod:

Quote
Works well with EdB Interface Mods. You just have to load EdB related mods LAST.

Heres what you should do:
1. UNLOAD all your mods. *except "core" of course
2. Load ALL TTM related mods. *make sure to load TTM MAIN first!! very important!!
3. then load Edb Interface and Prepare Carefully last.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.5 - Updated Oct 11 2014)
Post by: senospt on October 15, 2014, 09:14:51 PM
any way to change the size of the icon?
got a resolution of 1440*900 on a colony of 42 (i think) this is how it looks like

(http://oi59.tinypic.com/2cohm6b.jpg)
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.5 - Updated Oct 11 2014)
Post by: EdB on October 15, 2014, 09:57:46 PM
Quote from: senospt on October 15, 2014, 09:14:51 PM
any way to change the size of the icon?
got a resolution of 1440*900 on a colony of 42 (i think) this is how it looks like

Currently no way to resize the icons, so it doesn't work great with large colonies.  You can turn off the colonist bar entirely by going into "Menu -> Interface Options" and unchecking "Show the Colonist Status Bar."
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.5 - Updated Oct 11 2014)
Post by: senospt on October 15, 2014, 10:25:48 PM
Quote from: EdB on October 15, 2014, 09:57:46 PM
Quote from: senospt on October 15, 2014, 09:14:51 PM
any way to change the size of the icon?
got a resolution of 1440*900 on a colony of 42 (i think) this is how it looks like

Currently no way to resize the icons, so it doesn't work great with large colonies.  You can turn off the colonist bar entirely by going into "Menu -> Interface Options" and unchecking "Show the Colonist Status Bar."

Cool feature, in the future, could be draffet just a certain types of colonist, for example: colonist that have m24
make it like "folders"
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.5 - Updated Oct 11 2014)
Post by: Igabod on October 15, 2014, 10:31:56 PM
wow... I have never seen a colony with that many people. My largest colony was around 18 or 20 people and that's when I was kidnapping and recruiting everybody regardless of their stats. They kept getting killed off because I was still new to the game at the time and sucked at defense. Now I start feeling like my colony is just big enough at 10 to 12 colonists. I don't really need more than that otherwise I'll just have a bunch of idle colonists all the time sitting around eating food and not contributing to the success of the colony. I can't imagine trying to manage 42 colonists for any extended period of playing.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.5 - Updated Oct 11 2014)
Post by: senospt on October 16, 2014, 07:39:36 AM
Quote from: Igabod on October 15, 2014, 10:31:56 PM
wow... I have never seen a colony with that many people. My largest colony was around 18 or 20 people and that's when I was kidnapping and recruiting everybody regardless of their stats. They kept getting killed off because I was still new to the game at the time and sucked at defense. Now I start feeling like my colony is just big enough at 10 to 12 colonists. I don't really need more than that otherwise I'll just have a bunch of idle colonists all the time sitting around eating food and not contributing to the success of the colony. I can't imagine trying to manage 42 colonists for any extended period of playing.

I could have end the game already... but i wanna see what does it take for AI to send me all their troops lol i'm in 650 days ingame
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.5 - Updated Oct 11 2014)
Post by: Aporatael on October 16, 2014, 10:20:47 AM
Feature Request: In the priorities menu, show what the colonist is currently working on. Like when you click on the colonist it says things like, "cleaning X; hauling X to Y; feeding X meal to person." Being able to see a list of that from the priorities menu would be very useful.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.5 - Updated Oct 11 2014)
Post by: Igabod on October 16, 2014, 10:44:18 AM
Quote from: Aporatael on October 16, 2014, 10:20:47 AM
Feature Request: In the priorities menu, show what the colonist is currently working on. Like when you click on the colonist it says things like, "cleaning X; hauling X to Y; feeding X meal to person." Being able to see a list of that from the priorities menu would be very useful.

It would be somewhat useful for smaller colonies, but I can imagine it would get hard to read with 42 colonists like the guy above has. I'd rather have it as a separate tab so it doesn't make it any more of a challenge to set priorities. Then again you can just use the < and > keys to toggle through your colonists while in the priorities screen and see on the bottom left window what they are doing.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.5 - Updated Oct 11 2014)
Post by: Aporatael on October 16, 2014, 11:32:10 AM
Quote from: Igabod on October 16, 2014, 10:44:18 AM
Quote from: Aporatael on October 16, 2014, 10:20:47 AM
Feature Request: In the priorities menu, show what the colonist is currently working on. Like when you click on the colonist it says things like, "cleaning X; hauling X to Y; feeding X meal to person." Being able to see a list of that from the priorities menu would be very useful.

It would be somewhat useful for smaller colonies, but I can imagine it would get hard to read with 42 colonists like the guy above has. I'd rather have it as a separate tab so it doesn't make it any more of a challenge to set priorities. Then again you can just use the < and > keys to toggle through your colonists while in the priorities screen and see on the bottom left window what they are doing.

Like with most things on this mod it would be something that can be turned off in the settings if you don't want to use it.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.5 - Updated Oct 11 2014)
Post by: skullywag on October 17, 2014, 01:08:55 PM
Its not a fix for the above but I turn off border scroll to help with stuff like that, I use wasd to move camera.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: EdB on October 18, 2014, 05:21:05 PM
I released a new version today that includes a couple of new features and a couple of bug fixes.  Probably the most requested new feature that I hear is to add an option to make the icons in the colonist bar smaller.  This release includes a preference to do this.  You need to go into the Interface Options dialog (Menu -> Interface Options) to change it.  This should help a bit for people who like the feature but have larger colonies or smaller resolution monitors.  I wasn't able to make the text smaller, so the icons aren't as small as everyone would like them to be, but they are definitely smaller.

Full release notes:
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Oragepoilu on October 18, 2014, 05:56:00 PM
I found this mod quite usefull :)
The only thing bugging me is when i use the scroll function of my mouse, to scroll trought the menus, it also scroll the "map" (the range from where you look at the colonist in the global playground) while it also scroll in the menus.
Not that much an noying tought !
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: EdB on October 18, 2014, 07:12:36 PM
Quote from: Oragepoilu on October 18, 2014, 05:56:00 PM
The only thing bugging me is when i use the scroll function of my mouse, to scroll trought the menus, it also scroll the "map" (the range from where you look at the colonist in the global playground) while it also scroll in the menus.

I was just playing a game and noticed this too.  Definitely a bug--I'm not sure when that started happening.  I'll try to fix it--it's pretty annoying.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: StorymasterQ on October 19, 2014, 10:57:32 PM
Quote from: EdB on October 18, 2014, 07:12:36 PM
Quote from: Oragepoilu on October 18, 2014, 05:56:00 PM
The only thing bugging me is when i use the scroll function of my mouse, to scroll trought the menus, it also scroll the "map" (the range from where you look at the colonist in the global playground) while it also scroll in the menus.

I was just playing a game and noticed this too.  Definitely a bug--I'm not sure when that started happening.  I'll try to fix it--it's pretty annoying.

To my recollection, that's a bug/feature of vanilla RimWorld, as well as the 'T' for Hunt being the same shortcut for "Zoom Out".
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Igabod on October 20, 2014, 01:05:30 AM
Quote from: EdB on October 18, 2014, 05:21:05 PM
  • The Chop Wood action now has a keyboard shortcut (P) when you select a tree or cactus on the map (as requested by Igabod)

Yay! Thank you!
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: neronix17 on October 20, 2014, 04:05:13 PM
I'm having an issue enabling the mod, it has previously worked but now for some reason does not, I have tried with no other mods installed and it still doesn't show up. It does come up with a message in the console "EdB Interface Mod not enabled. Gameplay interface will not be replaced." after saying that it is enabled. I've double checked the install and it appears to be in the right folder, already re-downloaded multiple times to see if it was a corrupted download, nothing helped so far.

Edit: Nevermind, I had the file renamed to easily keep track of my load order (the mods in-game seem to sort the same way the would by default in windows) I always load this mod then your other preparation mod last so I'll just remember that from now on. I've no problem with any other mod so I assume that the mod itself checks the installed folder name for a reason? I'll leave the post anyway for others in-case they run into the same problem.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: EdB on October 20, 2014, 10:00:52 PM
Quote from: neronix17 on October 20, 2014, 04:05:13 PM
I'm having an issue enabling the mod, it has previously worked but now for some reason does not, I have tried with no other mods installed and it still doesn't show up. It does come up with a message in the console "EdB Interface Mod not enabled. Gameplay interface will not be replaced." after saying that it is enabled. I've double checked the install and it appears to be in the right folder, already re-downloaded multiple times to see if it was a corrupted download, nothing helped so far.

Edit: Nevermind, I had the file renamed to easily keep track of my load order (the mods in-game seem to sort the same way the would by default in windows) I always load this mod then your other preparation mod last so I'll just remember that from now on. I've no problem with any other mod so I assume that the mod itself checks the installed folder name for a reason? I'll leave the post anyway for others in-case they run into the same problem.

Thanks for posting this.  I was suspecting that renaming the mod folder might be causing this problem for folks who reported similar issues, but I wasn't sure.  I added that new error message about the mod being disabled to try to narrow it down.  There's a bit code in the game that I use to see if the mod is enabled or not.  This code relies on that mod folder name not changing.  Unfortunately, I can't really work around that.  I will change that error message to give a better explanation.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: neronix17 on October 21, 2014, 02:21:37 PM
Quote from: EdB on October 20, 2014, 10:00:52 PM
Quote from: neronix17 on October 20, 2014, 04:05:13 PM
-snip-

Thanks for posting this.  I was suspecting that renaming the mod folder might be causing this problem for folks who reported similar issues, but I wasn't sure.  I added that new error message about the mod being disabled to try to narrow it down.  There's a bit code in the game that I use to see if the mod is enabled or not.  This code relies on that mod folder name not changing.  Unfortunately, I can't really work around that.  I will change that error message to give a better explanation.

Maybe put a note that the folder name has to be left as is in the install instructions? I usually would have left it anyway but it's simply because the game has no way of really tracking load order at the moment and it appears to be important for a couple of mods and sometimes to help with compatibility. Hopefully either the vanilla game is changed to accommodate a better way of implementing load order soon, either that or someone develops a good external manager.
Title: Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
Post by: Evul on October 21, 2014, 08:44:31 PM
Quote from: Shinzy on September 04, 2014, 11:52:14 AM
Speaking of the colonist icons on the top! (I love the feature!)
would it be possible to have them scale down when you get more colonists
or manually set the size to smaller?

it's threatening to chomp half my screen =P

(http://i.imgur.com/FRnSo78.jpg)

Now I know you can hide it in the interface options (If there was a way to scale them down I missed it - poor eyesight!)
but.. seeing my guys wearing *my* clothes on the screen at all times
it.. just feeds my vanity so much =P
And yes! I did name one of them as EdBard to butter you up! ;D

Hahahahaha xD I compleetly missed this xD
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: indiecosmic on October 22, 2014, 02:45:54 AM
Quote from: EdB on October 18, 2014, 05:21:05 PM
BUGFIX: The tabs in the overview panel are no longer hard-coded.  Tab classes that are added via a mod assembly will now automatically be picked up like they are in vanilla.

Yay! Thank you! :)
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Timber on October 22, 2014, 06:56:32 AM
Any chance you could look into making this compatible with More Bionic Parts! v1.3.1?

Quote from: GottJammern on October 21, 2014, 01:28:23 PM
Apparently EdB Interface independently populates the health bills tab in a manner different from the base game: it would seem it's not compatible.

Also as a side note - could you add "Sell all" option to the trade window somehow? Maybe shift click or something.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Aporatael on October 22, 2014, 06:12:28 PM
Feature Request: In the priorities menu, show what the colonist is currently working on. Like when you click on the colonist it says things like, "cleaning X; hauling X to Y; feeding X meal to person." Being able to see a list of that from the priorities menu would be very useful.

Additional: Have this feature turned off by default, but can be turned on for those that want it.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: RemingtonRyder on October 22, 2014, 10:56:02 PM
Okay so, not sure if this is a bug with Rimworld or with this mod, but since 2.3.1 my colonists won't chop trees unless I prioritise each tree individually.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: EdB on October 23, 2014, 01:01:14 AM
Quote from: marvinkosh on October 22, 2014, 10:56:02 PM
Okay so, not sure if this is a bug with Rimworld or with this mod, but since 2.3.1 my colonists won't chop trees unless I prioritise each tree individually.

Interesting.  I will look into it.  You're saying that if you select a bunch of trees at the same time from the Architect Orders menu, your colonists won't chop them down, but if you select an individual tree and click the Chop Down button, they will chop it down?
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: RemingtonRyder on October 23, 2014, 08:03:20 AM
Nope.  I did click single trees and use the Chop Down button if they were fully grown, but colonists will only chop them if I right-click on the tree itself and prioritise that task.  Even if Plant Cutting is assigned priority 1, they just walk right by them.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Minus on October 23, 2014, 10:06:28 AM
Hello! Trying to understand why your mod doesn't seem to work with several others. It seems your mod is conflicting with Recipe Nurse somehow. Given how much modmakers rely on that mod, could you find a solution to this please? Your mod looks great by the way!
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: EdB on October 24, 2014, 02:10:39 AM
Quote from: Minus on October 23, 2014, 10:06:28 AM
Hello! Trying to understand why your mod doesn't seem to work with several others. It seems your mod is conflicting with Recipe Nurse somehow. Given how much modmakers rely on that mod, could you find a solution to this please? Your mod looks great by the way!

Could I maybe get some more feedback on this in general?  I'm not sure that the mod actually does conflict with Recipe Nurse.  I've been able to get the mod to work with More Bionics--though I admit that it does seem to be inconsistent.  Sometimes it works, sometimes it doesn't.  I'm not convinced that it's an issue with the interface mod, though.  It seems like if you start the game with Recipe Nurse enabled and then go into the mods menu and make any changes, all of the recipe nurse recipes are lost.  I think it's because Recipe Nurse only loads recipes when you start up RimWorld--not when you start a new game.

EDIT: On a related note, it seems like as mods have gotten more complicated, mod load order is becoming more and more of a problem.  It'd be great if loading order was added to the vanilla game.  If it doesn't get added, I bet it would be possible to mod the mod menu to add loading order--though I haven't looked at it enough to say for sure if it can be done.  I'd volunteer to give it a try, but maintaining two mods is about all that I can handle.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: RemingtonRyder on October 25, 2014, 09:21:36 AM
I don't think my tree-cutting problem is related to this mod, jsut so you know.  I think either my save is bugged, or I need to re-install or something. :P

Edit: An older game works fine, no problem cutting trees, so a bugged save it is!
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: EdB on October 25, 2014, 06:30:34 PM
Quote from: Canute on October 24, 2014, 03:56:55 AM
Just a request.
When you want to buy/sell large quantities, it takes time.
Can you made add  "max" button at the buy and sell side to set the max. amount you can buy or sell of these product ?
Or maybe a way to improve the counting, like when you press shift it goes with 10 steps instead 1.

I think I would take the approach you describe with shift-drag or right-click-drag changing it by 10 steps instead of 1.  Unfortunately, while the change itself is just a small bit of code, it turns out that it's quite difficult to get to that bit of code.  I'd have to re-do the definitions for the trader incidents and then replace quite a bit of code with my own copies just to be able to make the small modification.  I'll add it to my list of feature requests, but unless something else gets me a little deeper into the trader code, I probably will not be making this change.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Timber on October 25, 2014, 08:59:56 PM
A small suggestion for a quality of life improvement:
Make a circular default stockpile around trade beacon once it's built.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: RemingtonRyder on October 26, 2014, 10:09:48 AM
Actually, here's a thought regarding traders.  Currently, there doesn't seem to be a lot of change in prices according to demand and supply.  So for example, if I dump 10K logs, the next trader could easily offer the same price or not much lower than the one I sold to.

Basically, traders are a bottomless pit of silver at the moment.  Considering the cost of bionics, maybe that's a good thing, but it feels a bit cheaty to just base my entire economy around chopping wood and hauling it to the trade beacon.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Timber on October 26, 2014, 11:13:50 AM
Quote from: marvinkosh on October 26, 2014, 10:09:48 AM
Basically, traders are a bottomless pit of silver at the moment.  Considering the cost of bionics, maybe that's a good thing, but it feels a bit cheaty to just base my entire economy around chopping wood and hauling it to the trade beacon.

I think this is for the best. It's important to let the player get rid of the resources for both gameplay and performance reasons, though you rightly argue that silver starts piling up instead. It's a question of balance to stress the player into having to spend most of the silver just to make it through another month.

For example when playing on hard cassandra during A5 I had the perfect money flow:
harvest -> sell -> raiders hit -> bribe a tribe to come help -> buy meds to heal up, buy metal to rebuild -> harvest

It was very stressful but also very fun and engaging. Now that bionics help you make killing machines out of your colonists and various mods let you craft your own meds, make your own awesome gear this flow is disrupted and the game start being a bit too easy.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Jaxxa on October 27, 2014, 08:05:59 PM
Quote from: Timber on October 25, 2014, 08:59:56 PM
A small suggestion for a quality of life improvement:
Make a circular default stockpile around trade beacon once it's built.

I found this annoying too, having to switch between the trade beacon and adding to the stockpile to get it right. I found a workaround that I am implementing in the next version of my mod, I added a toggle on the beacon to always show the radius even when not selected, so you can toggle it and then draw the stockpile exactly how you want to manually while still seeing the range.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Igabod on October 27, 2014, 09:13:40 PM
Quote from: Jaxxa on October 27, 2014, 08:05:59 PM
Quote from: Timber on October 25, 2014, 08:59:56 PM
A small suggestion for a quality of life improvement:
Make a circular default stockpile around trade beacon once it's built.

I found this annoying too, having to switch between the trade beacon and adding to the stockpile to get it right. I found a workaround that I am implementing in the next version of my mod, I added a toggle on the beacon to always show the radius even when not selected, so you can toggle it and then draw the stockpile exactly how you want to manually while still seeing the range.

Could you maybe also add that functionality to the sunlamps? It's not as big of a deal with those as it is with the trade beacon but it could be pretty useful anyway.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Jaxxa on October 27, 2014, 09:15:15 PM
Quote from: Igabod on October 27, 2014, 09:13:40 PM
Could you maybe also add that functionality to the sunlamps? It's not as big of a deal with those as it is with the trade beacon but it could be pretty useful anyway.
I will look into it, the code should be about the same so I don't see why not.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: PKGameOnly on October 31, 2014, 04:02:42 PM
@Timber the game only becomes too easy  if you have traders coming every week.  I for one dont get the privilege of getting a trader to come but once a month and then its the food trader.  I guess the trader mod might be helpful, but if you dont have that installed then your games on hard or challenge get frustrating as you cant rebuild if you dont have any metal ore, which by chance, I have very little on my rimworld it seems I have mostly sandstone, which is not worth mining. 

This mod is my fav if only I could find out how to see my colonist health/status bar in numbers instead of bar graph.  Or even their threshold bar in numbers, it kind of confuses me sometimes when I look at the bar especially of prisoners whether or not they will break, join or stand still.

And someone needs to bring back beating, rough up as action I can do with prisoners, my gosh, they sometimes refuse to join, those 99% ones, well they need a beating to bring them over, nothing like a good spanking to get you to see right.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Endoric on November 02, 2014, 08:20:04 PM
bug report:

colonist gave up, so i arrested him because hopelessness is a crime in my colony.

When i recruited him back his icon did not appear at the top.

saved game and loaded it up again and his icon did appear at the top.

thanks great mod, i luvs it.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Shinzy on November 21, 2014, 05:57:41 AM
Heyooo Edbard!
edbster! edbie
uhh.. *ahem*

The colonist status bar thingy again =P The "smaller icons" helped alot!
but it's getting out of hand again ;D
(http://i.imgur.com/NZ6LAKn.png)

Would the sort of 'hide' or 'minimize' button for them be
(or even let you arrange each colonist on their own separate bracket you could hide.. But that might be asking for too much =P Asking never hurts though, right!)

It's just cause I find the thing extremely useful for locating that specific colonist
so I really love to have it on all the time but then it takes lot of space again (I don't really say no to anyone, I need the cannon fodder) :-[

So it'd be swell if you'd have the option to hide/show it without having to go through the options everytime =P

That is all!
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: skullywag on November 21, 2014, 03:27:42 PM
I second a hide button toggle. would be an incredibly useful addition.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Igabod on November 21, 2014, 04:07:18 PM
holy crap! 112 colonists is insanity!
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Shinzy on November 21, 2014, 05:20:15 PM
Quote from: Igabod on November 21, 2014, 04:07:18 PM
holy crap! 112 colonists is insanity!
Aw it's not really that many! 5 of them are droids ::)
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Killaim on November 22, 2014, 02:00:42 AM
im not sure how i did it - one of my colonists died/vanished/something - but he remained on the colonist top bar this mod added.

but! there was a right click to remove this error and the colonist

this should so be a feature - so you can remove colonists you dont wanna keep track off. or add them in.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: EdB on November 22, 2014, 12:13:49 PM
FYI, I've removed the mod attachment from the original post due to a forum issue that was resulting in a 404 error when trying to download.  Looks like there's something wrong with the forums that is preventing a new upload, so for the time-being, you'll need to use the dropbox link to download.

https://ludeon.com/forums/index.php?topic=7549.msg76056#msg76056
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: EdB on November 22, 2014, 12:28:12 PM
Quote from: Shinzy on November 21, 2014, 05:57:41 AM
...it's getting out of hand again...
it'd be swell if you'd have the option to hide/show it without having to go through the options everytime =P

It's a good suggestion.  I'll try to come up with some kind of toggle button.  Wow, that's a lot of colonists!
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Killaim on November 22, 2014, 05:57:21 PM
Quote from: Shinzy on November 21, 2014, 05:20:15 PM
Quote from: Igabod on November 21, 2014, 04:07:18 PM
holy crap! 112 colonists is insanity!
Aw it's not really that many! 5 of them are droids ::)

O.o

ive only gotten to 75...and the game was like going super laggy every time they ran out of stuff to do!

.. how do you handle that O.o
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Shinzy on November 22, 2014, 08:05:20 PM
Quote from: Killaim on November 22, 2014, 05:57:21 PM
Quote from: Shinzy on November 21, 2014, 05:20:15 PM
Quote from: Igabod on November 21, 2014, 04:07:18 PM
holy crap! 112 colonists is insanity!
Aw it's not really that many! 5 of them are droids ::)

O.o

ive only gotten to 75...and the game was like going super laggy every time they ran out of stuff to do!

.. how do you handle that O.o

I used to get down by lag too But then I started using the EdB Interface! (Get it now!)
hehehe ;D no, I barely notice the lag unless I try to move around the screen while it's not paused so
I'm constantly building new stuff cause I really want to get the entire map populated
(The fights are the best part though =P 95% colonist defence action, 0% killboxing, 4% casualties, 110% fun)

(Sorry for the offtopic!)
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Iwillbenicetou on November 23, 2014, 04:24:26 PM
Shinzy, did you really get that far, or did you use the Dev mode on top :P
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: EdB on November 23, 2014, 09:31:46 PM
This post is sort of an update on the current direction/state of development for the UI mod.  I'm still actively working on the mod, but I've definitely slowed development a bit.

I've added a poll to this post regarding one feature that I find that I never, ever use: the inventory panel.  I'd like to get a sense of whether or not anyone finds this useful.  It's a fun little feature, but if it turns out that nobody uses it, I might pull it out of the mod to save myself from maintaining it.  So if you use the mod and have a minute, I'd appreciate the feedback.

I've gotten a lot of great feature requests, and I'm actively working on these three new features:


There are a class of more advanced features that I've decided not to work on for now.  These features would all require data to be saved with the map when you save your game, and unfortunately, I have not found a way to do this that I'm happy with.  There's a feature called a "map component" that I could use to save data, but it gets included automatically if the mod is enabled.  I really want to be able to save the data only if you use one of the features, since saving data forces you to have the mod enabled when you load the game back up.  In general, I've tried to avoid this--forcing you to have a UI mod enabled just because you had it enabled when you saved the game.  Hopefully, something will be added to the vanilla game that will let me feel better about pursing these types of features.  Here are some examples of features that I will not be adding for now.


I've considered splitting this type of thing into a separate "advanced UI" mod--it could happen eventually, but for now the mod probably isn't going to see too many significant features added.

I appreciate all of the feature requests that I've gotten from everybody and all of the positive feedback!
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Ded1 on November 24, 2014, 01:14:54 AM
Quote from: Iwillbenicetou on November 23, 2014, 04:24:26 PM
Shinzy, did you really get that far, or did you use the Dev mode on top :P

Eh, i play with dev mode on too all the time.  Even if im not gonna use it.  If you arent getting any decent events (or no raids at all) you then have the option to force it if you want, which is nice.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014) Poll!
Post by: Igabod on November 24, 2014, 04:59:11 AM
I personally never use the inventory tab because I keep all my stuff very organized in lots of little stockpiles dedicated to one item type most of the time. I have seen a couple people make use of the feature in youtube videos though.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Shinzy on November 24, 2014, 09:59:34 AM
Quote from: Iwillbenicetou on November 23, 2014, 04:24:26 PM
Shinzy, did you really get that far, or did you use the Dev mode on top :P

Eeee busted!
;D No it's more convenient to just leave it on when I'm adding bits to my mods so I can call the trader events/spawn the new items/pawns to test
Cause it's already settled that going through options to toggle something on and off constantly is overpowering to me ;D -> as you can probably tell from my suggestion =P

But ontopic! I have never even seen the inventory tab as of yet! :-[
Much like Iggy, My piles are very organized mess
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Igabod on November 24, 2014, 10:27:59 AM
Quote from: Shinzy on November 24, 2014, 09:59:34 AM
Quote from: Iwillbenicetou on November 23, 2014, 04:24:26 PM
Shinzy, did you really get that far, or did you use the Dev mode on top :P

Eeee busted!
;D No it's more convenient to just leave it on when I'm adding bits to my mods so I can call the trader events/spawn the new items/pawns to test
Cause it's already settled that going through options to toggle something on and off constantly is overpowering to me ;D -> as you can probably tell from my suggestion =P

But ontopic! I have never even seen the inventory tab as of yet! :-[
Much like Iggy, My piles are very organized mess

Being heavily OCD in the organizational sense is a huge benefit in these types of games. It also helps in real life in a lot of ways. I've never lost my phone or car keys or wallet or T.V. remote or anything most people commonly lose.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Iwillbenicetou on November 24, 2014, 04:55:59 PM
Quote from: Shinzy on November 24, 2014, 09:59:34 AM
Quote from: Iwillbenicetou on November 23, 2014, 04:24:26 PM
Shinzy, did you really get that far, or did you use the Dev mode on top :P

Eeee busted!
;D No it's more convenient to just leave it on when I'm adding bits to my mods so I can call the trader events/spawn the new items/pawns to test
Cause it's already settled that going through options to toggle something on and off constantly is overpowering to me ;D -> as you can probably tell from my suggestion =P

I leave it on too... *whistles away like I don't occasionally build in god mode when I'm doing no work whatsoever* Nothing at all.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Nimr_Tiger on December 10, 2014, 04:15:25 PM
Gah, the new alpha release has highlighted how much I rely on this mod erryday
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: James009 on December 10, 2014, 07:43:09 PM
Quote from: Nimr_Tiger on December 10, 2014, 04:15:25 PM
Gah, the new alpha release has highlighted how much I rely on this mod erryday
Yeah, I naturally think that this mod's features are ingame and I'm surprised every time I try to use them that they are just not in the V8 update :(

Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Clibanarius on December 10, 2014, 08:45:11 PM
Take it as the compliment it is that your mod is so great that everyone needs it on day 1 of an update, EdB.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Ironvos on December 11, 2014, 11:34:39 AM
Yea this mod has pretty much become an essential addition to my rimworld games.
Especially the colonist icons at the top of the screen, i really miss seeing at glance what the state of the colonists are and being able to click on them.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Felys on December 11, 2014, 12:22:42 PM
hehehe, we're all in need of your mod EdB :p
I can't play without it :)

Maybe one day, Tynan will ask you to add it in as a feature and not a mod !!!
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: hyprformnce on December 11, 2014, 12:57:47 PM
+1 for bringing this up to A8! interface improvements are the most essential for a game like rimworld
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: StorymasterQ on December 11, 2014, 07:50:49 PM
Tynan did mention somewhere that A9 would probably be the first Alpha without a significant feature upgrade. So, mostly bugfixes. If he would incorporate this mod, it would BE a significant feature upgrade. And he'd still have time to do all his planned bugfixes.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Sir on December 12, 2014, 01:08:58 AM
I'd find the Inventory function far more useful if I could use it to scroll through stacks of the items shown. Like when I lost a pistol, I couldn't find it anywhere but it was in my Inventory. Didn't help much in that case.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: thefinn on December 12, 2014, 04:06:56 PM
1. Kinda find the game unplayable without this mod.
2. I have never used the inventory feature.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: ProBro on December 12, 2014, 05:53:30 PM
Quote from: thefinn on December 12, 2014, 04:06:56 PM
1. Kinda find the game unplayable without this mod.
2. I have never used the inventory feature.

+1 from me too.

Also +1 for Tynan just making this the default interface!
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Althaor on December 12, 2014, 06:16:17 PM
I don't intend to play A8 without this mod too.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: thefinn on December 12, 2014, 11:49:09 PM
Quote from: ProBro on December 12, 2014, 05:53:30 PM
Also +1 for Tynan just making this the default interface!

I really wish he would, but I made a thread the day A8 came out just going "I wouldn't mind if you made the next update all about fixing lots of little things"... you know the little things that annoy the crap out of you in the game - like the interface, or the lack of "select/unselect all" buttons in the crafting interface etc etc.

And his answer basically equated to "What problems?"

I was like  :-[
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: EdB on December 13, 2014, 02:23:22 AM
Quote from: Encode on December 12, 2014, 03:05:57 AM
Q: Just checking, can this UI mod be added to an ongoing game? If so, I'd go start one in the Tundra and wait for release of this mod for A8.

Yes, the mod can be enabled and disabled without affecting your saved games, so give that tundra a try!
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: EdB on December 13, 2014, 02:30:49 AM
A quick update: unfortunately, it was sort of bad timing with the alpha 8 release for me.  I didn't have time to look at it at all until tonight.  I took a first pass on upgrading the mod just to figure out how much effort it's going to take.  It's actually a little worse than I expected, but I still plan on getting a new release out sometime this weekend.  Along with alpha 8 compatibility, the new release will also include a couple of small new features that I've been sitting on for a couple of weeks.

I appreciate the patience.  I also have trouble playing the game without the mod, so believe me when I say that I have plenty of motivation to finish updating it!
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: superiorx on December 13, 2014, 02:44:31 AM
Quote from: EdB on December 13, 2014, 02:30:49 AM
A quick update: unfortunately, it was sort of bad timing with the alpha 8 release for me.  I didn't have time to look at it at all until tonight.  I took a first pass on upgrading the mod just to figure out how much effort it's going to take.  It's actually a little worse than I expected, but I still plan on getting a new release out sometime this weekend.  Along with alpha 8 compatibility, the new release will also include a couple of small new features that I've been sitting on for a couple of weeks.

I appreciate the patience.  I also have trouble playing the game without the mod, so believe me when I say that I have plenty of motivation to finish updating it!

Thanks for the update, EdB. I'm excited to see the new features you've been working on :D
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Omenpapa on December 13, 2014, 05:31:12 AM
Quote from: EdB on December 13, 2014, 02:30:49 AM
I also have trouble playing the game without the mod, so believe me when I say that I have plenty of motivation to finish updating it!

Tell me about it :) I outright refuse to play this game till u have this amazing ui mode updated to the current version :)
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: christhekiller on December 13, 2014, 08:04:02 AM
I keep clicking on stuff and expecting the order to be there when it isn't. Danggit lol
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: thefinn on December 13, 2014, 08:53:50 AM
Quote from: EdB on December 13, 2014, 02:30:49 AM
A quick update: unfortunately, it was sort of bad timing with the alpha 8 release for me.  I didn't have time to look at it at all until tonight.  I took a first pass on upgrading the mod just to figure out how much effort it's going to take.  It's actually a little worse than I expected, but I still plan on getting a new release out sometime this weekend.  Along with alpha 8 compatibility, the new release will also include a couple of small new features that I've been sitting on for a couple of weeks.

I appreciate the patience.  I also have trouble playing the game without the mod, so believe me when I say that I have plenty of motivation to finish updating it!

Awesome, have you noticed the new button for stockpiles etc? The one where you can turn off/on all items at once ?

Possible to add this functionality to the crafting table interface screen ?
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Aporatael on December 13, 2014, 09:18:46 AM
Quote from: EdB on November 23, 2014, 09:31:46 PM
I've considered splitting this type of thing into a separate "advanced UI" mod--it could happen eventually, but for now the mod probably isn't going to see too many significant features added.

I would like this. A mod that can be disabled without breaking anything is always a bonus. And for more advanced features have a separate mod for people who are ok with binding a mod to their game.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: mjneal on December 13, 2014, 10:07:38 AM
Quote from: Omenpapa on December 13, 2014, 05:31:12 AM
Tell me about it :) I outright refuse to play this game till you have this amazing ui mode updated to the current version :)

My sister and I are the same, we were excited to jump into the game and look around at the new stuff but then we both realized we weren't really interested in playing without our crews. EdB's interface and prepare carefully are less mods and more things that should just be in the game to begin with. An optimized character bar and a full sandbox character editor are musts for this kind of thing. Who knew you could be so attached to your little dudes?

That said, Ty just keeps impressing. A8 has improved the vanilla game so much! :)
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Ironvos on December 13, 2014, 10:28:24 AM
Quote from: EdB on December 13, 2014, 02:30:49 AM
A quick update: unfortunately, it was sort of bad timing with the alpha 8 release for me.  I didn't have time to look at it at all until tonight.  I took a first pass on upgrading the mod just to figure out how much effort it's going to take.  It's actually a little worse than I expected, but I still plan on getting a new release out sometime this weekend.  Along with alpha 8 compatibility, the new release will also include a couple of small new features that I've been sitting on for a couple of weeks.

I appreciate the patience.  I also have trouble playing the game without the mod, so believe me when I say that I have plenty of motivation to finish updating it!

Great to know you're already working on the update, eagerly awaiting it, no pressure there  ;)

I do wonder though if this mod is save game compatible.
It doesn't change anything in the gameplay so i assume it is ?
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: EdB on December 13, 2014, 01:10:51 PM
Quote from: Ironvos on December 13, 2014, 10:28:24 AM
I do wonder though if this mod is save game compatible.
It doesn't change anything in the gameplay so i assume it is ?

Correct.  Enabling and disabling the mod has no impact on your saved game.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Ramsis on December 13, 2014, 01:42:13 PM
Quote from: EdB on December 13, 2014, 01:10:51 PM
Quote from: Ironvos on December 13, 2014, 10:28:24 AM
I do wonder though if this mod is save game compatible.
It doesn't change anything in the gameplay so i assume it is ?

Correct.  Enabling and disabling the mod has no impact on your saved game.

Greetings Ed, and... once again sorry for bothering you over PM's.... must ask what these features you've been sitting on are? Don't suppose it's something along the lines of scenario drops with the prepare carefully system a lot of us have been hoping for?
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: EdB on December 13, 2014, 03:00:37 PM
Quote from: Ramsis on December 13, 2014, 01:42:13 PM
...must ask what these features you've been sitting on are?

No, nothing like that.  Two very minor new features in the interface mod.  Nothing new in prepare carefully.

Wasn't trying to tease anything.  They really are minor additions.  I'm adding the ability to copy-and-paste storage settings and the ability to toggle the colonist bar without enabling and disabling it--both features that have been requested by multiple people.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Ramsis on December 13, 2014, 03:49:38 PM
Quote from: EdB on December 13, 2014, 03:00:37 PM
Quote from: Ramsis on December 13, 2014, 01:42:13 PM
...must ask what these features you've been sitting on are?

No, nothing like that.  Two very minor new features in the interface mod.  Nothing new in prepare carefully.

Wasn't trying to tease anything.  They really are minor additions.  I'm adding the ability to copy-and-paste storage settings and the ability to toggle the colonist bar without enabling and disabling it--both features that have been requested by multiple people.

Good times.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: christhekiller on December 14, 2014, 03:05:36 AM
Quote from: EdB on December 13, 2014, 03:00:37 PM
Quote from: Ramsis on December 13, 2014, 01:42:13 PM
...must ask what these features you've been sitting on are?

No, nothing like that.  Two very minor new features in the interface mod.  Nothing new in prepare carefully.

Wasn't trying to tease anything.  They really are minor additions.  I'm adding the ability to copy-and-paste storage settings and the ability to toggle the colonist bar without enabling and disabling it--both features that have been requested by multiple people.

Nice! Super looking forward to the update!
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: PhenomTaker on December 14, 2014, 06:22:04 PM
Looking forward for the new version! :)
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.4.1 - Updated 14 Dec 2014)
Post by: EdB on December 15, 2014, 01:08:21 AM
The first Alpha 8 release is available.  If you've been using the mod for awhile, you'll know that the first versions between alpha updates can be a little buggy.  Please let me know if you see any issues. 

Keep in mind that the mod replaces a lot UI elements from the vanilla game with customized versions of those same elements.  With a new alpha, I need to go through all of those UI elements to make sure that I match any new changes from vanilla in the customized versions.  It's a bit tedious, and sometimes I miss changes.  If you notice anything from alpha 8 vanilla that's not appearing when this mod in enabled, be sure to let me know.

New features in this version:
I still haven't actually played a game of Alpha 8 yet!  I need to go do that!

Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.4.1 - Updated 14 Dec 2014)
Post by: Match on December 15, 2014, 01:22:25 AM
Quote from: EdB on December 15, 2014, 01:08:21 AM
The first Alpha 8 release is available.  If you've been using the mod for awhile, you'll know that the first versions between alpha updates can be a little buggy.  Please let me know if you see any issues. 

Keep in mind that the mod replaces a lot UI elements from the vanilla game with customized versions of those same elements.  With a new alpha, I need to go through all of those UI elements to make sure that I match any new changes from vanilla in the customized versions.  It's a bit tedious, and sometimes I miss changes.  If you notice anything from alpha 8 vanilla that's not appearing when this mod in enabled, be sure to let me know.

New features in this version:

  • You can copy-and-paste storage settings between stockpiles and storage buildings (graves and equipment racks).
  • You can now hide the Colonist Status Bar without disabling it.  Right-click on the bar and choose "Hide Colonist Bar."  When hidden, a small icon will appear in the upper-right corner of the screen.  Click this icon to show the Colonist Status Bar again.
I still haven't actually played a game of Alpha 8 yet!  I need to go do that!

Thank you EdB!
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.4.1 - Updated 14 Dec 2014)
Post by: Raufgar on December 15, 2014, 01:48:34 AM
Quote from: EdB on December 15, 2014, 01:08:21 AM
I still haven't actually played a game of Alpha 8 yet!  I need to go do that!

Yes, please do and see how fast your colonists fry / freeze to death!
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.4.1 - Updated 14 Dec 2014)
Post by: Scaph on December 15, 2014, 02:21:19 AM
Thanks for the update, this mod has become essential for me.

Has anyone else had trouble with flooring since update? I can see the floor options, but no tooltip when I hover over them, and clicking them just closes the menu. I can place blueprints with the mod turned off, and they build just fine when I turn it back on, just can't place floors with the mod on. :(

It's an easy work-around so I'm not too concerned about it, just wondering if anyone else has the same problem and maybe a better fix.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.4.1 - Updated 14 Dec 2014)
Post by: EdB on December 15, 2014, 02:33:01 AM
Quote from: Scaph on December 15, 2014, 02:21:19 AM
Has anyone else had trouble with flooring since update? I can see the floor options, but no tooltip when I hover over them, and clicking them just closes the menu. I can place blueprints with the mod turned off, and they build just fine when I turn it back on, just can't place floors with the mod on.

Yep.  I'm seeing the same thing.  Thanks for the bug report.  I will work on a fix.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.4.1 - Updated 14 Dec 2014)
Post by: EdB on December 15, 2014, 02:46:13 AM
Quote from: Scaph on December 15, 2014, 02:21:19 AM
Has anyone else had trouble with flooring since update? I can see the floor options, but no tooltip when I hover over them, and clicking them just closes the menu.

I just did a new release, 2.4.2, to fix this bug.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.4.2 - Updated 14 Dec 2014)
Post by: Scaph on December 15, 2014, 02:51:00 AM
Awesome work! Thanks for the quick fix :)
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.4.2 - Updated 14 Dec 2014)
Post by: Drahkon on December 15, 2014, 03:40:07 AM
Getting an error continuously whenever I have the main menu up, anyone else seeing this?

Exception updating layer: System.NullReferenceException: Object reference not set to an instance of an object
  at EdB.Interface.Page_MainMenu.LayerUpdate () [0x00000] in <filename unknown>:0
  at Verse.LayerStack.LayersUpdate () [0x00000] in <filename unknown>:0
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.4.2 - Updated 14 Dec 2014)
Post by: MelanisticAlbino on December 15, 2014, 06:13:06 AM
I love this mod, it's essential!

Anybody experience any problem with the crafting tab? Nothing happens when I for example click on the crafting tab to chose what to craft on crafting tables, nothing happen. The menu doesn't drop down.

Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.4.2 - Updated 14 Dec 2014)
Post by: EnderWigin on December 15, 2014, 08:08:32 AM
Yes, I have problems with bills too. But it works fine if you disable custom bills in interface options.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.4.2 - Updated 14 Dec 2014)
Post by: wolf0x on December 15, 2014, 09:33:18 AM
Quote from: EnderWigin on December 15, 2014, 08:08:32 AM
Yes, I have problems with bills too. But it works fine if you disable custom bills in interface options.

Thanks for the work around. I'm also having the same problem
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.4.2 - Updated 14 Dec 2014)
Post by: Raufgar on December 15, 2014, 10:23:35 AM
I am encountering a hard loop when I open the game menu while the latest EdB Interface mod is running. It will loop until the game crashes. This is on a new world and a new colony. Screenshot attached (EdB Interface Error 1). List of running mods in screenshot.

Am also not seeing the advanced options (Do until x, Do Forever, etc.) listed when setting up bills. Have to click on the Options button to access advanced options. Screenshot attached (EdB Interface Error 2).

Am also attaching World Seed. Save Game is located here. (https://www.dropbox.com/s/s2chdmkz6vqp8rr/TETST.rwm?dl=0)

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.4.2 - Updated 14 Dec 2014)
Post by: EdB on December 15, 2014, 10:48:37 AM
Quote from: MelanisticAlbino on December 15, 2014, 06:13:06 AM
Anybody experience any problem with the crafting tab? Nothing happens when I for example click on the crafting tab to chose what to craft on crafting tables, nothing happen. The menu doesn't drop down.

Quote from: Drahkon on December 15, 2014, 03:40:07 AM
Getting an error continuously whenever I have the main menu up, anyone else seeing this?

Thanks for the bug reports.  These should be fixed in the new release, 2.4.3.

Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.4.2 - Updated 14 Dec 2014)
Post by: EdB on December 15, 2014, 10:50:07 AM
Quote from: Raufgar on December 15, 2014, 10:23:35 AM
Am also not seeing the advanced options (Do until x, Do Forever, etc.) listed when setting up bills. Have to click on the Options button to access advanced options.

I did not see this issue myself.  Please let me know if this is still happening for you with the 2.4.3 release.  Thanks for the bug report.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.4.3 - Updated 15 Dec 2014)
Post by: Evul on December 15, 2014, 11:01:25 AM
Poll removed by request. Here is the results:
Do you use the Inventory feature?
Nope.  Never use it.
- 9 (25.7%)
Sometimes, but I won't miss it if it's removed.
- 11 (31.4%)
Sometimes; when I need it, I find it useful.
- 11 (31.4%)
Yes. I use it regularly.
- 4 (11.4%)
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.4.3 - Updated 15 Dec 2014)
Post by: Shinzy on December 15, 2014, 11:11:09 AM
Wee was starting to miss this one! will totally name a minstrel after you (cause EdBard ::))

Just thought I'd mention the 'release' option in prisoner tab
(http://i.imgur.com/xiNCJX0.png)

Am sure you'd noticed it on your own if you'd had the time to play the game but ;P
that is all!
Oh and thanks for the hide option, Haven't racked up 200 colonists yet to have proper use for it but I'm trying to get there! ;D
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.4.2 - Updated 14 Dec 2014)
Post by: Raufgar on December 15, 2014, 11:13:52 AM
Quote from: EdB on December 15, 2014, 10:50:07 AM
Quote from: Raufgar on December 15, 2014, 10:23:35 AM
Am also not seeing the advanced options (Do until x, Do Forever, etc.) listed when setting up bills. Have to click on the Options button to access advanced options.

I did not see this issue myself.  Please let me know if this is still happening for you with the 2.4.3 release.  Thanks for the bug report.

Have 2.4.3 added. The loop is gone and the Options under Bills is showing up now. Kudos for the quick work, EdB! You the man!
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.4.3 - Updated 15 Dec 2014)
Post by: EdB on December 15, 2014, 11:19:19 AM
Quote from: Shinzy on December 15, 2014, 11:11:09 AM
Just thought I'd mention the 'release' option in prisoner tab

Thanks for the bug report.  I will fix that.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.4.3 - Updated 15 Dec 2014)
Post by: benab on December 15, 2014, 12:01:18 PM
now I can play alpha 8!
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.4.3 - Updated 15 Dec 2014)
Post by: Ded1 on December 15, 2014, 12:08:37 PM
I will say this EdB.  You do amazing work, the game just wouldn't feel right without it.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.4.3 - Updated 15 Dec 2014)
Post by: Dave-In-Texas on December 15, 2014, 12:37:00 PM
Quote from: Ded1 on December 15, 2014, 12:08:37 PM
I will say this EdB.  You do amazing work, the game just wouldn't feel right without it.

Ditto!
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.4.3 - Updated 15 Dec 2014)
Post by: ITOS on December 15, 2014, 02:07:34 PM
I would also like to thank EdB for this mod. I hope many of it's features gets added to the core game as it would help a lot people that haven't discovered the world of modding. :)
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.4.3 - Updated 15 Dec 2014)
Post by: Arigas on December 15, 2014, 06:47:45 PM
Fairly sure it was reported all ready, but the sculptors bench doesn't work. Won't let me select anything to add for bills. Works on cook stove.

Also have an issue with one colonist not showing up on the top bar. Think he was there before, but when he gave up and started leaving I arrested him, conscripted him, usual routine, and not showing up top.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.4.3 - Updated 15 Dec 2014)
Post by: EdB on December 15, 2014, 09:30:32 PM
Quote from: Arigas on December 15, 2014, 06:47:45 PM
Fairly sure it was reported all ready, but the sculptors bench doesn't work. Won't let me select anything to add for bills. Works on cook stove.

Yes, the 2.4.3 version that I put out this morning should fix this problem.

Quote from: Arigas on December 15, 2014, 06:47:45 PM
Also have an issue with one colonist not showing up on the top bar. Think he was there before, but when he gave up and started leaving I arrested him, conscripted him, usual routine, and not showing up top.

This bug has been around for awhile, but it's been low priority for me.  At some point I'll need to fix it. The next time you load your game, the missing colonist will be back in the bar.

EDIT: I typed in a version number incorrectly (I typed "4.2.3" when I meant to type "2.4.3")
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.4.3 - Updated 15 Dec 2014)
Post by: EdB on December 16, 2014, 01:34:33 AM
Quote from: Encode on December 16, 2014, 12:51:02 AM
May I ask if it is intentional to have the shortcut keys for the menu items to be removed? The shortcut keys when clicking on various objects are there though.

I noticed that too while playing tonight.  Not intentional.  I will fix it.
Title: Re: [MOD] (Alpha 8c) EdB Interface UI Mod (v2.4.4 - Updated 15 Dec 2014)
Post by: EdB on December 16, 2014, 02:02:53 AM
I did another quick release, 2.4.4.  Fixes the following:
I don't think it matters too much, but I built this version of the mod against Alpha 8c.  I think the mod will work just the same against the earlier Alpha 8 builds, but I recommend that you upgrade to 8c.
Title: Re: [MOD] (Alpha 8c) EdB Interface UI Mod (v2.4.4 - Updated 15 Dec 2014)
Post by: blambi on December 16, 2014, 01:12:06 PM
Nicely done!

One small thing I noticed is that all thoughts are shown in green, where as in vanilla negative ones are red. But thats really a minor issue.
Title: Re: [MOD] (Alpha 8c) EdB Interface UI Mod (v2.4.4 - Updated 15 Dec 2014)
Post by: Iwillbenicetou on December 16, 2014, 05:03:06 PM
This is amazing, love the release option.
|
\/ What? Oh that text below this.
Edb, you should get a profile avatar.
Title: Re: [MOD] (Alpha 8c) EdB Interface UI Mod (v2.4.5 - Updated 16 Dec 2014)
Post by: EdB on December 16, 2014, 10:55:18 PM
I did another bugfix release, 2.4.5.  Apologies for the large number of releases in a short period of time, but it feels like things have stabilized a bit now that the update's been out for a few days.  Hopefully this will be the last one for awhile.  That said, please continue to report bugs.  It helps a lot.

Changes in this release:
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: EdB on December 17, 2014, 12:32:49 AM
Quote from: Aporatael on October 22, 2014, 06:12:28 PM
Feature Request: In the priorities menu, show what the colonist is currently working on. Like when you click on the colonist it says things like, "cleaning X; hauling X to Y; feeding X meal to person." Being able to see a list of that from the priorities menu would be very useful.

I was reading through feature requests in old posts and came across this one.  It reminded me that I added something based on this feature request to the 2.4.x release.  I'm not sure it's exactly what Aporatael had in mind, but if you hover over a colonist's name in the Overview panel, the tooltip displays what they are currently doing.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Shinzy on December 17, 2014, 03:03:51 AM
Quote from: EdB on December 17, 2014, 12:32:49 AM
Quote from: Aporatael on October 22, 2014, 06:12:28 PM
Feature Request: In the priorities menu, show what the colonist is currently working on. Like when you click on the colonist it says things like, "cleaning X; hauling X to Y; feeding X meal to person." Being able to see a list of that from the priorities menu would be very useful.

I was reading through feature requests in old posts and came across this one.  It reminded me that I added something based on this feature request to the 2.4.x release.  I'm not sure it's exactly what Aporatael had in mind, but if you hover over a colonist's name in the Overview panel, the tooltip displays what they are currently doing.

I'm pretty sure he'd like to have window where you could see everyone's current activities on one glance (without having to hunt down an colonist and see what he is doing) sort of like overview of what's happening in your colony =P
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.4.5 - Updated 16 Dec 2014)
Post by: Omenpapa on December 17, 2014, 05:30:41 AM
bug: There is no left and right arrow to switch between colonists at the thoughts panel.
Title: Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
Post by: Aporatael on December 17, 2014, 10:36:39 AM
Quote from: Shinzy on December 17, 2014, 03:03:51 AM
Quote from: EdB on December 17, 2014, 12:32:49 AM
Quote from: Aporatael on October 22, 2014, 06:12:28 PM
Feature Request: In the priorities menu, show what the colonist is currently working on. Like when you click on the colonist it says things like, "cleaning X; hauling X to Y; feeding X meal to person." Being able to see a list of that from the priorities menu would be very useful.

I was reading through feature requests in old posts and came across this one.  It reminded me that I added something based on this feature request to the 2.4.x release.  I'm not sure it's exactly what Aporatael had in mind, but if you hover over a colonist's name in the Overview panel, the tooltip displays what they are currently doing.

I'm pretty sure he'd like to have window where you could see everyone's current activities on one glance (without having to hunt down an colonist and see what he is doing) sort of like overview of what's happening in your colony =P

Yes that is what I was asking. I don't know how hard it would be to implement. But it would be very useful.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.4.5 - Updated 16 Dec 2014)
Post by: john pretzel on December 18, 2014, 12:58:56 PM
I played the game without this once or twice. I'm glad to see this mod here - it's always on in my list  ;D
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.4.5 - Updated 16 Dec 2014)
Post by: christhekiller on December 18, 2014, 01:31:49 PM
Quote from: john pretzel on December 18, 2014, 12:58:56 PM
I played the game without this once or twice. I'm glad to see this mod here - it's always on in my list  ;D

I played the game during the public testing, well before the Edb could even update it...

It was pretty frustrating not having some of the stuff this mod gives.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.4.5 - Updated 16 Dec 2014)
Post by: Ink. on December 18, 2014, 09:09:57 PM
Quick question/suggestion/request. Is there any chance in a new update we might see the debug icons moved to the empty spot on the left? It interferes with the colonist icons (even in small version) and I like having the colonist icons to use, but I like to keep debug on so when something goes wrong with my mods I can investigate it.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.4.5 - Updated 16 Dec 2014)
Post by: EdB on December 18, 2014, 10:14:12 PM
Quote from: Ink. on December 18, 2014, 09:09:57 PM
Quick question/suggestion/request. Is there any chance in a new update we might see the debug icons moved to the empty spot on the left? It interferes with the colonist icons (even in small version) and I like having the colonist icons to use, but I like to keep debug on so when something goes wrong with my mods I can investigate it.

I can take a look at it.  The area to left is used for alert messages.  Usually they aren't wide enough to take up the whole space, but the colonist bar does start just to the right of the area that's reserved for those messages.  Maybe I can look at moving the debug tools to the upper-right corner and make the colonist bar not overlap if the tools are visible?  It would also be nice to disable the auto-scroll when it's triggered over the debug tools--that always makes me a little crazy when trying to use them.

I'll take a look.  Not sure how difficult it would be--probably not too bad.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: EdB on December 18, 2014, 10:27:21 PM
I posted a new release, 2.5.1.

You may have noticed the poll that I put up awhile back about whether or not I should keep the Inventory Dialog feature in the mod.  Even though I'm still not totally convinced of its utility, I'm going to leave it in for now.  It needed a little bit of clean-up work, so I've done that for this release.  You'll notice the following changes:

Note that this release also fixes the missing previous/next buttons on the Thoughts panel--I broke that by accident in the previous release.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: Igabod on December 19, 2014, 12:37:45 AM
Quote from: EdB on December 18, 2014, 10:27:21 PM

  • You can now assign weapons and apparel to colonists directly from the Inventory screen.  Hover your mouse over an item to see how many are available, right-click on the item to choose a colonist and an order will be issued to that colonist to equip the item.  A couple of people have asked for something like this, and I thought it might be worth trying to add a little more utility to the Inventory feature.

I might just start to use the inventory panel now with that change! That's really handy for when you have a ton of clothes in a stockpile and don't feel like figuring out which of the blue parkas is hyperweave and which is muffalo hide. Also when you're looking for weapons and can't really tell the difference between the R4 and M-16.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: hyprformnce on December 19, 2014, 01:52:14 AM
+1 praise to that idea!

additionally, any sort of batch functionality would be incredibly helpful. for example, telling every colonist without a weapon to equip something, etc. equipping parkas and m-24's to a colony of 40+ gets tedious sometimes lol
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: Omenpapa on December 19, 2014, 04:48:07 AM
Thank you for the fast fix for the thoughts panel issue :)
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: hyprformnce on December 19, 2014, 11:01:06 AM
a possible suggestion: if it isnt too difficult, could you add a way to trade the maximum of a certain type of commodity from the trade window? afaik the only way to sell off the 2000+ human leathers i have is the drag the number to the edge of my screen 20 times. a button or some alternative dialog that just lets me sell all of it would make things much easier. im sure i'm not the only one with this problem :p
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: EdB on December 19, 2014, 12:03:59 PM
Quote from: hyprformnce on December 19, 2014, 11:01:06 AM
a possible suggestion: if it isnt too difficult, could you add a way to trade the maximum of a certain type of commodity from the trade window?

There was a similar request to add a shift-click when dragging to make the numbers change faster.  I looked into it, and unfortunately it's just too difficult to modify the trader UI.  It's definitely possible, but the amount of work involved makes it difficult for me to justify.  I will look at it again to see if the code structure has changed at all for Alpha 8, but unfortunately, you probably will not see this feature in the mod.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: HawkeDB on December 23, 2014, 11:08:45 AM
Hey EDB,

I had posted a problem with Nu Metals + EDB Interface on JE's thread:

https://ludeon.com/forums/index.php?topic=7906.15

Basically when I am using both mods, (JE's on the second last mod order and yours on the last mod order) and I go to add a bill on the Furnace to smelt ore, I am able to click on bills, then when I select ADD BILL, nothing comes up. However when I disable EDB Interface the options to smelt appear when selecting ADD BILL.

JE Requested I add this problem to your thread.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: JuliaEllie on December 23, 2014, 11:12:51 AM
Quote from: HawkeDB on December 23, 2014, 11:08:45 AM
Hey EDB,

I had posted a problem with Nu Metals + EDB Interface on JE's thread:

https://ludeon.com/forums/index.php?topic=7906.15

Basically when I am using both mods, (JE's on the second last mod order and yours on the last mod order) and I go to add a bill on the Furnace to smelt ore, I am able to click on bills, then when I select ADD BILL, nothing comes up. However when I disable EDB Interface the options to smelt appear when selecting ADD BILL.

JE Requested I add this problem to your thread.

Yes i think it has something to do with the new <recipeUsers> tag which Tynan added in A8. I guess the interface thing is not reading out the recipes properly.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: EdB on December 23, 2014, 11:54:32 AM
Quote from: JuliaEllie on December 23, 2014, 11:12:51 AM
Yes i think it has something to do with the new <recipeUsers> tag which Tynan added in A8. I guess the interface thing is not reading out the recipes properly.

Could be.  I'll take a look.  I might not have updated how it reads the recipes with alpha 8.  I probably won't be able to get to a fix for about a week, but as a workaround you can disable the alternate Bills tab from the Interface Options menu.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: Temeez on December 28, 2014, 03:35:28 PM
Suggestion: When a colonist is selected and a weapon is equipped; Right click the weapon box (at bottom left) and select "Information". Would be a less tedious to check the weapon info that way.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: Epyk on January 07, 2015, 01:48:39 AM
Can someone use your mods for a mod pack?
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: Rock5 on January 07, 2015, 08:13:56 AM
Is there any chance you can make the colony bar resizable? I'm up to 24 colonist so far (my biggest colony so far) and the colony bar takes up too much space on the screen. I know there is an option to hide it but I like using it so would rather just have smaller images. Ideally it should auto adjust itself depending on the number of colonists.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: EdB on January 07, 2015, 10:17:54 AM
Quote from: Rock5 on January 07, 2015, 08:13:56 AM
Is there any chance you can make the colony bar resizable? I'm up to 24 colonist so far (my biggest colony so far) and the colony bar takes up too much space on the screen. I know there is an option to hide it but I like using it so would rather just have smaller images. Ideally it should auto adjust itself depending on the number of colonists.

There's an option for this.  Go to Menu -> Interface Options and click the "Use Smaller Icons" checkbox.  I decided not to auto-adjust the size just because I figured that everyone likely has their own opinion about how many is too many.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: Rock5 on January 07, 2015, 10:55:56 AM
Yes, that will do nicely. With the added bonus that it changed it to rows of 10 instead of 8. I've decided to aim for a colony of 30 this time so a nice and neat 3 rows of 10. :)
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: john pretzel on January 07, 2015, 11:18:06 AM
Hi edb, how you doing?

I'm writing you here wondering if you are thinking any time soon to update your mod in order to work with the other races. You know, the tab order when picking pawns? I recall some time ago you said this was related to your mod.. so, just wondering.  :)

Cheers!

P.S.
Quote from: EdB on January 07, 2015, 10:17:54 AM
There's an option for this.  Go to Menu -> Interface Options and click the "Use Smaller Icons" checkbox.  I decided not to auto-adjust the size just because I figured that everyone likely has their own opinion about how many is too many.

Very useful!
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: EdB on January 08, 2015, 12:20:22 AM
Quote from: john pretzel on January 07, 2015, 11:18:06 AM
I'm writing you here wondering if you are thinking any time soon to update your mod in order to work with the other races. You know, the tab order when picking pawns?

I probably will not be doing another update before Alpha 9, but I will try to find a fix for this problem with that release.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: ThaPear on January 08, 2015, 09:49:08 AM
I'm loving this mod, truly great.
However, is there a chance you could implement a way to decrease the size or spacing of the colonist status bar icons further?
Even when I use the smaller icons, it fills a large part of my screen in my current 110-colonist colony.
(http://i.imgur.com/qsyPYSY.jpg)
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: EdB on January 08, 2015, 10:18:18 AM
Quote from: ThaPear on January 08, 2015, 09:49:08 AM
is there a chance you could implement a way to decrease the size or spacing of the colonist status bar icons further?

Unfortunately, I can't make the colonist names smaller than they are, which limits how small I can make everything.  You can hide the colonist bar by right-clicking on it and selecting the option that appears.  This will shrink it down to a little icon in the upper-right corner of the screen that you can click to display the bar again.  I added that with the hope that you can quickly toggle the visibility of the bar when you need it.

It sounds like the fonts are changing a bit in Alpha 9, so it's possible that I can revisit this then.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: Johnny Masters on January 08, 2015, 04:05:44 PM
Hello EdB, is it possible to have *all* colonists tabs open or close at the same time through a hotkey?
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: Skay24 on January 12, 2015, 05:09:35 AM
The inventory option doesn't work for me. Don't now why, but when I click it, and nothing happens.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: EdB on January 12, 2015, 11:27:27 AM
Quote from: Skay24 on January 12, 2015, 05:09:35 AM
The inventory option doesn't work for me. Don't now why, but when I click it, and nothing happens.

Are you using other mods?  If so, it's probably some kind of mod incompatibility.  If you open the console (the ` key), there may be an error message there that gives a better idea of what's causing the problem.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: john pretzel on January 12, 2015, 01:02:04 PM
Quote from: EdB on January 08, 2015, 12:20:22 AM
Quote from: john pretzel on January 07, 2015, 11:18:06 AM
I'm writing you here wondering if you are thinking any time soon to update your mod in order to work with the other races. You know, the tab order when picking pawns?

I probably will not be doing another update before Alpha 9, but I will try to find a fix for this problem with that release.

Thanks edb  ;)
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: Marram on January 13, 2015, 12:02:56 PM
Not sure if this has been added in already but I found a little bug with the colonist overview at the top.

One of my colonists broke and started wander around, at this point he was removed from the colonist overview, I captured him and set to work convincing him to return as he was a very useful crafter. He was converted after a few days but his icon did not return to the colonist overview.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: bullet on January 13, 2015, 06:07:49 PM
It would be cool if you added option:
change displaying order of the colonist positions in the review tab and respectively, in the colonist status bar
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: SilverDragon on January 16, 2015, 03:10:33 PM
Quote from: Encode on January 09, 2015, 06:58:52 AM
I'm not sure if anyone had reported this problem before, but pawns are spawning & stuck at the edge of the map. This snapshot is of raiders. I'm sure the visitors will have this problem as well. Not saying this is caused by your mod, EdB, but this can only be discovered by scrolling through the list of pawns using your interface. Maybe you have better luck finding out how/why and then we can have a proper bug report. :) This is not an issue right now but I'm not sure if those stuck there will die+rot+clutter the map data... Thanks if you can help. Cheers!

These are actually raiders that aren't even in the map yet, their coordinates probably point to -1000, -1000. The game has already made the pawns but has yet to drop them into the map. You're not meant to see them! :D So I'd say its not a bug as much as a feature.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: SilverDragon on January 16, 2015, 03:13:27 PM
There is a feature I'm very curious to have in this mod since it already has the ability to copy/paste the stockpile setup. If at all possible, could you add the ability to copy/paste bills from workbenches? For example if I make multiple Cooking Stoves or Electric Smelters, I'd appreciate if I could copy/paste the bills across the tables instead of manually going through each to set up the bills and allowing/disallowing the things I'd like to keep and get rid of. :)
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: hyprformnce on January 17, 2015, 01:24:39 PM
Quote from: SilverDragon on January 16, 2015, 03:13:27 PM
There is a feature I'm very curious to have in this mod since it already has the ability to copy/paste the stockpile setup. If at all possible, could you add the ability to copy/paste bills from workbenches? For example if I make multiple Cooking Stoves or Electric Smelters, I'd appreciate if I could copy/paste the bills across the tables instead of manually going through each to set up the bills and allowing/disallowing the things I'd like to keep and get rid of. :)

+1 to this idea! having multiple of any sort of production building is sort of a pain
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: EdB on January 17, 2015, 02:21:13 PM
Quote from: Marram on January 13, 2015, 12:02:56 PM
Not sure if this has been added in already but I found a little bug with the colonist overview at the top.

One of my colonists broke and started wander around, at this point he was removed from the colonist overview, I captured him and set to work convincing him to return as he was a very useful crafter. He was converted after a few days but his icon did not return to the colonist overview.

Can you double-check which version of the mod that you have?  I meant to I fix this in version 2.4.5 and would like to know if it's actually not completely fixed.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: EdB on January 17, 2015, 02:29:30 PM
Quote from: bullet on January 13, 2015, 06:07:49 PM
It would be cool if you added option:
change displaying order of the colonist positions in the review tab and respectively, in the colonist status bar

Take a look at this post that I put up awhile back (https://ludeon.com/forums/index.php?topic=5258.msg76486#msg76486) discussing the development direction of the mod.  This idea falls into a category of features that I've decided to not work on--at least for now.  Technically, this idea is actually something that I could do without worrying about the save game issues that I talk about in that post, but it's probably something that I would only work on as part of a larger squad management feature. 

I will say that I did recently work out a technique for dealing with the save game issue that I'm almost happy with.  It comes with one or two trade-offs, but it mostly works the way that I want it to, so I may revisit the decision on these types of features.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: EdB on January 17, 2015, 02:29:59 PM
Quote from: SilverDragon on January 16, 2015, 03:13:27 PM
There is a feature I'm very curious to have in this mod since it already has the ability to copy/paste the stockpile setup. If at all possible, could you add the ability to copy/paste bills from workbenches? For example if I make multiple Cooking Stoves or Electric Smelters, I'd appreciate if I could copy/paste the bills across the tables instead of manually going through each to set up the bills and allowing/disallowing the things I'd like to keep and get rid of. :)

I will look into this.  It should not be too difficult to do.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: Epyk on January 17, 2015, 04:43:40 PM
How hard would it be to save priority presets?
For much easier micro managing, fiddling with priorities all the time has gotten me crazy.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: bearminator on January 20, 2015, 05:18:55 PM
Quote from: EdB on January 12, 2015, 11:27:27 AM
Quote from: Skay24 on January 12, 2015, 05:09:35 AM
The inventory option doesn't work for me. Don't now why, but when I click it, and nothing happens.

Are you using other mods?  If so, it's probably some kind of mod incompatibility.  If you open the console (the ` key), there may be an error message there that gives a better idea of what's causing the problem.

That's what the console says:
EdB Interface inventory dialog failed to count all inventory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

NullReferenceException: Object reference not set to an instance of an object
  at EdB.Interface.InventoryCounterDefault.CountThing (Verse.Thing thing, System.Collections.Generic.Dictionary`2 recordLookup, EdB.Interface.InventoryState state, System.Boolean& equippable) [0x00000] in <filename unknown>:0

  at EdB.Interface.InventoryManager.Count (Verse.Thing thing) [0x00000] in <filename unknown>:0

  at EdB.Interface.InventoryManager.TakeInventory () [0x00000] in <filename unknown>:0

  at EdB.Interface.Dialog_Inventory.TakeInventory () [0x00000] in <filename unknown>:0
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: Rock5 on January 21, 2015, 01:01:56 AM
Sometimes, to cycle through the colonists, I use the arrows in the information panels. It's a bit annoying to have to open one of the sub panels (Character, Gear, Health, Thoughts) to use this feature. Can the arrows be added to the main panel instead? At the moment I'm using the "Colonist" button to cycle through the colonists but it only goes one way, arrows are better because you can go both ways.

Also the arrows disappear when you look at a Mechanical Defense 2 droid. Could you have a look at that? Although I don't know if it's something you or they need to fix. I've already mentioned it to them.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: EdB on January 21, 2015, 11:15:57 AM
Quote from: Rock5 on January 21, 2015, 01:01:56 AM
At the moment I'm using the "Colonist" button to cycle through the colonists but it only goes one way, arrows are better because you can go both ways.

Just a note that if you right-click on the Colonist button, it will cycle through in the other direction.

Quote from: Rock5 on January 21, 2015, 01:01:56 AM
Also the arrows disappear when you look at a Mechanical Defense 2 droid. Could you have a look at that? Although I don't know if it's something you or they need to fix. I've already mentioned it to them.

This is probably something that I would need to fix.  I will take a look.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: Rock5 on January 21, 2015, 07:46:04 PM
Quote from: EdB on January 21, 2015, 11:15:57 AM
Just a note that if you right-click on the Colonist button, it will cycle through in the other direction.
Cool. Thanks.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: akiceabear on January 21, 2015, 07:53:48 PM
QuoteJust a note that if you right-click on the Colonist button, it will cycle through in the other direction.

+1!
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: Shinzy on January 22, 2015, 09:11:13 AM
EdBard!

I was testing my own mod (spawning in pirates and villagers to check how often they'd spawn with some items)
so I cycled through them in the gear tab
and then I start reading gear of random space soldiers I hadn't put on map ;D

you can determine if cryptopods have enemies or friendlies in them like this (and see their gear)
Don't know if it's fixable thing but it's pretty exploitable! ;D

(http://i.imgur.com/gszktel.png)

Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: Rock5 on January 22, 2015, 09:26:01 AM
Yes, that's it! I was wondering what those extra names were that kept appearing in the list.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: EdB on January 22, 2015, 10:28:13 AM
Quote from: Shinzy on January 22, 2015, 09:11:13 AM
EdBard!

I was testing my own mod (spawning in pirates and villagers to check how often they'd spawn with some items)
so I cycled through them in the gear tab
and then I start reading gear of random space soldiers I hadn't put on map ;D

you can determine if cryptopods have enemies or friendlies in them like this (and see their gear)
Don't know if it's fixable thing but it's pretty exploitable! ;D

Good catch.  That should be fixable.  I will take a look.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: SilverDragon on January 23, 2015, 03:23:10 PM
Quote from: Shinzy on January 22, 2015, 09:11:13 AM
Don't know if it's fixable thing but it's pretty exploitable! ;D

:D Just like when the core game makes the scarabs go crazy, and you hit jump-to-location just to find out the scarabs are having a rave party inside a cryptopod. So you're like "Nope nope nope, not today scarabs! D: "
Its a singleplayer game with looots of mods of variable amounts of pls-nerf-op, but in the end it's the player who uses the features to cheese. So much fun!  ;D
I've been trying to fiddle around with the EdBInterface.dll to see if I could move the colonist bar around, it'd be handy to be able to adjust its location abit, it sometimes looks weird when the colony grows, filling the whole screen except for the left side because the bar starting point is at 640,16 :D
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: Alt on January 25, 2015, 09:30:35 AM
Quote from: EdB on January 12, 2015, 11:27:27 AM
Are you using other mods?  If so, it's probably some kind of mod incompatibility.  If you open the console (the ` key), there may be an error message there that gives a better idea of what's causing the problem.

The Inventory option doesn't work for me either. When I first installed the mod it worked, but all of a sudden it stopped working and I'm not using any other mods.

I took this picture of the debug log. I'm not sure if this might help

(http://i.imgur.com/6QzpeHG.png)
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: SilverDragon on January 25, 2015, 11:58:59 AM
My best uneducated guess for that error would be that you have way too much stuff for the inventory to count it! ;D
Just out of curiousity, whats the highest amount of a single type of item you have, for example steel or such?
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: EdB on January 25, 2015, 12:17:43 PM
Quote from: MasterfulGamer on January 25, 2015, 09:30:35 AM
The Inventory option doesn't work for me either. When I first installed the mod it worked, but all of a sudden it stopped working and I'm not using any other mods.

There's a particular item or building that it's failing to count.  Usually this happens when it's something out of the ordinary from another mod.  Unfortunately, I'm not logging enough information for the console output to be useful.  I've been experimenting in dev mod to try hunt down the culprit, but so far no luck.  I'll keep looking, but if there's a particular building that you can think of that you first added soon before it stopped working or a particular item that you moved into a stockpile, that might help.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: SilverDragon on January 25, 2015, 12:24:05 PM
Quote from: EdB on January 25, 2015, 12:17:43 PM
There's a particular item or building that it's failing to count.  Usually this happens when it's something out of the ordinary from another mod.  Unfortunately, I'm not logging enough information for the console output to be useful.  I've been experimenting in dev mod to try hunt down the culprit, but so far no luck.  I'll keep looking, but if there's a particular building that you can think of that you first added soon before it stopped working or a particular item that you moved into a stockpile, that might help.

Do you know if there's a soft or hard limit to a single type of item the inventory can count up to? I sometimes get this inventory issue but very rarely, and I'm running Rimworld with almost 90 active mods now.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: EdB on January 25, 2015, 01:08:01 PM
Quote from: SilverDragon on January 25, 2015, 12:24:05 PM
Do you know if there's a soft or hard limit to a single type of item the inventory can count up to? I sometimes get this inventory issue but very rarely, and I'm running Rimworld with almost 90 active mods now.

All it's really doing is counting things on the map, so it should not have a limit.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: SilverDragon on January 25, 2015, 01:15:19 PM
Quote from: EdB on January 25, 2015, 01:08:01 PM
Quote from: SilverDragon on January 25, 2015, 12:24:05 PM
Do you know if there's a soft or hard limit to a single type of item the inventory can count up to? I sometimes get this inventory issue but very rarely, and I'm running Rimworld with almost 90 active mods now.

All it's really doing is counting things on the map, so it should not have a limit.

Ok thanks, that is good to know. :) I'll see if I can reliably reproduce the issue.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: Kolljak on January 25, 2015, 04:24:22 PM
EdB do you think there is a way you could add a Food type Filter onto this interface... im using a food mod and my freaking colonists are eating all the flour before it can be made into bread.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: EdB on January 25, 2015, 04:48:52 PM
Quote from: Kolljak on January 25, 2015, 04:24:22 PM
EdB do you think there is a way you could add a Food type Filter onto this interface... im using a food mod and my freaking colonists are eating all the flour before it can be made into bread.

You mean a way to restrict food from being eaten?  That gets more into modifying core gameplay mechanics, which the interface mod doesn't really do.  Someone else would need to take on that particular change.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: SilverDragon on January 25, 2015, 04:52:50 PM
Quote from: EdB on January 25, 2015, 04:48:52 PM
Quote from: Kolljak on January 25, 2015, 04:24:22 PM
EdB do you think there is a way you could add a Food type Filter onto this interface... im using a food mod and my freaking colonists are eating all the flour before it can be made into bread.

You mean a way to restrict food from being eaten?  That get more into modifying core gameplay mechanics, which the interface mod doesn't really do.  Someone else would need to take on that particular change.

Isn't that something the mod maker that has that flour item to hotfix? Make flour inedible or very very low priority to be consumed?
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: Kolljak on January 25, 2015, 07:05:49 PM
good thinking ill go give him a poke.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: Mechanoid Hivemind on January 25, 2015, 11:00:38 PM
Hey EdB i found a buck with the inventory i just started and had a ship part crash, well i destroyed it and i colected the core from it and put it in my stock pile. Then i got this debud menu with this error saying Xmlerror:<inventoryArrangeApparelByColor>true</inventoryArrangeApparelByColor> doesn't correspond to any field in type ModPreferencesData
And now i cant open up the inventory tab

I added the bold and underline to help you guys see it
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: EdB on January 25, 2015, 11:31:03 PM
Quote from: GiantCookieEater on January 25, 2015, 11:00:38 PM
Hey EdB i found a buck with the inventory i just started and had a ship part crash, well i destroyed it and i colected the core from it and put it in my stock pile. Then i got this debud menu with this error saying Xmlerror:<inventoryArrangeApparelByColor>true</inventoryArrangeApparelByColor> doesn't correspond to any field in type ModPreferencesData
And now i cant open up the inventory tab

I added the bold and underline to help you guys see it

That's actually a warning that comes up as soon as you start the game and should not cause the Inventory Panel to fail--it's an old preference that I removed recently.  If the debug console suddenly appeared, there's probably another error message in there.  Red text is an error and will pop open the console.  Yellow text is a warning and won't pop open the console.

I think some other error is causing the problem.  I tested with a ship core, and it seems like it works ok.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: Rock5 on January 26, 2015, 12:04:31 AM
The resources list on the left side of the screen is getting too long. I seem to remember changing it so it grouped things together in collapsible groups. I chose not to use that mode but now I don't know how I did it. I don't know if it's a mod option or it's supposed to be a vanilla option somewhere but now I can't find any such option.

Did I just imagine it? Is there such an option? I ask here because it sounds like something the EdB Interface might have a hand in.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: EdB on January 26, 2015, 12:08:32 AM
Quote from: Rock5 on January 26, 2015, 12:04:31 AM
The resources list on the left side of the screen is getting too long. I seem to remember changing it so it grouped things together in collapsible groups. I chose not to use that mode but now I don't know how I did it. I don't know if it's a mod option or it's supposed to be a vanilla option somewhere but now I can't find any such option.

Did I just imagine it? Is there such an option? I ask here because it sounds like something the EdB Interface might have a hand in.

It's a vanilla option.  It's the third little icon above the "Overview" button at bottom-right of the screen.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: Rock5 on January 26, 2015, 01:43:10 AM
Yes, that's it. Thank you.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: Alt on January 26, 2015, 11:42:54 AM
Quote from: EdB on January 25, 2015, 12:17:43 PM
There's a particular item or building that it's failing to count.  Usually this happens when it's something out of the ordinary from another mod.  Unfortunately, I'm not logging enough information for the console output to be useful.  I've been experimenting in dev mod to try hunt down the culprit, but so far no luck.  I'll keep looking, but if there's a particular building that you can think of that you first added soon before it stopped working or a particular item that you moved into a stockpile, that might help.

There was a message I forgot to show.

(http://i.imgur.com/3fYDHWC.png)
Does it help at all?
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: shhfiftyfive on January 26, 2015, 11:57:38 AM
not sure if this mod is causing it, or if its the vanilla game, or some other mod in epyk...

i cant even remember if this being part of the vanilla game.

after i loaded up mods for the first time (epyk pack) i found that the mouse scroll wheel doesn't work so well.

i mean when i have an interface tab (trade, etc) window open and you want to scroll down a list... the mouse wheel button does that...

but it also doesn't respect/recognize that you have said tab open, and so what you see is the mouse wheel function as a camera zoom in and out on the game world in the background. it is extremely annoying to put it mildly.

how can i fix this?
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: EdB on January 26, 2015, 11:19:13 PM
Quote from: shhfiftyfive on January 26, 2015, 11:57:38 AM
not sure if this mod is causing it, or if its the vanilla game, or some other mod in epyk...

i cant even remember if this being part of the vanilla game.

after i loaded up mods for the first time (epyk pack) i found that the mouse scroll wheel doesn't work so well.

i mean when i have an interface tab (trade, etc) window open and you want to scroll down a list... the mouse wheel button does that...

but it also doesn't respect/recognize that you have said tab open, and so what you see is the mouse wheel function as a camera zoom in and out on the game world in the background. it is extremely annoying to put it mildly.

how can i fix this?

I'm not sure where this might be happening in the vanilla game or where it might be caused by other mods, but I'm seeing the issue with just Prepare Carefully and the Interface mod enabled using the trader window.  This only seems to happen immediately after starting a new game with Prepare Carefully.  If you save the game and then reload it, it should go away.  If you quit out of the game and then load it up later, it should also be gone.  It just happens right after you start a new game.  If reloading the game doesn't fix the problem, it could be caused by another mod on the modpack.

I know why it's happening--it's related to the technique that I'm using to override the resources that you start the game with--but I'm not entirely sure if it's fixable.  I will look into it.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: Mechanoid Hivemind on January 27, 2015, 01:41:18 AM
Quote from: EdB on January 26, 2015, 11:19:13 PM
Quote from: shhfiftyfive on January 26, 2015, 11:57:38 AM
not sure if this mod is causing it, or if its the vanilla game, or some other mod in epyk...

i cant even remember if this being part of the vanilla game.

after i loaded up mods for the first time (epyk pack) i found that the mouse scroll wheel doesn't work so well.

i mean when i have an interface tab (trade, etc) window open and you want to scroll down a list... the mouse wheel button does that...

but it also doesn't respect/recognize that you have said tab open, and so what you see is the mouse wheel function as a camera zoom in and out on the game world in the background. it is extremely annoying to put it mildly.

how can i fix this?

I'm not sure where this might be happening in the vanilla game or where it might be caused by other mods, but I'm seeing the issue with just Prepare Carefully and the Interface mod enabled using the trader window.  This only seems to happen immediately after starting a new game with Prepare Carefully.  If you save the game and then reload it, it should go away.  If you quit out of the game and then load it up later, it should also be gone.  It just happens right after you start a new game.  If reloading the game doesn't fix the problem, it could be caused by another mod on the modpack.

I know why it's happening--it's related to the technique that I'm using to override the resources that you start the game with--but I'm not entirely sure if it's fixable.  I will look into it.
It is vanilla game its a known bug
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: EdB on January 27, 2015, 02:12:02 AM
Quote from: GiantCookieEater on January 27, 2015, 01:41:18 AM
Quote from: shhfiftyfive on January 26, 2015, 11:57:38 AM
not sure if this mod is causing it, or if its the vanilla game, or some other mod in epyk...

i cant even remember if this being part of the vanilla game.

after i loaded up mods for the first time (epyk pack) i found that the mouse scroll wheel doesn't work so well.

i mean when i have an interface tab (trade, etc) window open and you want to scroll down a list... the mouse wheel button does that...

but it also doesn't respect/recognize that you have said tab open, and so what you see is the mouse wheel function as a camera zoom in and out on the game world in the background. it is extremely annoying to put it mildly.

how can i fix this?

It is vanilla game its a known bug

I can say that I just tested this out in the vanilla game (using Windows, not Mac) with the trade window and it does not happen.  It may happen with other scrollable windows.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: Igabod on January 27, 2015, 02:18:59 AM
Quote from: EdB on January 27, 2015, 02:12:02 AM
Quote from: GiantCookieEater on January 27, 2015, 01:41:18 AM
Quote from: shhfiftyfive on January 26, 2015, 11:57:38 AM
not sure if this mod is causing it, or if its the vanilla game, or some other mod in epyk...

i cant even remember if this being part of the vanilla game.

after i loaded up mods for the first time (epyk pack) i found that the mouse scroll wheel doesn't work so well.

i mean when i have an interface tab (trade, etc) window open and you want to scroll down a list... the mouse wheel button does that...

but it also doesn't respect/recognize that you have said tab open, and so what you see is the mouse wheel function as a camera zoom in and out on the game world in the background. it is extremely annoying to put it mildly.

how can i fix this?

It is vanilla game its a known bug

I can say that I just tested this out in the vanilla game (using Windows, not Mac) with the trade window and it does not happen.  It may happen with other scrollable windows.

I have seen it happen with the trade window as well as other scrollable windows on vanilla. It doesn't happen every time though. Just when it's most annoying.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: EdB on January 27, 2015, 02:30:09 AM
Quote from: Igabod on January 27, 2015, 02:18:59 AM
I have seen it happen with the trade window as well as other scrollable windows on vanilla. It doesn't happen every time though. Just when it's most annoying.

Could be, but I can't get it to happen with the trade window.  It definitely happens consistently with Prepare Carefully as described above.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: Mechanoid Hivemind on January 27, 2015, 03:12:44 AM
There was a message I forgot to show.

(http://i.imgur.com/3fYDHWC.png)

This is what i kept getting to
I have vanilla turrets installed and more research benches too
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: Marnador on January 27, 2015, 06:51:46 AM
Alright this wasn't easy but I think I tracked the issue or at least whats causing Inventory to fail.
Unless this was already found in that case ah well =p let those who are new to this problem see at least.
This is a vanilla colony no mods besides EdB Interface.
Where there is an unfinished stone flooring blueprint it gives this
(http://img.photobucket.com/albums/v166/sod.x/screenshot29.png)

But as soon as I cancel it to goes back to normal, I tried this theory multiple times and every time pawn start a flooring blueprint (stone in my case) this error pops up.
This is what happens as soon as I cancel it.
(http://img.photobucket.com/albums/v166/sod.x/screenshot30.png)
Basically all goes back to normal.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: SilverDragon on January 27, 2015, 09:25:43 AM
Quote from: Marnador on January 27, 2015, 06:51:46 AM
Alright this wasn't easy but I think I tracked the issue or at least whats causing Inventory to fail.
Unless this was already found in that case ah well =p let those who are new to this problem see at least.
This is a vanilla colony no mods besides EdB Interface.
Where there is an unfinished stone flooring blueprint it gives this

But as soon as I cancel it to goes back to normal, I tried this theory multiple times and every time pawn start a flooring blueprint (stone in my case) this error pops up.
This is what happens as soon as I cancel it.

Basically all goes back to normal.

Ohh stone floors.. Now I remember why I dont use those... I had this one case of a disappearing Norbal colonist and it turned out she just went invisible because of a shadowing issue or something between a pawn and the stone floors! ;D
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: Mechanoid Hivemind on January 27, 2015, 09:46:10 AM
OHHHHHHH.....i have carpet being installed let me cancel it to see if it works with my mods
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: Rock5 on January 27, 2015, 10:12:40 AM
Could this have something to do with my floors sometimes becoming untiled?
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: EdB on January 27, 2015, 10:21:22 AM
Quote from: Marnador on January 27, 2015, 06:51:46 AM
Alright this wasn't easy but I think I tracked the issue or at least whats causing Inventory to fail.
Unless this was already found in that case ah well =p let those who are new to this problem see at least.
This is a vanilla colony no mods besides EdB Interface.
Where there is an unfinished stone flooring blueprint it gives this...

Thanks for figuring this out!  This is very likely the issue that most people have been running into.  I will work on a fix.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: Alt on January 27, 2015, 10:45:22 AM
Quote from: Marnador on January 27, 2015, 06:51:46 AM
Alright this wasn't easy but I think I tracked the issue or at least whats causing Inventory to fail.
Unless this was already found in that case ah well =p let those who are new to this problem see at least.
This is a vanilla colony no mods besides EdB Interface.
Where there is an unfinished stone flooring blueprint it gives this

But as soon as I cancel it to goes back to normal, I tried this theory multiple times and every time pawn start a flooring blueprint (stone in my case) this error pops up.
This is what happens as soon as I cancel it.
Basically all goes back to normal.

This is not the case for me. I get those two exact messages when clicking the Inventory, but I have no unfinished stone floor blueprint. I even tried to cancel every building order in the map, but nothing was cancelled.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: EdB on January 27, 2015, 12:27:56 PM
Quote from: MasterfulGamer on January 27, 2015, 10:45:22 AM
Quote from: Marnador on January 27, 2015, 06:51:46 AM
Alright this wasn't easy but I think I tracked the issue or at least whats causing Inventory to fail.
Unless this was already found in that case ah well =p let those who are new to this problem see at least.
This is a vanilla colony no mods besides EdB Interface.
Where there is an unfinished stone flooring blueprint it gives this

But as soon as I cancel it to goes back to normal, I tried this theory multiple times and every time pawn start a flooring blueprint (stone in my case) this error pops up.
This is what happens as soon as I cancel it.
Basically all goes back to normal.

This is not the case for me. I get those two exact messages when clicking the Inventory, but I have no unfinished stone floor blueprint. I even tried to cancel every building order in the map, but nothing was cancelled.

When I put together a fix for the described issue, I'll also do my best to add better error handling that will hopefully explicitly log the thing that's causing the problem.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.1 - Updated 18 Dec 2014)
Post by: Marnador on January 27, 2015, 03:53:23 PM
Quote from: MasterfulGamer on January 27, 2015, 10:45:22 AM
Quote from: Marnador on January 27, 2015, 06:51:46 AM
Alright this wasn't easy but I think I tracked the issue or at least whats causing Inventory to fail.
Unless this was already found in that case ah well =p let those who are new to this problem see at least.
This is a vanilla colony no mods besides EdB Interface.
Where there is an unfinished stone flooring blueprint it gives this

But as soon as I cancel it to goes back to normal, I tried this theory multiple times and every time pawn start a flooring blueprint (stone in my case) this error pops up.
This is what happens as soon as I cancel it.
Basically all goes back to normal.

This is not the case for me. I get those two exact messages when clicking the Inventory, but I have no unfinished stone floor blueprint. I even tried to cancel every building order in the map, but nothing was cancelled.
Could you perhaps share your save? maybe I could attempt to track it on my spare time.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: EdB on January 30, 2015, 12:44:05 AM
I've done a quick bug-fix release, v2.5.2 that fixes a problem with the inventory screen when it tries to count unfinished floors (thanks again to Marnador for figuring out the cause).  If you continue to have issues with the inventory screen, let me know.  I tried to make the error handling more complete, so I'm hoping that error messages in the console will be more clear if it fails now.

I've also fixed it so that enemies that are in cryptosleep caskets are no longer included when you cycle through enemies from the character tabs.

Thanks again to everyone for reporting these bugs.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: Marnador on January 31, 2015, 08:47:58 PM
Quote from: EdB on January 30, 2015, 12:44:05 AM
I've done a quick bug-fix release, v2.5.2 that fixes a problem with the inventory screen when it tries to count unfinished floors (thanks again to Marnador for figuring out the cause).  If you continue to have issues with the inventory screen, let me know.  I tried to make the error handling more complete, so I'm hoping that error messages in the console will be more clear if it fails now.

I've also fixed it so that enemies that are in cryptosleep caskets are no longer included when you cycle through enemies from the character tabs.

Thanks again to everyone for reporting these bugs.
That's great news! I already informed one of the Let's players to update his version of EdB Interface hopefully that fixes his inventory.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: rephikul on February 02, 2015, 01:29:34 AM
It'd be nice if there's a one-word job status under each Pawn. It could be a second line under their names or a replacement of the names. Literally the first word of the reportString as described in Job_Misc.xml would do.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: mrkorb on February 07, 2015, 12:10:35 AM
I posted a mod request here (https://ludeon.com/forums/index.php?topic=10104.0) to move mouseover text into a space that is always visible when the architect and colonist panels are opened, and it occurred to me that it might actually be an option that fits in with this UI mod.  If you could take a look and consider incorporating it, I'd be appreciative.  Thanks for your work.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: Reptavian on February 08, 2015, 10:45:44 PM
Hello, I am still a bit new to Rimworld, this is my first time trying to use a mod.  I unzipped the folder and put it in the mod folder, started the game, sure enough it was in the mod list and I did activate it.  But I don't see anything different, even though I tried starting a new colony.  WTF am I doing wrong?  Please help because this mod is just what I need to help keep track of things.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: EdB on February 09, 2015, 12:48:42 AM
Quote from: Reptavian on February 08, 2015, 10:45:44 PM
Hello, I am still a bit new to Rimworld, this is my first time trying to use a mod.  I unzipped the folder and put it in the mod folder, started the game, sure enough it was in the mod list and I did activate it.  But I don't see anything different, even though I tried starting a new colony.  WTF am I doing wrong?  Please help because this mod is just what I need to help keep track of things.

Take a look at this thread about installing mods (https://ludeon.com/forums/index.php?topic=6223.0).  From what you're describing, it sounds like you might have ended up with an extra folder when you extracted the mod.  From that thread:

Quote from: Iwillbenicetou on September 19, 2014, 08:11:57 PM
3. Move the folder into the mods folder, located in your Rimworld install location, make sure that the mods files are 1 level deep (for example /mods/modname/defs. not /mods/modname/modname/defs as sometimes happens, or /mods/defs/
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: Reptavian on February 09, 2015, 02:00:00 PM
Lol, that did it thanks, I'm such a derpy newb I didn't originally understand that line from the forum you linked me even though I had already seen it.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: Viceroy on February 11, 2015, 05:28:10 PM
Hey EdB, I was just wondering, since you are a boffin with UI stuff evidently. I have a problem that really irks me, you see when you are running loads and loads of mods you often times find yourself using 50%+ of your screenspace when you are in a furniture menu or floors menu or what have you. I don't know if this has been requested before (probably has) but...  Would it be possible to:

A) Reduce the icon sizes for constructions.
and/or
B) Make the icon panel smaller and multi-page.
and/or
C) Make the page hide itself the moment you select a construction whilst holding down Ctrl.

Thus allowing the free men of Cowgos Mu to see where they are placing items. Thank you for your time and consideration. :)
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: Rock5 on February 11, 2015, 10:23:37 PM
I second that.

What I'd like to have is a button I can press that dismisses the UI but doesn't interfere with what you are doing. So for example after selecting something to place you press the button to toggle the UI, so you can see what you are doing, and place the item.

Edit: Just had a closer look at the in game controls. F9 does the trick. Completely removes all UI elements for easy placement of objects. :)

Edit2: Spoke too soon. It clears the UI and the pointer is still holding the object to be placed but it doesn't allow you to place it. Who's brilliant idea was that?  >:(

Edit3: I think it's a bug because in F9 mode you can still use some keyboard controls but the mouse is totally disabled which doesn't make sense. So I think they accidentally disabled the mouse when in F9 mode.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: Rock5 on February 11, 2015, 11:52:56 PM
I've reported the above F9 issue in the bug section.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: EdB on February 19, 2015, 12:27:41 AM
Just a preemptive update: I am working on converting to alpha 9.  It looks like it's going to be a fairly painful update--there are a ton of changes that need to be made.  It will probably be at least few days before you can expect a release.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: Vonholtz on February 19, 2015, 01:47:44 AM
Quote from: EdB on February 19, 2015, 12:27:41 AM
Just a preemptive update: I am working on converting to alpha 9.  It looks like it's going to be a fairly painful update--there are a ton of changes that need to be made.  It will probably be at least few days before you can expect a release.
NP for me I was going to wait a few days before switching to A9. give the mod's a few day to update.  ;D TY
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: Spare74 on February 19, 2015, 08:45:45 AM
Quote from: EdB on February 19, 2015, 12:27:41 AM
Just a preemptive update: I am working on converting to alpha 9.  It looks like it's going to be a fairly painful update--there are a ton of changes that need to be made.  It will probably be at least few days before you can expect a release.


Np take your time, the real question is: when is Ty gonna include your mod in the vanilla game :)
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: MagnAxiom on February 19, 2015, 10:02:23 AM
Quote from: EdB on February 19, 2015, 12:27:41 AM
Just a preemptive update: I am working on converting to alpha 9.  It looks like it's going to be a fairly painful update--there are a ton of changes that need to be made.  It will probably be at least few days before you can expect a release.

You are the man!! I played a bit last night on Alpha 9 without EbDInterface, and it was painful!!!  Totally revolutionized my experience with the game!
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: 10001110 on February 20, 2015, 08:53:21 AM
Should definitely be in vanilla. EdB we have faith in you!
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: Rock5 on February 20, 2015, 09:24:25 AM
I'm playing an initial game vanilla with very minimal mods. The one thing I'm really missing is the extra items that appear when you select objects.
I'm really surprised this wasn't added to vanilla. It's such an obvious choice to include.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: ManWithNoName on February 20, 2015, 09:42:37 AM
Quote from: Rock5 on February 20, 2015, 09:24:25 AM
I'm playing an initial game vanilla with very minimal mods. The one thing I'm really missing is the extra items that appear when you select objects.

       
  • When an object is selected, buttons are available for commands that normally only appear in the "Orders" menu.  For example, when a Muffalo is selected, a "Hunt" button appears; when a rock chunk is selected, a "Haul" button appears; etc.
I'm really surprised this wasn't added to vanilla. It's such an obvious choice to include.

Agree i keep selecting animals and pressing "o" doh!
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: Asfalto on February 20, 2015, 10:08:05 AM
Ty, implement this! (and pawns state icons too!)
Copypasting storage infos.

It's KILLER to do it manually.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: monkeystyxx on February 20, 2015, 11:10:33 AM
I forgot I had this mod installed. When I started a new A9 game, I immediately noticed I no longer had this mod installed. :'(

It really is that good. :p
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: eddyvegasgames on February 20, 2015, 11:38:34 AM
Yes, it improves the entire game, like, 21%. It's painful to play without it.

Thank you for your work EdB.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: Runoke on February 20, 2015, 12:20:47 PM
Keep up the good work. A9 for me, awaits your improvements.
It's just not the same without the EdB Stamp.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: TheSilencedScream on February 20, 2015, 07:06:49 PM
I'm spoiled at this point.

Beyond public testing A9, I just can't get myself to play RimWorld without your UI (and, to a lesser extent, Prepare Carefully). This isn't meant to be a "Hurry up so I can play" comment, as much as it is a, "I really appreciate all your hard work and think your mods should be integrated into the core game."

Keep it up, EdB - you're appreciated. :)
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: ManWithNoName on February 20, 2015, 07:10:24 PM
Have to agree makes the game more enjoyable thanks for the hard work you put into it. =)
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: Vonholtz on February 20, 2015, 07:26:16 PM
Quote from: TheSilencedScream on February 20, 2015, 07:06:49 PM
I'm spoiled at this point.

Beyond public testing A9, I just can't get myself to play RimWorld without your UI (and, to a lesser extent, Prepare Carefully). This isn't meant to be a "Hurry up so I can play" comment, as much as it is a, "I really appreciate all your hard work and think your mods should be integrated into the core game."

Keep it up, EdB - you're appreciated. :)
LoL yep I am in the same boat game seem less with out your mods. But it is ok there a few other mods I feel the same way about and some of them might not be updated at all. So I can wait to.  8)
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: ProBro on February 20, 2015, 07:28:34 PM
Same here.   Unlikely to play A9 until UI and Prepare mods are out.    These should be part of the standard Rimworld game, IMO.    Thanks for all the effort!
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: Clibanarius on February 20, 2015, 08:36:50 PM
Agreed, I just can't handle needing to randomize the perfect (or at least mildly acceptable) group of colonists at the start each time I embark. Starting with only 3 colonists is also a bit of an annoyance that I like EdB's Prepare mod for fixing.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: Etherdreamer on February 21, 2015, 02:21:03 AM
How different is the game without this mod,  I keep clicking things waiting for the options and they don´t appear..  :sadpanda:
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: TheSilencedScream on February 21, 2015, 02:35:13 AM
With all the changes in A9, I suspect this mod might take the longest to update for EdB.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: EdB on February 21, 2015, 02:39:22 AM
Quote from: TheSilencedScream on February 21, 2015, 02:35:13 AM
With all the changes in A9, I suspect this mod might take the longest to update for EdB.

You suspect correctly.  I'm working on it, but the nature of mod makes it a tedious process, and it unfortunately just takes a long time.

I appreciate the patience and kind words from everyone!
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: Enjoyment on February 21, 2015, 03:08:45 AM
Take your time, EdB, I know your mod is much complex that most others, so there can be no "ASAP". I allways lost two or three colonies, before understanding all of the new alpha's mechanics, and for that moment your mod is usually done)
And thx for your work, man.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: Cryonist on February 21, 2015, 03:33:59 AM
This should be made part of the original game! Keep up the good work, I can't wait to get the updated version. I miss my colonist bar sooo much!
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: akiceabear on February 21, 2015, 03:53:06 AM
EdB - eagerly awaiting the new version and appreciate that it takes time to do properly.

A small request for a future update - is it possible to hotkey the interface buttons in the bottom right of the screen? In particular, I'd love to have the beauty overlay assigned to a key, but all would be great... just a suggestion :)
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: rakkaus on February 21, 2015, 05:33:54 AM
Hi EdB, i would like to suggest a feature related to stockpiles. Would be nice if we could save presets with what resources we want to have on/off soo we can carry them from colony to colony easely.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: MisterLock on February 21, 2015, 07:02:01 AM
Hope you do get this working by the end of the weekend,beside this,your prepare carefully mod and project armory are the only mods I am still waiting on to start playing alpha 9,most of the others are up to date.And I'd like to simply play before the week starts again.

But take your time if you need to,this is one of the best mods in my opinion,even if it doesn't add more then graphics.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: RickyMartini on February 21, 2015, 11:17:03 AM
This is a mod that just has to be stuffed into the core game eventually. :)
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: TheSilencedScream on February 21, 2015, 11:29:32 AM
Quote from: MisterLock on February 21, 2015, 07:02:01 AM
Hope you do get this working by the end of the weekend,beside this,your prepare carefully mod and project armory are the only mods I am still waiting on to start playing alpha 9,most of the others are up to date.And I'd like to simply play before the week starts again.

But take your time if you need to,this is one of the best mods in my opinion,even if it doesn't add more then graphics.

I'm not sure about this one (though it'll certainly take a lot of effort), but I'm expecting Project Armory to take a good while to update. With A9, weapons took a large change, and they now have to go through and adjust their huge arsenal accordingly.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: MisterLock on February 21, 2015, 12:23:45 PM
Quote from: TheSilencedScream on February 21, 2015, 11:29:32 AM
Quote from: MisterLock on February 21, 2015, 07:02:01 AM
-snip-

I'm not sure about this one (though it'll certainly take a lot of effort), but I'm expecting Project Armory to take a good while to update. With A9, weapons took a large change, and they now have to go through and adjust their huge arsenal accordingly.

Well...Damn,was hoping project armory would actually update before this,either way,like many consider this,Zis mod is essential for playing,it's just for example so much easier finding colonists with this.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: Yas on February 21, 2015, 05:44:46 PM
Quote from: EdB on February 21, 2015, 02:39:22 AM
I'm working on it, but the nature of mod makes it a tedious process, and it unfortunately just takes a long time.

Yes, please. Wasted 15 min trying to adjust UI in options like Im used to, like having colonists pics and stuff. Then I realized it was ur mod. Guess I will wait a while before I start playing A9. It really irritates me not to have my colonist status bar.
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: TheSilencedScream on February 21, 2015, 05:50:54 PM
I'm having a discussion about mods becoming part of vanilla in General Discussions, and this is THE one mod I wish would be taken in for the base game.

Tynan has a LOT right with this game, but this particular UI makes the game much more user friendly, to the point that I do feel that it's invaluable to the game.

I'm pretty sure I'm getting close to averaging one brown nosing post per page, but that's because I truly do love this mod, EdB. :)
Title: Re: [MOD] (Alpha 8) EdB Interface UI Mod (v2.5.2 - Updated 29 Jan 2015)
Post by: evrett33 on February 21, 2015, 05:55:16 PM
I've asked him this question and he says its "on the list" for A10. Vanilla UI needs luv for sure.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.1 - Updated 21 Feb 2015)
Post by: EdB on February 22, 2015, 01:27:13 AM
The first Alpha 9 release is up.  See the original post for the download link.  As usual, the early releases for new alphas tend to have a few bugs, so please let me know if you run into any problems.

Now I'm going to go play Alpha 9 for the first time!
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.1 - Updated 21 Feb 2015)
Post by: SeamusCameron on February 22, 2015, 01:57:36 AM
You're awesome as always!

I can finally find those sneaky little colonists now.

Oh look, they're all binge drinking with the pirates, isn't that cute.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.1 - Updated 21 Feb 2015)
Post by: Humort on February 22, 2015, 02:14:27 AM
Решил внести свою лепту в понравившийся мне мод...

Вот моя версия перевода на русский язык, не идеальная, но более полная и понятная...


[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.1 - Updated 21 Feb 2015)
Post by: EdB on February 22, 2015, 02:21:09 AM
Quote from: Humort on February 22, 2015, 02:14:27 AM
Решил внести свою лепту в понравившийся мне мод...

Вот моя версия перевода на русский язык, не идеальная, но более полная и понятная...

Thanks for providing the translation.  I'll try to add it to the next release.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.1 - Updated 21 Feb 2015)
Post by: Arrean on February 22, 2015, 02:23:38 AM
Quote from: Humort on February 22, 2015, 02:14:27 AM
Решил внести свою лепту в понравившийся мне мод...

Вот моя версия перевода на русский язык, не идеальная, но более полная и понятная...

Just in case. :
"Decided to help the mod i like.
Here is my take on translation to Russian. Not ideal, but closer to complete, and much more understandable"

Алсо, дружище, ну это моветон на русском писать в англоязыном треде.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.1 - Updated 21 Feb 2015)
Post by: oogabooga66 on February 22, 2015, 02:30:51 AM
Cant change crop type on a grow zone with mod loaded, tested on new world with just interface loaded.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.1 - Updated 21 Feb 2015)
Post by: Latta on February 22, 2015, 02:33:31 AM
Found some bugs:

1. Animal pawn's miniature health bar (inspection panel) overlaps with its name.
(http://i797.photobucket.com/albums/yy260/urty5656/screenshot47.png)

2. I can't find conduit wall. There is simply no button on Architect-Structure, only wall's there.
Also, if you use skullywag's OmniConduit, it has no seperate button too, but you can build it by right clicking on conduit, and select stuff material.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.1 - Updated 21 Feb 2015)
Post by: EdB on February 22, 2015, 02:34:31 AM
Quote from: oogabooga66 on February 22, 2015, 02:30:51 AM
Cant change crop type on a grow zone with mod loaded, tested on new world with just interface loaded.

Thanks for the bug report.  I changed something at last minute in there, and it looks like I broke it.  I'll get a fix out ASAP.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.1 - Updated 21 Feb 2015)
Post by: EdB on February 22, 2015, 02:41:41 AM
Quote from: oogabooga66 on February 22, 2015, 02:30:51 AM
Cant change crop type on a grow zone with mod loaded, tested on new world with just interface loaded.

Note that while you're waiting for a fix, you can go into the menu, choose "Interface Options" and uncheck "Use Alternate Growing Tab".  This will switch it to the vanilla version of the Growing tab, which should work as normal.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.1 - Updated 21 Feb 2015)
Post by: Fox on February 22, 2015, 03:01:17 AM
Пропала возможность строить стену с проводкой (её просто нет)

* cant build wall with conduit (just no have her in build list)
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.2 - Updated 22 Feb 2015)
Post by: EdB on February 22, 2015, 03:47:42 AM
Thanks everyone for the quick bug reports--keep them coming, please.

I've posted a new version, 2.6.2 that addresses the three bugs reported so far: missing conduit walls, broken radio buttons in the Growing tab and messed up status bars for animals in the Inspect Pane.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.1 - Updated 21 Feb 2015)
Post by: Vonholtz on February 22, 2015, 03:58:14 AM
Quote from: EdB on February 22, 2015, 01:27:13 AM
The first Alpha 9 release is up.  See the original post for the download link.  As usual, the early releases for new alphas tend to have a few bugs, so please let me know if you run into any problems.

Now I'm going to go play Alpha 9 for the first time!
Thank you. I do not know if you know how hard it is to play with out this mod after you have used it for a few months. Not being able to click on a tree and set it to be cut down or mining a single square with out going to the orders and getting the right icon command first. I find that the 3 mod's of yours I use. All make the game work better over all and all 3 of them should be in the vanilla game. They are not game changes but game improvement.  :D
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.2 - Updated 22 Feb 2015)
Post by: Fox on February 22, 2015, 04:09:58 AM
Thanks'!

But how about add new stuff for A9. like show colonist % wear things and show colonist weapon icon..
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.2 - Updated 22 Feb 2015)
Post by: reb00mad on February 22, 2015, 04:26:50 AM
When ever i try to craft an item on the tailoring bench i seem to get an error and the unfinished item and the materials that was put onto the bench disappear.  I disabled all of the mods to see if there was some sort of conflict with other mods, and when i ran just this mod and the mod loader i got this error (Screenshot: http://puu.sh/g7Dyf/e259964d59.png )
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.2 - Updated 22 Feb 2015)
Post by: skullywag on February 22, 2015, 04:43:15 AM
That seems to be nothing to do with this mod, all core it seems.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.1 - Updated 21 Feb 2015)
Post by: Humort on February 22, 2015, 05:42:05 AM
Quote from: ЕАБР on February 22, 2015, 02:21:09 AMспасибо за предоставление перевода. Я постараюсь, чтобы добавить его в следующий релиз.

Я буду благодарен за это)

Так же, может я уже не первый кто говорит об этом, но заметил проблему с модом: "Не отображаются все виды полов, во вкладке (покрытие)", советую уделить этому, немного внимания)
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.1 - Updated 21 Feb 2015)
Post by: Humort on February 22, 2015, 05:45:21 AM
Quote from: Arrean on February 22, 2015, 02:23:38 AM
Quote from: Humort on February 22, 2015, 02:14:27 AMРешил внести свою лепту в понравившийся мне мод... Вот моя версия перевода на русский язык, не идеальная, но более полная и понятная...
на всякий случай. : "Решил помочь mod мне нравится. Здесь приведен мой перевод на русский. Не идеал, но ближе к полной, и гораздо более понятной" Алсо, дружище, ну это моветон на русском писать в англоязыном треде.

Большое спасибо за помощь с переводом сказанного мной, но мне легче быть уверенным, что меня переведут те кому это нужно, чем я переведу себя сам, и скажу что-то, совершенно непонятное для всех)
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.2 - Updated 22 Feb 2015)
Post by: UA_Serpent on February 22, 2015, 05:57:30 AM
Found issue
No context menu for priority repair
How to repeat
1. Build any structure
2. Do 10 damage to it
3. Select Pawn
4. Right Click on damaged structure - nothing happens :(
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.2 - Updated 22 Feb 2015)
Post by: Fox on February 22, 2015, 06:01:21 AM
Quote from: UA_Serpent on February 22, 2015, 05:57:30 AM
Found issue
No context menu for priority repair
How to repeat
1. Build any structure
2. Do 10 damage to it
3. Select Pawn
4. Right Click on damaged structure - nothing happens :(
maybe you disable auto add home area?
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.2 - Updated 22 Feb 2015)
Post by: reb00mad on February 22, 2015, 06:02:39 AM
Quote from: skullywag on February 22, 2015, 04:43:15 AM
That seems to be nothing to do with this mod, all core it seems.

but iv tried the core by its self and it works, but as soon as i activate this mod, it does that.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.2 - Updated 22 Feb 2015)
Post by: Fox on February 22, 2015, 06:13:48 AM
and NEW BUG

colonist brings to the table cloth tailor. and then disappears fabric (cloth)
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.2 - Updated 22 Feb 2015)
Post by: Blazergong on February 22, 2015, 06:18:54 AM
Wanted to report the same as Fox. When the mod is off this doesnt happen
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.2 - Updated 22 Feb 2015)
Post by: UA_Serpent on February 22, 2015, 06:24:16 AM
Quote from: Fox on February 22, 2015, 06:01:21 AM
Quote from: UA_Serpent on February 22, 2015, 05:57:30 AM
Found issue
No context menu for priority repair
How to repeat
1. Build any structure
2. Do 10 damage to it
3. Select Pawn
4. Right Click on damaged structure - nothing happens :(
maybe you disable auto add home area?

Yep, 1 tile without home region :) TY
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.2 - Updated 22 Feb 2015)
Post by: Fox on February 22, 2015, 06:37:46 AM
Quote from: Fox on February 22, 2015, 06:13:48 AM
and NEW BUG

colonist brings to the table cloth tailor. and then disappears fabric (cloth)

same with table sculptor
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.1 - Updated 21 Feb 2015)
Post by: Sadler on February 22, 2015, 07:03:15 AM
Quote from: Arrean on February 22, 2015, 02:23:38 AMАлсо, дружище, ну это моветон на русском писать в англоязыном треде.
Чёрт, ребята, предупреждать же надо. Я минут 20 лазил по настройкам браузера, пытаясь отключить вылезший автоперевод. А это не автоперевод совсем :)
* comment about my misunderstanding of the fact that they're really using russian and that's not autotranslation problem inside my browser *
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.2 - Updated 22 Feb 2015)
Post by: zyklame on February 22, 2015, 08:25:08 AM
In the construction menu the recource costs and info button are missing.
On the image left is vanilla right with edb interface mod.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.2 - Updated 22 Feb 2015)
Post by: RickyMartini on February 22, 2015, 09:03:34 AM
I've played with this mod for 30 min now and many things seem broken, what happened?

Weapons don't deteriorate, info panel for furnitures etc. doesn't show up and many tasks don't work anymore. No more sculpture working, no more tailoring and no more hauling for weapons.

Still, thanks for taking your time.

Btw as soon as the mod gets deactivated every task works fine, I had every weapon laying on the ground hauled away and that didnt work just 1 minute before with the mod. :)
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.2 - Updated 22 Feb 2015)
Post by: EdB on February 22, 2015, 11:29:49 AM
Quote from: Fox on February 22, 2015, 06:37:46 AM
Quote from: Fox on February 22, 2015, 06:13:48 AM
and NEW BUG

colonist brings to the table cloth tailor. and then disappears fabric (cloth)

same with table sculptor

This is a bug with the alternate Bills Tab.  While you wait for a fix, you can switch to the vanilla Bills Tab by going into the menu, choosing Interface Options and unchecking the Alternate Bills Tab checkbox.

EDIT: You'll need remove any existing bills and recreate them in the vanilla tab to fix the problem.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.2 - Updated 22 Feb 2015)
Post by: EdB on February 22, 2015, 11:36:29 AM
Quote from: Skissor on February 22, 2015, 09:03:34 AM
...Weapons don't deteriorate...

Can you explain what you mean by this one?  Weapons should deteriorate when they are left outside.  From what I can see, I think that's happening.  Do you mean something else?
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.2 - Updated 22 Feb 2015)
Post by: EdB on February 22, 2015, 11:38:12 AM
Quote from: UA_Serpent on February 22, 2015, 06:24:16 AM
Yep, 1 tile without home region :) TY

Just to be clear, this is not a bug, right?  Just an issue with the home area?
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.2 - Updated 22 Feb 2015)
Post by: superiorx on February 22, 2015, 12:04:37 PM
Hi Edb,
I noticed a possible bug with the latest version of this mod. When playing with a few mods enabled, I noticed that no items show up under the "structures" tab except for doors, auto doors, and basic walls. The stuff system works, allowing me to select the material to construct those items from, but conduit walls and and other items included by mods, even those available without research, do not show up. I have disabled this mod, which then shows conduit walls and others available to be built. All other panels, such as "furniture", "power", "production" etc appear to be unaffected by this, showing all vanilla and researched mod items appropriately. My apologises that this report is generalised and includes the use of mods, but I thought that this may still be an applicable bug as your interface is designed with mods in mind : )
I will attempt to further isolate the problem to specific mod interactions, as I am using 10 or so currently, but it is late here in Australia so I'll have to do it tomorrow. I just thought I'd give you a heads up.
Thank you very much for your hard work on this mod and infinite patience with this community, it's greatly appreciated by everyone.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.2 - Updated 22 Feb 2015)
Post by: RickyMartini on February 22, 2015, 12:21:33 PM
Quote from: EdB on February 22, 2015, 11:36:29 AM
Quote from: Skissor on February 22, 2015, 09:03:34 AM
...Weapons don't deteriorate...

Can you explain what you mean by this one?  Weapons should deteriorate when they are left outside.  From what I can see, I think that's happening.  Do you mean something else?

I didn't observe this one for long, but it seemed like weapons that where dropped while the mod was on stayed 100% for days, and nobody wanted to haul the weapons into the colony and they were just left there on the ground, only thing that changed when i deactivated the mod was that the colonist started to work normal again and hauled the weapon inside.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.2 - Updated 22 Feb 2015)
Post by: EdB on February 22, 2015, 12:25:48 PM
Quote from: superiorx on February 22, 2015, 12:04:37 PM
I noticed a possible bug with the latest version of this mod. When playing with a few mods enabled, I noticed that no items show up under the "structures" tab except for doors, auto doors, and basic walls...

I released a fix for this in 2.6.2.  I guessing that you tried the first release, 2.6.1?  You might want to wait until I release the next one before upgrading, though--there is a significant bug with crafting tables in both of the available versions.

EDIT: Fixed the version numbers.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.2 - Updated 22 Feb 2015)
Post by: EdB on February 22, 2015, 12:42:02 PM
Quote from: Skissor on February 22, 2015, 12:21:33 PM
I didn't observe this one for long, but it seemed like weapons that where dropped while the mod was on stayed 100% for days, and nobody wanted to haul the weapons into the colony and they were just left there on the ground, only thing that changed when i deactivated the mod was that the colonist started to work normal again and hauled the weapon inside.

I did just test this.  All of the weapons that I left outside did deteriorate eventually.  When I used development mode to change the weather to rain, everything deteriorated more quickly as expected.  As soon as I created a valid stockpile, colonists hauled the weapons to it.  Please try it again after I release the next bug fix version and let me know if you continue to see the problem.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.1 - Updated 21 Feb 2015)
Post by: EdB on February 22, 2015, 12:46:38 PM
Quote from: Humort on February 22, 2015, 05:42:05 AM
Quote from: ЕАБР on February 22, 2015, 02:21:09 AMспасибо за предоставление перевода. Я постараюсь, чтобы добавить его в следующий релиз.

Я буду благодарен за это)

Так же, может я уже не первый кто говорит об этом, но заметил проблему с модом: "Не отображаются все виды полов, во вкладке (покрытие)", советую уделить этому, немного внимания)

Google translate is not helping me understand your bug description.  Something about floors not appearing?
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.3 - Updated 22 Feb 2015)
Post by: EdB on February 22, 2015, 12:57:29 PM
I've released an update, 2.6.3 that should fix the problems with the crafting tables (fixes the alternate Bills tab) and with the display of building costs.  Thanks for all of the bug reports--I probably should have tested a little more thoroughly before releasing.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.1 - Updated 21 Feb 2015)
Post by: Sadler on February 22, 2015, 01:03:18 PM
Quote from: EdB on February 22, 2015, 12:46:38 PMGoogle translate is not helping me understand your bug description.  Something about floors not appearing?
I think, he says about this (http://rghost.ru/85QQV9PDl/image.png).
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.1 - Updated 21 Feb 2015)
Post by: EdB on February 22, 2015, 01:14:18 PM
Quote from: Sadler on February 22, 2015, 01:03:18 PM
Quote from: EdB on February 22, 2015, 12:46:38 PMGoogle translate is not helping me understand your bug description.  Something about floors not appearing?
I think, he says about this (http://rghost.ru/85QQV9PDl/image.png).

Thanks. That should be fixed in the latest version.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.3 - Updated 22 Feb 2015)
Post by: Rathael on February 22, 2015, 01:15:13 PM
Weapons are being hauled for me as normal. I did not notice deterioration problems in my last game, but I was not looking for them.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.3 - Updated 22 Feb 2015)
Post by: Eliphion on February 22, 2015, 02:11:05 PM
Not a bug report -- I'm willing to ride the wave until this must-have mod is pristine (and then alpha 10 is released!  ;) ).

But I was wondering if you had seen the Pawn State Icons mod https://ludeon.com/forums/index.php?topic=9163.0 (https://ludeon.com/forums/index.php?topic=9163.0)? I thought that instead of having those PSIs on each roving pawn, having them on your interface display would be incredibly informative.

Thanks and keep up the excellent work!
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.1 - Updated 21 Feb 2015)
Post by: Humort on February 22, 2015, 02:54:05 PM
Quote from: ЕАБР on February 22, 2015, 12:46:38 PMGoogle translate не помогает мне понять, ваша ошибка в описании. Что-то про полы не появляются?
Это уже не важно, так как видимо вы уже исправили эту ошибку в 2.6.2, сейчас буду тестировать, и если что-то будет не так, то постараюсь, говорить, более понятно, в любом случае, благодарю за ваше внимание, и всегда буду рад помочь в тестировании вашего мода, так как он очень полезен)

P.S. Я заметил ещё пару не критичных моментов в моде, решил сообщить, один из них, возможно, касается лишь русской локализации...

Чтобы суть проблемы была ясна без перевода, я сделал пару скриншотов...

https://cs7062.vk.me/c621624/v621624534/15b8b/cvNLm2N9BxQ.jpg (https://cs7062.vk.me/c621624/v621624534/15b8b/cvNLm2N9BxQ.jpg)
https://cs7062.vk.me/c621624/v621624534/15b82/bh2f7o7NB7o.jpg (https://cs7062.vk.me/c621624/v621624534/15b82/bh2f7o7NB7o.jpg)

(Искал различные пути, для оформления скриншотов, этот оказался, более приемлемым)
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.3 - Updated 22 Feb 2015)
Post by: EdB on February 22, 2015, 03:56:27 PM
Just a quick note on the fix for the crafting tables.  If you're still seeing errors in your saved game after updating to the latest version (2.6.3), delete your existing bills and recreate them.  This should fix the issue--if it does not, please let me know.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.3 - Updated 22 Feb 2015)
Post by: Der Failer on February 22, 2015, 05:08:15 PM
I'm not sure if this is a change in core game or if you somehow missed it, but i noticed that it i deconstruct a building i don't have the option to cancel the action anymore.
But I really glad you updated your mods so fast they make the game much more complete.

Edit: Also in the core game it is possible to change a bill from one back to zero, sometime useful in case of a missclick or if i just change my mind.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.3 - Updated 22 Feb 2015)
Post by: EdB on February 22, 2015, 06:22:44 PM
Quote from: Der Failer on February 22, 2015, 05:08:15 PM
I'm not sure if this is a change in core game or if you somehow missed it, but i noticed that it i deconstruct a building i don't have the option to cancel the action anymore.

The core game added its own Deconstruct button when you click on a wall or building, so I removed the one from the mod.  I didn't really think about the fact that we lose the cancel functionality because of that.  I'll take a look.  I'd like to be able to fix that, but I'm not sure if I'll be able to.

Quote
Edit: Also in the core game it is possible to change a bill from one back to zero, sometime useful in case of a missclick or if i just change my mind.

I'm not sure if you can set the bill to zero.  I could probably make it suspend the bill if you click the minus button to make it go below one.  I can take a look.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.3 - Updated 22 Feb 2015)
Post by: 42BelowVodka on February 22, 2015, 07:27:43 PM
mods dont work for me, the edbmodorder wont turn on and when i activate the edb interface it breaks my game. after i activate the inerface mod and load the map the debug window goes crazy, cant close it and when i click anything everything turns blue like its all selected. only way to close game is by ending the process
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.3 - Updated 22 Feb 2015)
Post by: Rathael on February 22, 2015, 07:40:31 PM
Still getting crafting not working on some tables. Clothing works after changing the alternate tab settings, but Cyberstorm's Nano and Cyber crafting tables don't work. They still just eat the resources and produce nothing. I tested by trying to make both a nano and cyber pistol and some other guns. His implant tables work though.

Edit: It might be a problem with cyberstorm and not this mod.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.3 - Updated 22 Feb 2015)
Post by: EdB on February 22, 2015, 08:29:58 PM
Quote from: Rathael on February 22, 2015, 07:40:31 PM
Still getting crafting not working on some tables. Clothing works after changing the alternate tab settings, but Cyberstorm's Nano and Cyber crafting tables don't work. They still just eat the resources and produce nothing. I tested by trying to make both a nano and cyber pistol and some other guns. His implant tables work though.

Edit: It might be a problem with cyberstorm and not this mod.

Did you upgrade to the latest version that I released this morning (2.6.3)?  I'm testing it right now with the Cyberstorm mod and those workbenches are working ok for me.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.3 - Updated 22 Feb 2015)
Post by: Rathael on February 22, 2015, 08:35:32 PM
Yup, just double-checked. I'm running 2.6.3

Someone posted an error over there, so it looks like it may be an issue with his mod.

Edit: I posted the error I get too as it is slightly different.

Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.3 - Updated 22 Feb 2015)
Post by: Mechanoid Hivemind on February 22, 2015, 11:28:08 PM
I am getting this error when i start up and the conduit walls are missing. Like i cant select them at all there is no icon for them

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.3 - Updated 22 Feb 2015)
Post by: EdB on February 22, 2015, 11:49:17 PM
Quote from: Mechanoid HiveMind on February 22, 2015, 11:28:08 PM
I am getting this error when i start up and the conduit walls are missing. Like i cant select them at all there is no icon for them

Thanks for the bug report.  The error that you're getting when you start up is new.  It's possible that alpha 8 did not treat that condition as an error.  I will look into that.  Looks like I need to fix something there.  It's happening when you rescue one of your colonists--when one of your colonists is carrying another one of your colonists.

Double-check that you have the latest version of the mod.  I did a couple of bug-fix releases after the first one.  The problem with the missing conduit walls has been fixed.

EDIT: Just a note that I will be doing another release shortly to fix the first error that you mention.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.3 - Updated 22 Feb 2015)
Post by: Mechanoid Hivemind on February 22, 2015, 11:57:24 PM
Wow that was quick and okay ill double check my mod version
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.2 - Updated 22 Feb 2015)
Post by: superiorx on February 23, 2015, 08:21:18 AM
Quote from: EdB on February 22, 2015, 12:25:48 PM
Quote from: superiorx on February 22, 2015, 12:04:37 PM
I noticed a possible bug with the latest version of this mod. When playing with a few mods enabled, I noticed that no items show up under the "structures" tab except for doors, auto doors, and basic walls...

I released a fix for this in 2.6.2.  I guessing that you tried the first release, 2.6.1?  You might want to wait until I release the next one before upgrading, though--there is a significant bug with crafting tables in both of the available versions.

EDIT: Fixed the version numbers.

Sorry, I didn't see that you had released an update so quickly, my apologises. Thanks again, your mod is working perfectly for me now.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.4 - Updated 23 Feb 2015)
Post by: TimTumm on February 23, 2015, 05:54:21 PM
Love this mod.  Having played vanilla without the mod for a few days made me really miss it.  2 requests:
1) In vanilla, I can simply click on a an object (ex. raider mortar) and sell it.  This mod makes me claim it first.  That extra click makes my fingers hurt! :)
2) When placing a cook stove (or possibly other benches), can you put in some default "bills?"  It takes me a solid minute to set up each cook stove.  It is OK if they start suspended.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.4 - Updated 23 Feb 2015)
Post by: Igabod on February 23, 2015, 05:57:53 PM
Quote from: TimTumm on February 23, 2015, 05:54:21 PM
Love this mod.  Having played vanilla without the mod for a few days made me really miss it.  2 requests:
1) In vanilla, I can simply click on a an object (ex. raider mortar) and sell it.  This mod makes me claim it first.  That extra click makes my fingers hurt! :)
2) When placing a cook stove (or possibly other benches), can you put in some default "bills?"  It takes me a solid minute to set up each cook stove.  It is OK if they start suspended.

I second the second request (hehe). I'd like it if it set up bills for all three meal types in descending order (Lavish then Fine then Simple) but with it suspended by default. I also wouldn't mind if simple meals had meat deselected as an ingredient by default.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.4 - Updated 23 Feb 2015)
Post by: shhfiftyfive on February 23, 2015, 06:39:46 PM
i have a request i kinda thought up while using pawn state icons.


TLDR: what if instead of having to search the submenus, we could get a little icon above the edb draft/weapon icon/hotkey. something to indicate a brawler or an empath.



i love how this mod shows a weapon icon and hotkey next to the colonist draft hotkey. my request would be to add some more visual data in that exact area of the screen for pawns who do not or should not have a range/melee weapon equipped.

so instead of noticing a colonist has no weapon equipped at first glance (because no icon and hotkey next to the draft button) normally right now you would be forced to go inside the colonist submenu and see why they have no weapon - empath, brawler, or just new guy, or recently rescued and dropped his weapon. that can be tedious.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.4 - Updated 23 Feb 2015)
Post by: Humort on February 24, 2015, 09:04:48 AM
Found an inaccuracy in the translation into Russian, and corrected the error.



[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.4 - Updated 23 Feb 2015)
Post by: Zuban Artig on February 24, 2015, 09:12:13 AM
Like discussed over here ---> https://ludeon.com/forums/index.php?topic=10740.msg107407#msg107407 the tailors workbench and the sculpture table don't work when I play with this mod. :-/


Edit: Just installed the latest version, now it works! :)
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.4 - Updated 23 Feb 2015)
Post by: Sadler on February 24, 2015, 09:42:19 AM
Quote from: Humort on February 24, 2015, 09:04:48 AMFound an inaccuracy in the translation into Russian, and corrected the error.
I must say, almost every sentence in that translation contains those "inaccuracies", especially in punctuation. Spelling is also very interesting: "Не переносить, Не охотится", "Не возможно назначить", "Добовляет", "паниль", "альтернативыный".
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.4 - Updated 23 Feb 2015)
Post by: Minus on February 24, 2015, 10:09:56 AM
Thought the tailors thing was a vanilla bug, only came here to see if there was a fix for the growing zones. Nice to see how quick these bugfixes have been!
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.4 - Updated 23 Feb 2015)
Post by: Humort on February 24, 2015, 10:23:18 AM
Quote from: Sadler on February 24, 2015, 09:42:19 AM
Quote from: Humort on February 24, 2015, 09:04:48 AMFound an inaccuracy in the translation into Russian, and corrected the error.
I must say, almost every sentence in that translation contains those "inaccuracies", especially in punctuation. Spelling is also very interesting: "Не переносить, Не охотится", "Не возможно назначить", "Добовляет", "паниль", "альтернативыный".

Я не преследовал цель, исправить весь перевод, отслеживал только свои правки, но если вы нашли какие-то ошибки, то буду рад, если вы выложите свою версию перевода.

I did not pursue the goal, the correction of the whole translation, tracked only your edits, but if you find any errors, then I would be glad if you put your version of the translation.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.4 - Updated 23 Feb 2015)
Post by: Sadler on February 24, 2015, 11:23:05 AM
Quote from: Humort on February 24, 2015, 10:23:18 AMЯ не преследовал цель, исправить весь перевод, отслеживал только свои правки, но если вы нашли какие-то ошибки, то буду рад, если вы выложите свою версию перевода.
Я пока занят собственным модом. Возможно, позже. Там нужно некоторые фразы из настроек как-то переформулировать, чтобы было понятно, о чём речь.

I'm still working on my own mod. Maybe later.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.4 - Updated 23 Feb 2015)
Post by: Humort on February 24, 2015, 11:35:55 AM
Quote from: Сэдлер on February 24, 2015, 11:23:05 AM
Quote from: Humort on February 24, 2015, 10:23:18 AMЯ не преследовал цель, исправить весь перевод, отслеживал только свои правки, но если вы нашли какие-то ошибки, то буду рад, если вы выложите свою версию перевода.
Я пока занят собственным модом. Возможно, позже. Там нужно некоторые фразы из настроек как-то переформулировать, чтобы было понятно, о чем речь. Я до сих пор работаю на свой мод. Может быть, позже.
Кстати да, в настройках, я кое что перефразировал, а кое что, просто переводил дословно, так как мои познания английского, не на столько сильны, впрочем, я пока что, подкорректирую орфографию, и надеюсь, что окончательную версию перевода, вы все же, оставите за собой.

Added in the translation, spelling correction of previous versions, Thanks Sadler

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.4 - Updated 23 Feb 2015)
Post by: ItchyFlea on February 24, 2015, 06:53:39 PM
I can't believe that I've managed to play the game without this.
I've played with this for 5 minutes, and I've already seen two features I've wanted for a long time. (Harvest button of plants, hunt button on animals.)

I see why so many people say this is a must have mod. :D
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.4 - Updated 23 Feb 2015)
Post by: RemingtonRyder on February 25, 2015, 04:49:07 PM
Yep. Context sensitive buttons make a lot of sense. :)
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.4 - Updated 23 Feb 2015)
Post by: eddyvegasgames on February 25, 2015, 05:36:50 PM
Thank you for your work on this mod. It really is invaluable.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.4 - Updated 23 Feb 2015)
Post by: shhfiftyfive on February 25, 2015, 06:29:40 PM
i have a functionality feature request for the mod.

for the trade window.

much like how you added a sort feature in prepare carefully to sort by cost instead of just alphabetically.

can we get the trade window to sort by sell cost?
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.4 - Updated 23 Feb 2015)
Post by: Humort on February 26, 2015, 05:44:23 AM
Bringing the number of colonists to 20+ people, I began to realize that in your mod, lacks very important features.... The ability to rearrange icons colonists. Divide them in groups. For example Shift + 1 attack, Shift + 2, - Springer, Shift 3 - snipers, and so on...., if you add this feature, it would be just fine...
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.4 - Updated 23 Feb 2015)
Post by: EdB on February 26, 2015, 11:11:01 AM
Quote from: Humort on February 26, 2015, 05:44:23 AM
Bringing the number of colonists to 20+ people, I began to realize that in your mod, lacks very important features.... The ability to rearrange icons colonists. Divide them in groups. For example Shift + 1 attack, Shift + 2, - Springer, Shift 3 - snipers, and so on...., if you add this feature, it would be just fine...

Take a look at this post (https://ludeon.com/forums/index.php?topic=5258.msg93615;topicseen#msg93615) and the post that it refers to, which discuss these features.  It's possible that I'll work on these features at some point, but there are reasons that I have not.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.4 - Updated 23 Feb 2015)
Post by: EdB on February 26, 2015, 11:19:36 AM
Quote from: shhfiftyfive on February 25, 2015, 06:29:40 PM
i have a functionality feature request for the mod.

for the trade window.

much like how you added a sort feature in prepare carefully to sort by cost instead of just alphabetically.

can we get the trade window to sort by sell cost?

There have been other suggestions for making changes to the trade window.  Unfortunately, this window is difficult to modify.  The window itself is not difficult to change, but there are a stack of other changes that need to be made just to make the window modifiable.  It's just too much effort to justify.

I will take another look to see if it's any different in alpha 9, but I wouldn't expect to see this change.

Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.4 - Updated 23 Feb 2015)
Post by: Humort on February 26, 2015, 12:23:00 PM
I'm afraid to comment because of the translator, the best way I can Express my emotions +1
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.4 - Updated 23 Feb 2015)
Post by: Pokk720 on February 26, 2015, 11:37:57 PM
For some reason my colonist bar pops up in the top right corner of my screen instead of starting towards the middle like in the pictures. Is there an option to fix that so I can ft more colonists on one line?
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.4 - Updated 23 Feb 2015)
Post by: onarum on February 27, 2015, 10:04:26 AM
Can someone please tell me where exactly do I go to change the settings for the mod? in the OP it says it should be on the "gameplay menu", but what exactly is that? can't find it at all... the only option menu I can find is the one that changes the game's options.

I'm asking because as far as I can tell there's nothing different after installing the mod, I put it in the mods folder, activated it ingame, created a new world, a new colony but still...

edit: bah nevermind... it's just me being an idiot, I must have told 7zip to extract with the same name as the archive, so there was a folder level too many(EdBInterface folder was inside a EdBInterface-2.6.4 folder which in turn was inside the mods folder) and since when activating it on the main rimworld menu gave no error i thought it was ok.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.4 - Updated 23 Feb 2015)
Post by: shhfiftyfive on February 27, 2015, 12:41:59 PM
Quote from: onarum on February 27, 2015, 10:04:26 AM
edit: bah nevermind... it's just me being an idiot, I must have told 7zip to extract with the same name as the archive, so there was a folder level too many(EdBInterface folder was inside a EdBInterface-2.6.4 folder which in turn was inside the mods folder) and since when activating it on the main rimworld menu gave no error i thought it was ok.
been there. done that.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.4 - Updated 23 Feb 2015)
Post by: erg on February 27, 2015, 04:12:06 PM
Anyone getting a black screen with the new update? I couldn't open the game after installing it, so I cleared my configs and went to toggle my mods back on and EdB causes a hang after toggling it on. Even without any other mods, EdB seems to remove the menu interface entirely, so you can't do anything, and trying to reopen the game without clearing configs causes a black screen. Weirdness.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.4 - Updated 23 Feb 2015)
Post by: EdB on February 27, 2015, 08:14:32 PM
Quote from: erg on February 27, 2015, 04:12:06 PM
Anyone getting a black screen with the new update? I couldn't open the game after installing it, so I cleared my configs and went to toggle my mods back on and EdB causes a hang after toggling it on. Even without any other mods, EdB seems to remove the menu interface entirely, so you can't do anything, and trying to reopen the game without clearing configs causes a black screen. Weirdness.

Any luck solving this?  I just downloaded the new version and enabled just EdB Interface--and then just EdB Interface with Prepare Carefully--and both worked ok for me.  Could not duplicate the issue.  You were seeing an issue in the menus even before starting a new game?

I can try releasing version built against the new the Alpha 9e release just in case.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.4 - Updated 23 Feb 2015)
Post by: erg on February 28, 2015, 07:11:23 AM
Quote from: EdB on February 27, 2015, 08:14:32 PM
Quote from: erg on February 27, 2015, 04:12:06 PM
Anyone getting a black screen with the new update? I couldn't open the game after installing it, so I cleared my configs and went to toggle my mods back on and EdB causes a hang after toggling it on. Even without any other mods, EdB seems to remove the menu interface entirely, so you can't do anything, and trying to reopen the game without clearing configs causes a black screen. Weirdness.

Any luck solving this?

Played without it for a few hours, then clean installed everything from scratch and it's working fine. Dunno what caused the issue but it seems to have been exclusive to me, and now I know how to fix it if it happens again. Thanks for the mod by the way, playing without it makes me appreciate it all the more.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.4 - Updated 23 Feb 2015)
Post by: EdB on March 01, 2015, 08:01:52 PM
Quote from: Pokk720 on February 26, 2015, 11:37:57 PM
For some reason my colonist bar pops up in the top right corner of my screen instead of starting towards the middle like in the pictures. Is there an option to fix that so I can ft more colonists on one line?

Are you playing the game at a lower resolution (1280 wide or less)?  Even though the colonist bar often appears to be in the center of the screen, this is only true for higher screen resolutions.  If your window resolution is lower, it will appear more on the right side of the screen.  It is always drawn directly to the right of the area at the top of the screen where messages are displayed.  If it were centered for smaller resolutions, it could potentially cover longer messages that appear in that area.

There is an option to use smaller icons that you can try.  Click the "Menu" button in the lower right corner, click "Interface Options" and then check the "Use Smaller Icons" option.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: EdB on March 01, 2015, 08:19:12 PM
Did a minor bug-fix release, 2.6.5, which also includes a German-language translation (thanks to F0xGun for providing this).  See details in the original post (https://ludeon.com/forums/index.php?topic=5258.0).
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.4 - Updated 23 Feb 2015)
Post by: Pokk720 on March 02, 2015, 12:54:33 PM
Quote from: EdB on March 01, 2015, 08:01:52 PM
Quote from: Pokk720 on February 26, 2015, 11:37:57 PM
For some reason my colonist bar pops up in the top right corner of my screen instead of starting towards the middle like in the pictures. Is there an option to fix that so I can ft more colonists on one line?

Are you playing the game at a lower resolution (1280 wide or less)?  Even though the colonist bar often appears to be in the center of the screen, this is only true for higher screen resolutions.  If your window resolution is lower, it will appear more on the right side of the screen.  It is always drawn directly to the right of the area at the top of the screen where messages are displayed.  If it were centered for smaller resolutions, it could potentially cover longer messages that appear in that area.

There is an option to use smaller icons that you can try.  Click the "Menu" button in the lower right corner, click "Interface Options" and then check the "Use Smaller Icons" option.

I see. Thank you
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: shhfiftyfive on March 02, 2015, 06:34:48 PM
EdB, not sure if this has been addressed in newer version than what i'm using...

the vanilla game added a "pause on load" feature in the vanilla options menu.

so if you toggle this on as well as the older EdB interface option that does the same thing... the result is that it counters the option, and you actually start unpaused. 2 negatives make a positive.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: EdB on March 02, 2015, 09:34:16 PM
Quote from: shhfiftyfive on March 02, 2015, 06:34:48 PM
EdB, not sure if this has been addressed in newer version than what i'm using...

the vanilla game added a "pause on load" feature in the vanilla options menu.

so if you toggle this on as well as the older EdB interface option that does the same thing... the result is that it counters the option, and you actually start unpaused. 2 negatives make a positive.

The new 2.6.5 release from yesterday does fix this.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: daft73 on March 03, 2015, 02:22:40 PM
EdB, you are still the man. I remember when this was released, it was the best day. To see this still in production makes me so stoked. TYVM for your efforts!! ;D
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: EdB on March 04, 2015, 03:20:49 PM
When I released the 2.6.5 version a few days ago, I forgot to update the version number that appears in the mod configuration screen, so it still reads 2.6.4.  I've posted a release that fixes the problem (still 2.6.5).  No need to download it, but I wanted to mention it since it could cause confusion.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: Alt on March 04, 2015, 03:42:08 PM
The Sculpture's sprite is missing in the inventory

(http://i.imgur.com/Bf2Jgu2.png)
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: Felys on March 05, 2015, 07:10:54 PM
Thx EdB for this great MOD i couldn't play without :p
You do a great job !
Thx again :) :) :)
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: EdB on March 05, 2015, 10:01:16 PM
Quote from: AltCode on March 04, 2015, 03:42:08 PM
The Sculpture's sprite is missing in the inventory

Thanks for the bug report.  This one has been on my list of bugs to fix for awhile, but I haven't gotten around to figuring out why statues icons don't appear in there.  I'll try to figure it out for alpha 10.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: Kinglokus on March 06, 2015, 11:51:22 AM
hi

so when i have Edb Inerface active my coonists cannot craft things.
bionics table(extended prosthetics mod)
or crafting bench
they just haul the material, it dissapears but i don't get the thing being built. they just stand there and vaporize my resources.

I hope you can fix this because your mod is really awesome
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: EdB on March 06, 2015, 12:07:44 PM
Quote from: Kinglokus on March 06, 2015, 11:51:22 AM
hi

so when i have Edb Inerface active my coonists cannot craft things.
bionics table(extended prosthetics mod)
or crafting bench
they just haul the material, it dissapears but i don't get the thing being built. they just stand there and vaporize my resources.

I hope you can fix this because your mod is really awesome

This was a bug in the first couple of Alpha 9 releases of the mod, but it's been fixed.  Be sure to upgrade to the latest version of the mod.  After upgrading, if you're playing from a saved game, you may need to delete the bills in the problem crafting tables and re-create them.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: Demonlord091 on March 07, 2015, 08:40:42 PM
I seem to have encountered a minor bug that affects both the UI and the colonists, I don't think all of it is related to this mod but I'm sure one part is.

If you'll take a look at the UI you'll notice that some of the colonist icons are missing. Now if you look at the Hoshi pawn you'll notice he appears naked. He is not naked, but for some reason the clothes he's wearing don't show up and neither do any weapons or items he's carrying. This nonsense started when my colony incapacitated him and one other guy and made them prisoners. As soon as I loaded the game up next I got a load of bug and error messages that were refreshing themselves too fast to click on them for details. Pausing the game didn't stop that from happening.

Your Mod Organizer has proved quite helpful for fixing a lot of crap, but this bit has me stumped. Whatever it is seems to spread every time I save and reload the file, killing off a new EdB UI Pawn Icon each time.

I managed to get a screenshot of the log entry that seems to be linked to part of this nonsense. It's too large to post as a second attachment, so I'll make a continuation post below this one. It looks like it has something to do with his hair. o.O

Any help/ideas would be greatly appreciated.



[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: Demonlord091 on March 07, 2015, 09:21:56 PM
Here's the continuation.

We appreciate your hard work. You've developed some very useful mods so far.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: EdB on March 08, 2015, 12:21:32 AM
Quote from: Demonlord091 on March 07, 2015, 09:21:56 PM
Here's the continuation.

We appreciate your hard work. You've developed some very useful mods so far.

If it's not too much trouble, can you send me a private message with your save game attached?  It's very difficult to tell what's going on without it.  I'm guessing that the interface mod is breaking when it runs into something out of the ordinary in one of the other mods that you're using.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: Demonlord091 on March 08, 2015, 03:40:04 AM
Maybe I'm just out of it right now, but last I checked I didn't see any option for sending files attached to private messages through the website.

I could try to email it or something, but I've never actually tried to send the save file itself before.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: EdB on March 08, 2015, 12:07:49 PM
Quote from: Demonlord091 on March 08, 2015, 03:40:04 AM
Maybe I'm just out of it right now, but last I checked I didn't see any option for sending files attached to private messages through the website.

I could try to email it or something, but I've never actually tried to send the save file itself before.

My mistake.  Looks like you are right.  I do not see an option for attaching in there either.  Feel free to email, or post somewhere that I can grab it.  Sorry for the hassle, but again, it's pretty much the only way that I'll be able to figure out what's going on.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: Demonlord091 on March 08, 2015, 08:22:00 PM
On the off chance I'm right and it is a thing with the hair, I have a guess as to which mod is causing some of the problems.

As for email, if you're willing to send me one of yours in a PM I'll send over the file you requested.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: Igabod on March 08, 2015, 08:29:52 PM
Quote from: Demonlord091 on March 08, 2015, 08:22:00 PM
On the off chance I'm right and it is a thing with the hair, I have a guess as to which mod is causing some of the problems.

As for email, if you're willing to send me one of yours in a PM I'll send over the file you requested.

Wouldn't it be easier just to attach it to a comment here? All comments can have attachments on them. This saves you the effort of going through email.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: EdB on March 08, 2015, 08:58:40 PM
Quote from: Igabod on March 08, 2015, 08:29:52 PM
Quote from: Demonlord091 on March 08, 2015, 08:22:00 PM
On the off chance I'm right and it is a thing with the hair, I have a guess as to which mod is causing some of the problems.

As for email, if you're willing to send me one of yours in a PM I'll send over the file you requested.

Wouldn't it be easier just to attach it to a comment here? All comments can have attachments on them. This saves you the effort of going through email.

There's a 600KB limit on attachments so I was thinking that wouldn't cover it for a save game, but you're right: if you compress it with 7zip or rar, that should be attachable--assuming you want to share it with the forum (which you may not).
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: Igabod on March 08, 2015, 09:22:58 PM
Quote from: EdB on March 08, 2015, 08:58:40 PM
There's a 600KB limit on attachments so I was thinking that wouldn't cover it for a save game, but you're right: if you compress it with 7zip or rar, that should be attachable--assuming you want to share it with the forum (which you may not).

Wow... I didn't realize the save files were quite that big. But I did test and with .zip the save file was too large to be attached with a very early game save file. With that same file .7z got it down to 328kb so it can be attached. However, with a mid-game save file, even .7z was too large to attach. I don't have a .rar program so I can't test it but I suspect it isn't that much different than .7z is.

So my conclusion is that early game save files can be attached to forum posts. Any savegame file that is around 18,000kb and below can be compressed enough with .7z to attach. Anything else will need to be either emailed or uploaded to dropbox or something.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: EdB on March 09, 2015, 02:22:23 AM
Quote from: Demonlord091 on March 07, 2015, 08:40:42 PM
I seem to have encountered a minor bug that affects both the UI and the colonists, I don't think all of it is related to this mod but I'm sure one part is.

If you'll take a look at the UI you'll notice that some of the colonist icons are missing. Now if you look at the Hoshi pawn you'll notice he appears naked. He is not naked, but for some reason the clothes he's wearing don't show up and neither do any weapons or items he's carrying. This nonsense started when my colony incapacitated him and one other guy and made them prisoners. As soon as I loaded the game up next I got a load of bug and error messages that were refreshing themselves too fast to click on them for details. Pausing the game didn't stop that from happening.

Your Mod Organizer has proved quite helpful for fixing a lot of crap, but this bit has me stumped. Whatever it is seems to spread every time I save and reload the file, killing off a new EdB UI Pawn Icon each time.

I managed to get a screenshot of the log entry that seems to be linked to part of this nonsense. It's too large to post as a second attachment, so I'll make a continuation post below this one. It looks like it has something to do with his hair. o.O

Any help/ideas would be greatly appreciated.

Just to follow-up on this for anyone who was curious.  If you ever see this specific error, it turns out that it's caused by a colonist who has no hair graphic associated with them in the save file (no story/hairDef entry in the save file at all).  While I can add better error-handling to fix the way that the colonist bar is broken when this happens, I cannot fix the primary null pointer error that you're seeing in the attached images.  You need to fix the save file to add a hairDef entry to the problem colonist.

I'm thinking that there's a mod out there--or some combination of mods--that's causing pawns to be generated with no hair (this was a recruited colonist, so not one that generated to start the game), but it's hard to say for sure how it happened.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: Demonlord091 on March 09, 2015, 02:33:40 AM
I can hazard a guess at two mods together that might cause this out of the many I was using, but I'm no coder so I'll just keep the names to myself for now.

The mod and game itself work fine despite the obvious bug with the missing images, so even if someone else is unlucky enough to get that problem it's only a minor annoyance.

Keep up the good work, EdB.

Edit: My God I'm an idiot. The simplest solution to that problem was staring me in the face and I didn't even notice until now.

Just put a hat or a helmet on the guy and everything goes back to normal. o.O
I feel kind of silly for taking so long to actually figure that out..
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: Argelle on March 10, 2015, 11:50:22 AM
Hello, and thanks for the nice addition to the game :)
I was puzzled as to where the infinite was gone in the workshop tab?

(http://tof.canardpc.com/preview/dab6ec19-3daf-45ee-af42-6b50e9212abf.jpg) (http://tof.canardpc.com/view/dab6ec19-3daf-45ee-af42-6b50e9212abf.jpg)

I can add ou substract item to build, but not "always do". IMO it's quite usefull for buchery : always prepare the meat.

Another question : do you intend to implemend a feature like "prepare meal, so there is always ten" ? Oh, like the "info", the option is here available by right click, I do not found it firstly :s
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: Darkhymn on March 12, 2015, 01:24:59 AM
If I could pick just one mod for Rimwolrd, this would be it. Absolutely essential, in my mind, as a quality of life and convenience add-on. Thanks for making this, and thanks for making it available to us!
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: UMK on March 12, 2015, 02:00:29 AM
If I had to choose only one mod I will play with it will be the one which makes everybody psychopaths.  ;D
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: Hayhorse on March 14, 2015, 10:03:49 AM
Bug report for this mod EdB it seems to ( by its-self as the only mod other than mod order) crash my game upon activation. Going to try a new download.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: Hayhorse on March 14, 2015, 10:12:00 AM
Never mind Norton's "ws.reputation.1" system is being stupid again and decided to quarantine the first version then delete the second one.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: Darkhymn on March 14, 2015, 06:55:14 PM
Quote from: Hayhorse on March 14, 2015, 10:12:00 AM
Never mind Norton's "ws.reputation.1" system is being stupid again and decided to quarantine the first version then delete the second one.

Yeah, don't use Norton. There literally is not a worse paid antivirus/firewall. There are several free alternatives I could recommend, but if you're looking for top notch, go with Kaspersky Internet Security or Eset Smart Security.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: Dragoon on March 14, 2015, 07:57:41 PM
Quote from: Darkhymn on March 14, 2015, 06:55:14 PM
Kaspersky Internet Security or Eset Smart Security.

True. and this mod is must have :D!!!
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: warden on March 21, 2015, 03:15:20 AM
When i put a colonist to cryptosleep, the casket still says "Contains: unknown" and the colonist remains displayed in the top of my screen. Is this a bug by this mod or a vanilla bug? I don't think any other mods i'm running could cause this. I disabled this mod to no difference.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: EdB on March 21, 2015, 02:27:48 PM
Quote from: warden on March 21, 2015, 03:15:20 AM
When i put a colonist to cryptosleep, the casket still says "Contains: unknown" and the colonist remains displayed in the top of my screen. Is this a bug by this mod or a vanilla bug? I don't think any other mods i'm running could cause this. I disabled this mod to no difference.

"Contains: unknown" is what the it displays in the Vanilla game when you put a colonist in the casket, so that's not a mod issue.  I haven't really thought about what to do with the colonist at the top of the screen.  I'm not sure that I would remove the colonist from the bar, but I should consider marking them so that it's clear that they are in cryptosleep.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: warden on March 21, 2015, 04:22:01 PM
Quote from: EdB on March 21, 2015, 02:27:48 PM
Quote from: warden on March 21, 2015, 03:15:20 AM
When i put a colonist to cryptosleep, the casket still says "Contains: unknown" and the colonist remains displayed in the top of my screen. Is this a bug by this mod or a vanilla bug? I don't think any other mods i'm running could cause this. I disabled this mod to no difference.

"Contains: unknown" is what the it displays in the Vanilla game when you put a colonist in the casket, so that's not a mod issue.  I haven't really thought about what to do with the colonist at the top of the screen.  I'm not sure that I would remove the colonist from the bar, but I should consider marking them so that it's clear that they are in cryptosleep.

That's weird, i could have sworn i'd seen it display contains: colonist name somewhere, if not in my own game. Well, i tried a vanilla installation and yeah, no difference... Since dead colonists are grayed out on the top bar, maybe hibernating colonists could be shaded blue or something.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: SSS on March 21, 2015, 06:56:18 PM
Love it! I've just gotten around to adding mods to Rimworld again. This is fits into the game very, very smoothly and is a must-have imo.

Thanks for coding it and keeping it updated!
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: Jaxor on March 23, 2015, 01:11:13 AM
Can you add an image overlay to each colonist's status bar portrait that displays the current task a colonist is performing? I think it would make large groups much less hard to keep track of, so I wouldn't have to manually check.

A mockup:

(http://i.imgur.com/SPNoU7x.png)
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: Erdumas on April 04, 2015, 08:52:05 PM
I also had some problems with this mod. After I installed it, starting the game gave just a black screen. If I started the game with the mod installed outside the mod folder, and then moved it back into the mod folder, I could activate the mod, but doing so would crash the menu: I would get just the background but no menu options.

I was able to fix it by doing a fresh install of the game (just unzipped the same 9.727 version, which removed all save files and worlds), and a fresh download of the mod (2.6.5; but this was the same version I was using earlier).

Don't know what caused the issue, but this fixed it.

The output log said something about being unable to load the mod, but I forgot to save a copy and no longer have the error message.

edit: Actually, my save files/worlds were preserved. I don't know where they are stored, but apparently it's in a separate location from what I deleted.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: Kaballah on April 04, 2015, 09:26:55 PM
Quote from: Jaxor on March 23, 2015, 01:11:13 AM
Can you add an image overlay to each colonist's status bar portrait that displays the current task a colonist is performing? I think it would make large groups much less hard to keep track of, so I wouldn't have to manually check.

A mockup:

(http://i.imgur.com/SPNoU7x.png)

This is a neat idea, if it's practical.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: Beathrus on April 06, 2015, 03:58:13 AM
Is there a way to re-arrange the listings at the top? I don't like how they are ordered and I sorta want to re-order them in a way; as I know who is what job I put them on. I.E. Miners beside miners, builders by builders? Sort of a 'Edit Colonist Bar/Rearrange Colonist on Colonist Bar'
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: Kaballah on April 16, 2015, 12:24:09 AM
Looking forward to the A10 version of this :)

... actually it hurts my soul to not have it  :-[  the pain the pain
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: Wayfaerer on April 16, 2015, 01:41:13 AM
Quote from: Kaballah on April 04, 2015, 09:26:55 PM
Quote from: Jaxor on March 23, 2015, 01:11:13 AM
Can you add an image overlay to each colonist's status bar portrait that displays the current task a colonist is performing? I think it would make large groups much less hard to keep track of, so I wouldn't have to manually check.

A mockup:

(http://i.imgur.com/SPNoU7x.png)

This is a neat idea, if it's practical.

Oh man. The amount of times I've ordered surgery on one of my colonists and had my doc ready to go but one of my army of first aiders who are used to patching up burns and cuts has decided yes they will install the robotic eye.

Being able to look at the colonist icon and see who's taken the job so I can send them off to do something else and get my actual surgeon onto it would be amazing.

That or simply over riding any job already taken by a colonist would be amazing..
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: Florius on April 18, 2015, 06:11:56 PM
Hi! Love your mod, it is very usefull! However, I was wondering, is it possible to add the current task of a colonist under their portrait? Or is it possible for me to do myself (with 0 modding experience).
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: EdB on April 19, 2015, 10:28:29 PM
Just a quick update.  I have started upgrading this mod to alpha 10.  I was hoping to make it through it this weekend, but some of the changes in alpha 10 impact the mod a little more than usual.  That makes an already fairly tedious process take even longer.

I'm guessing right now that I'll have a release ready sometime next weekend.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: Famous Shoes on April 19, 2015, 10:52:08 PM
Heh, I forgot about this mod and have been thinking during my own mod playtesting of A10 changes "gee these interface changes from A9 to A10 seriously suck." Then I saw this post and remembered why! Looking forward to having this back in the mix, awesome work.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: Havan_IronOak on April 20, 2015, 07:25:26 AM
Me too! After switching to release A10, this is one of the mods I miss the most!
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: dawngael on April 20, 2015, 07:32:24 AM
Thank you SO much for working on this mod.  EDB Interface and Prepare carefully are the only two mods I use for Rimworld and I miss EDB Interface desperately.  I'm extremely grateful to you for making them available!
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: TheSilencedScream on April 20, 2015, 01:32:29 PM
Quote from: EdB on April 19, 2015, 10:28:29 PM
Just a quick update.  I have started upgrading this mod to alpha 10.  I was hoping to make it through it this weekend, but some of the changes in alpha 10 impact the mod a little more than usual.  That makes an already fairly tedious process take even longer.

I'm guessing right now that I'll have a release ready sometime next weekend.

No rush, EdB.
We appreciate your work!
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: RickyMartini on April 20, 2015, 03:08:30 PM
I really, really appreciate this mod. Basically the first mod I always look forward to use. Thanks EDB.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: skullywag on April 20, 2015, 06:51:33 PM
EdB have you thought of asking to become a private tester, it can help you get a headstart on updating plus you never know you might get some helpful stuff added to the core game as its the best time to talk to Tynan about private methods and stuff like that and getting them opened up, or whatever blockers you might be finding in the core code.(if any) Hes let modders be testers before specifically for the purpose of updating quicker. Just a thought for future Alphas.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: Alcyonna on April 21, 2015, 08:52:51 AM
Thank u very much for your mods, i really appreciate the work.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: DevilKhan on April 21, 2015, 11:28:10 AM
Quote from: skullywag on April 20, 2015, 06:51:33 PM
EdB have you thought of asking to become a private tester, it can help you get a headstart on updating plus you never know you might get some helpful stuff added to the core game as its the best time to talk to Tynan about private methods and stuff like that and getting them opened up, or whatever blockers you might be finding in the core code.(if any) Hes let modders be testers before specifically for the purpose of updating quicker. Just a thought for future Alphas.

To be honest, I can't play a good game unless this is up-to-date. Honestly this is by far the best mod, the UI is simple yet it does what it says on the box. Frankly, it has been around for a while and yet Tynan hasn't stolen it to use the the game XD.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: Manly on April 21, 2015, 11:34:57 AM
EdB is pretty dang brilliant that is for sure. :)
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: mattb150 on April 21, 2015, 12:21:58 PM
This mod and your mod-sorting mod are AWESOME, EdB!!!  Take your time, I'm excited wait to get them back :D
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: EdB on April 21, 2015, 10:06:34 PM
When I did alpha 9, the first couple of releases were very buggy, and while it was really helpful to have people trying it out and telling me what I broke, there was a bit of damage control that I needed to do to rush out fixes.  Because of this--and because I don't have as much time during the week to rush out fixes, I'm going to try something a little different with the alpha 10 release.

Instead of adding the info to the original post right away, I'm going to post the first release here now and call it a beta.  To set expectations, I've been testing it, but I haven't done as much testing as I'd like to.  If you want to help me test and get an early look, go ahead and download it from this post.  If you'd rather wait for something more stable, give it a few days and wait for me to add the download info to the original post.  I appreciate any feedback.

What's new for alpha 10?  You might have noticed that there are one or two features in the mod that now are similar to features that are in the vanilla game, though the implementations are slightly differently.  I've decided to remove the matching features from the mod in favor of the vanilla implementations.  You'll see that I removed two things:

Feel free to try it out.  Please note that you must be logged in to the forums to see the download link at the bottom of this post.

Knowns issues:

EDIT: I've removed the download link for this beta release.  Please download the full release from the original post instead.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: Ninefinger on April 22, 2015, 02:34:49 AM
Quote from: EdB on April 21, 2015, 10:06:34 PM
When I did alpha 9, the first couple of releases were very buggy, and while it was really helpful to have people trying it out and telling me what I broke, there was a bit of damage control that I needed to do to rush out fixes.  Because of this--and because I don't have as much time during the week to rush out fixes, I'm going to try something a little different with the alpha 10 release.

Instead of adding the info to the original post right away, I'm going to post the first release here now and call it a beta.  To set expectations, I've been testing it, but I haven't done as much testing as I'd like to.  If you want to help me test and get an early look, go ahead and download it from this post.  If you'd rather wait for something more stable, give it a few days and wait for me to add the download info to the original post.  I appreciate any feedback.

What's new for alpha 10?  You might have noticed that there are one or two features in the mod that now are similar to features that are in the vanilla game, though the implementations are slightly differently.  I've decided to remove the matching features from the mod in favor of the vanilla implementations.  You'll see that I removed two things:

  • Passion indicators in the Work tab.  I like the idea of the vanilla implementation better, so I've removed this feature from the mod.  I do think the vanilla visual treatment turned out a little wonky--with the priority numbers overlapping the passion icons.  I tried to tweak it a bit, but I didn't end up with something that I liked.
  • Context-sensitive designator buttons (aka reverse-designations) have been added to the vanilla game.  I've removed my implementation.  Note that the vanilla implementation is a little different in the way that it handles the cancel action when you choose to designate something.  Also, the vanilla game does not include Mining as a reverse designation.  I was missing that, so I put it back in.

Feel free to try it out.  Please note that you must be logged in to the forums to see the download link at the bottom of this post.

Knowns issues:

  • The UI used to rotate buildings before you place them is not positioned or sized correctly.

Thank You! I Love You! No homo :-*
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: AN7AG0NIS7 on April 22, 2015, 07:16:14 AM
Quote from: EdB on April 21, 2015, 10:06:34 PM
When I did alpha 9, the first couple of releases were very buggy, and while it was really helpful to have people trying it out and telling me what I broke, there was a bit of damage control that I needed to do to rush out fixes.  Because of this--and because I don't have as much time during the week to rush out fixes, I'm going to try something a little different with the alpha 10 release.

Instead of adding the info to the original post right away, I'm going to post the first release here now and call it a beta.  To set expectations, I've been testing it, but I haven't done as much testing as I'd like to.  If you want to help me test and get an early look, go ahead and download it from this post.  If you'd rather wait for something more stable, give it a few days and wait for me to add the download info to the original post.  I appreciate any feedback.

What's new for alpha 10?  You might have noticed that there are one or two features in the mod that now are similar to features that are in the vanilla game, though the implementations are slightly differently.  I've decided to remove the matching features from the mod in favor of the vanilla implementations.  You'll see that I removed two things:

  • Passion indicators in the Work tab.  I like the idea of the vanilla implementation better, so I've removed this feature from the mod.  I do think the vanilla visual treatment turned out a little wonky--with the priority numbers overlapping the passion icons.  I tried to tweak it a bit, but I didn't end up with something that I liked.
  • Context-sensitive designator buttons (aka reverse-designations) have been added to the vanilla game.  I've removed my implementation.  Note that the vanilla implementation is a little different in the way that it handles the cancel action when you choose to designate something.  Also, the vanilla game does not include Mining as a reverse designation.  I was missing that, so I put it back in.

Feel free to try it out.  Please note that you must be logged in to the forums to see the download link at the bottom of this post.

Knowns issues:

  • The UI used to rotate buildings before you place them is not positioned or sized correctly.

I found an issue in the beta version. I can't make my colonists drop their apparel and the items in their inventory. Weapons can be dropped as usual though.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: DevilKhan on April 22, 2015, 07:18:29 AM
It's the little details that make them so "gorgeous". In A9 it brings so much "cleaner" and more useable and the does zero to the game. I just loose interest(frustration to be more honest). However, with EdB's simple yet beautiful UI, it makes it a lot easier to see who is being attacked by a squirrel :). and easier to see what he is wearing/mood without having to track him down on the map :-/.

To be honest, I've been using vanilla rimworld with this and the " mass un-forbid" I forget the name off hand of it. I don't play until they are out. I do play around and test this and than, but haven't touched A10 for a real gameplay yet.   
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: 42BelowVodka on April 22, 2015, 10:41:37 AM
Quote from: AN7AG0NIS7 on April 22, 2015, 07:16:14 AM
Quote from: EdB on April 21, 2015, 10:06:34 PM
When I did alpha 9, the first couple of releases were very buggy, and while it was really helpful to have people trying it out and telling me what I broke, there was a bit of damage control that I needed to do to rush out fixes.  Because of this--and because I don't have as much time during the week to rush out fixes, I'm going to try something a little different with the alpha 10 release.

Instead of adding the info to the original post right away, I'm going to post the first release here now and call it a beta.  To set expectations, I've been testing it, but I haven't done as much testing as I'd like to.  If you want to help me test and get an early look, go ahead and download it from this post.  If you'd rather wait for something more stable, give it a few days and wait for me to add the download info to the original post.  I appreciate any feedback.

What's new for alpha 10?  You might have noticed that there are one or two features in the mod that now are similar to features that are in the vanilla game, though the implementations are slightly differently.  I've decided to remove the matching features from the mod in favor of the vanilla implementations.  You'll see that I removed two things:

  • Passion indicators in the Work tab.  I like the idea of the vanilla implementation better, so I've removed this feature from the mod.  I do think the vanilla visual treatment turned out a little wonky--with the priority numbers overlapping the passion icons.  I tried to tweak it a bit, but I didn't end up with something that I liked.
  • Context-sensitive designator buttons (aka reverse-designations) have been added to the vanilla game.  I've removed my implementation.  Note that the vanilla implementation is a little different in the way that it handles the cancel action when you choose to designate something.  Also, the vanilla game does not include Mining as a reverse designation.  I was missing that, so I put it back in.

Feel free to try it out.  Please note that you must be logged in to the forums to see the download link at the bottom of this post.

Knowns issues:

  • The UI used to rotate buildings before you place them is not positioned or sized correctly.

I found an issue in the beta version. I can't make my colonists drop their apparel and the items in their inventory. Weapons can be dropped as usual though.

got the same bug, also for some reason when i was setting apparel hitpoints my colonists stopped wearing pants
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: nuschler22 on April 22, 2015, 06:31:34 PM
I haven't played in a while.

When I downloaded Alpha 10, I kept going up to the top of the screen to click my colonists.  Funny how mods like this add so much.

And I'd like to find out what the name of that mass haul mod was called if someone knows as mentioned earlier.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: kremlinkev on April 22, 2015, 06:45:58 PM
Tools for haul?

https://ludeon.com/forums/index.php?topic=12282.msg123935#msg123935
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: EdB on April 22, 2015, 08:28:06 PM
Quote from: 42BelowVodka on April 22, 2015, 10:41:37 AM
...also for some reason when i was setting apparel hitpoints my colonists stopped wearing pants

I don't think this problem would be caused by this mod--I don't really touch that outfit configuration user interface--but I will look into it.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: FridayBiology on April 23, 2015, 01:18:27 AM
Alpha 10d compatible?
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: Dave-In-Texas on April 23, 2015, 05:56:47 AM
Quote from: Feirfec on April 23, 2015, 01:18:27 AM
Alpha 10d compatible?

I've played for hours with version 10f :-)
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: scotgaymer on April 23, 2015, 01:10:11 PM
Didn't the OP say that it wasn't compatible with Alpha 10 due to some weirdness @Dave-In-Texas?
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: czarnoff on April 23, 2015, 01:27:46 PM
Quote from: scotgaymer on April 23, 2015, 01:10:11 PM
Didn't the OP say that it wasn't compatible with Alpha 10 due to some weirdness @Dave-In-Texas?
He put out a test version in post 519.  It's working well enough for me.  It's amazing how much it improves game play over vanilla. 
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: kpc1914 on April 23, 2015, 02:36:42 PM
This mod is an essential. Thanks!
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: Andurhil on April 23, 2015, 02:57:58 PM
For anyone experiencing the bug where colonists are unable to drop apparel, I've found a temporary fix. While in-game, open up the Menu, go to Interface Options and select Never Use Alternate Tab Panels under the Alternate Tabs section.

In any case, great work in keeping this mod up to date for us EdB, it really makes gameplay so much more enjoyable.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: EdB on April 23, 2015, 03:09:06 PM
Quote from: Andurhil on April 23, 2015, 02:57:58 PM
For anyone experiencing the bug where colonists are unable to drop apparel, I've found a temporary fix. While in-game, open up the Menu, go to Interface Options and select Never Use Alternate Tab Panels under the Alternate Tabs section.

In any case, great work in keeping this mod up to date for us EdB, it really makes gameplay so much more enjoyable.

Thanks for posting the workaround.  I should have an update with a fix for this tonight or tomorrow.
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.5 - Updated 1 Mar 2015)
Post by: Turps on April 24, 2015, 07:31:10 AM
Thanks so much EDB your mod is awesome!!
Title: Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.7.1 - Updated 24 Apr 2015)
Post by: EdB on April 24, 2015, 11:48:21 AM
I've released the first full version for Alpha 10, version 2.7.1.

Thanks to everyone who tried the beta release and reported bugs.  The issues with the Gear tab and the building placement rotation UI are fixed in this new release.

If you find any issues, please let me know!
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.1 - Updated 24 Apr 2015)
Post by: Kaballah on April 24, 2015, 12:14:24 PM
Well done, thanks for the update!
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.1 - Updated 24 Apr 2015)
Post by: Kaballah on April 24, 2015, 12:49:40 PM
A very minor problem - since I enabled this mod, now when I click a colonist's name from the Overview table, the view centers on that colonist but they are not selected, in vanilla they are.
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.1 - Updated 24 Apr 2015)
Post by: Havan_IronOak on April 24, 2015, 01:57:00 PM
Thanks again for this! Just down loaded it and that "something's missing" feeling is gone for the first time since release 10.
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.1 - Updated 24 Apr 2015)
Post by: Garlandgreeneyes on April 24, 2015, 02:00:44 PM
Thank you very much, I love this mod!
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.1 - Updated 24 Apr 2015)
Post by: Ninefinger on April 24, 2015, 02:02:31 PM
Quote from: Kaballah on April 24, 2015, 12:49:40 PM
A very minor problem - since I enabled this mod, now when I click a colonist's name from the Overview table, the view centers on that colonist but they are not selected, in vanilla they are.
I'm not 100% sure but i think that, that is how this mode has always worked but i cant remember fully i definitely could be wrong but i figured i would say something.
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.1 - Updated 24 Apr 2015)
Post by: EdB on April 24, 2015, 02:09:17 PM
Quote from: Kaballah on April 24, 2015, 12:49:40 PM
A very minor problem - since I enabled this mod, now when I click a colonist's name from the Overview table, the view centers on that colonist but they are not selected, in vanilla they are.

Thanks for noticing this.  I will fix it.
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.1 - Updated 24 Apr 2015)
Post by: Ninefinger on April 24, 2015, 02:17:39 PM
Quote from: EdB on April 24, 2015, 02:09:17 PM
Quote from: Kaballah on April 24, 2015, 12:49:40 PM
A very minor problem - since I enabled this mod, now when I click a colonist's name from the Overview table, the view centers on that colonist but they are not selected, in vanilla they are.

Thanks for noticing this.  I will fix it.

Awesome :D
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.1 - Updated 24 Apr 2015)
Post by: Kaballah on April 24, 2015, 02:29:45 PM
Quote from: Ninefinger on April 24, 2015, 02:02:31 PM
Quote from: Kaballah on April 24, 2015, 12:49:40 PM
A very minor problem - since I enabled this mod, now when I click a colonist's name from the Overview table, the view centers on that colonist but they are not selected, in vanilla they are.
I'm not 100% sure but i think that, that is how this mode has always worked but i cant remember fully i definitely could be wrong but i figured i would say something.

Nah I used this feature pretty often last alpha and it used to work.  This is a new thing.
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.1 - Updated 24 Apr 2015)
Post by: Ninefinger on April 24, 2015, 02:32:30 PM
Quote from: Kaballah on April 24, 2015, 02:29:45 PM
Quote from: Ninefinger on April 24, 2015, 02:02:31 PM
Quote from: Kaballah on April 24, 2015, 12:49:40 PM
A very minor problem - since I enabled this mod, now when I click a colonist's name from the Overview table, the view centers on that colonist but they are not selected, in vanilla they are.
I'm not 100% sure but i think that, that is how this mode has always worked but i cant remember fully i definitely could be wrong but i figured i would say something.

Nah I used this feature pretty often last alpha and it used to work.  This is a new thing.
yeah i was wrong as usual lol, but i could have swore that i had some sort of colonist selecting issue in alpha 9 but cant remember if it was that or not.
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.1 - Updated 24 Apr 2015)
Post by: nuschler22 on April 24, 2015, 04:38:23 PM
Is there a suggestion for mod order that I might have missed?

I added this and I think I'm getting a conflict for some reason with the mod More Vanilla Turrets, where I didn't have that before.  If I remove the Turrets mod, I don't get any errors. 
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.1 - Updated 24 Apr 2015)
Post by: EdB on April 24, 2015, 04:56:42 PM
Quote from: nuschler22 on April 24, 2015, 04:38:23 PM
Is there a suggestion for mod order that I might have missed?

I added this and I think I'm getting a conflict for some reason with the mod More Vanilla Turrets, where I didn't have that before.  If I remove the Turrets mod, I don't get any errors.

Do you mean the More Vanilla Turrets mod in this thread (https://ludeon.com/forums/index.php?topic=9521.0)?

It looks like that mod has not been officially updated to Alpha 10.  When I tried the Alpha 10 fix posted towards the end of that thread, I still get a handful of errors that pop up when I start RimWorld--without any other mods enabled.  Mod order probably isn't going to make those errors go away.

Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.1 - Updated 24 Apr 2015)
Post by: nuschler22 on April 24, 2015, 06:16:24 PM
Quote from: EdB on April 24, 2015, 04:56:42 PM
Quote from: nuschler22 on April 24, 2015, 04:38:23 PM
Is there a suggestion for mod order that I might have missed?

I added this and I think I'm getting a conflict for some reason with the mod More Vanilla Turrets, where I didn't have that before.  If I remove the Turrets mod, I don't get any errors.

Do you mean the More Vanilla Turrets mod in this thread (https://ludeon.com/forums/index.php?topic=9521.0)?

It looks like that mod has not been officially updated to Alpha 10.  When I tried the Alpha 10 fix posted towards the end of that thread, I still get a handful of errors that pop up when I start RimWorld--without any other mods enabled.  Mod order probably isn't going to make those errors go away.

Why yes I do mean that mod which is for Alpha 9.  It must have been at the top of the board and I thought it was ready. 

Funny, though, I didn't get any error messages all yesterday when I used it in the same colony.  Only when I added this mod.  Strange.  But the errors do go away when I remove that mod. 

Thanks. :)
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.1 - Updated 24 Apr 2015)
Post by: FuzzieMann on April 24, 2015, 09:54:18 PM
Thanks for the update!  :D
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.1 - Updated 24 Apr 2015)
Post by: Andy_Dandy on April 25, 2015, 03:16:12 AM
Quote from: Ninefinger on April 24, 2015, 02:32:30 PM
Quote from: Kaballah on April 24, 2015, 02:29:45 PM
Quote from: Ninefinger on April 24, 2015, 02:02:31 PM
Quote from: Kaballah on April 24, 2015, 12:49:40 PM
A very minor problem - since I enabled this mod, now when I click a colonist's name from the Overview table, the view centers on that colonist but they are not selected, in vanilla they are.
I'm not 100% sure but i think that, that is how this mode has always worked but i cant remember fully i definitely could be wrong but i figured i would say something.

Nah I used this feature pretty often last alpha and it used to work.  This is a new thing.
yeah i was wrong as usual lol, but i could have swore that i had some sort of colonist selecting issue in alpha 9 but cant remember if it was that or not.

You are right, I think this didn't work for alpha 8 either.
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.1 - Updated 24 Apr 2015)
Post by: Rauminen on April 25, 2015, 06:43:32 AM
Awesome, I was missing the colonist bar the most. Thank you for the update EdB!
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.1 - Updated 24 Apr 2015)
Post by: TLHeart on April 26, 2015, 08:44:58 AM
small bug with the tv... no way to rotate the tv when this mod is enabled. the q and e keys do not rotate the tv, and the pop up tab does not appear while the mod is enabled.  everything works fine when I saved the game, disabled this mod, and went vanilla to install the tv.
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.1 - Updated 24 Apr 2015)
Post by: Latta on April 26, 2015, 11:06:46 AM
Quote from: TLHeart on April 26, 2015, 08:44:58 AM
small bug with the tv... no way to rotate the tv when this mod is enabled. the q and e keys do not rotate the tv, and the pop up tab does not appear while the mod is enabled.  everything works fine when I saved the game, disabled this mod, and went vanilla to install the tv.
I can confirm this. It's not just about TV but all minified things.
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.2 - Updated 26 Apr 2015)
Post by: EdB on April 26, 2015, 11:06:31 PM
Released an update, version 2.7.2, that fixes the bugs that have been reported since the last version.

It also adds a Korean-language translation provided by Latta (thanks!).
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.2 - Updated 26 Apr 2015)
Post by: Ninefinger on April 27, 2015, 12:15:41 AM
Quote from: EdB on April 26, 2015, 11:06:31 PM
Released an update, version 2.7.2, that fixes the bugs that have been reported since the last version.

It also adds a Korean-language translation provided by Latta (thanks!).

Awesome! thanks Edb you rock!
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.2 - Updated 26 Apr 2015)
Post by: thefinn on April 27, 2015, 05:23:48 PM
Getting CTD, I'm not sure if it's this mod or not, but going by the log this mod certainly seems to make a lot of entries in the logfile.

If it's not this, perhaps you could point me in the right direction ?



[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.2 - Updated 26 Apr 2015)
Post by: EdB on April 27, 2015, 08:36:43 PM
Quote from: thefinn on April 27, 2015, 05:23:48 PM
Getting CTD, I'm not sure if it's this mod or not, but going by the log this mod certainly seems to make a lot of entries in the logfile.

If it's not this, perhaps you could point me in the right direction ?

A hard crash like that is pretty unusual.  Just from a quick look at the log, this looks like it's either caused by the Tools for Haul mod or some kind of incompatibility between it and the Interface mod.  Worth posting in the Tools for Haul thread as well, but I will play around with it to see if there's anything that I can do on my end to avoid it.

When did it happen?  Did it happen right at the start of a new game or was it something that happened randomly in the middle of a game?  And does it happen consistently or just something that you saw once?
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.2 - Updated 26 Apr 2015)
Post by: thefinn on April 28, 2015, 03:07:26 AM
Was mid-game, I noticed it several times in fact (over a few games). And it definitely doesn't happen at all in new games.

Due to the instant way it does this I can't tell if it's linked to a particular job or not.
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.2 - Updated 26 Apr 2015)
Post by: Enjoyment on April 28, 2015, 05:07:58 AM
EdB, thx for your work. I have one idea you could be interested in. Don't really sure, what your mod it could be implemented in exactly, but I think it closer to Interface (though it is useless, when playin' w/o Prepare Carefuly). So...

Could you make an option to save/load presets for manual job priority? Cause I have preset for "PC-mod", but every time I start a new game I spend 5 mins to configure work table for my pawns. And it is sooo boring...

What do you think 'bout it?
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.2 - Updated 26 Apr 2015)
Post by: thefinn on April 28, 2015, 05:33:17 AM
Seems it was a memory issue with the Tools for Haul mod.
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.2 - Updated 26 Apr 2015)
Post by: knord on April 29, 2015, 02:53:46 PM
I love this mod.
Thank you!
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.2 - Updated 26 Apr 2015)
Post by: EdB on April 29, 2015, 10:42:05 PM
Quote from: Enjoyment on April 28, 2015, 05:07:58 AM
Could you make an option to save/load presets for manual job priority? Cause I have preset for "PC-mod", but every time I start a new game I spend 5 mins to configure work table for my pawns. And it is sooo boring...

It feels like it would be more of a Prepare Carefully feature because it really doesn't work unless you know exactly which colonists you're going to start with.  It's a good idea.  I'm not currently working on adding any features, but I will add it to the suggestion list.
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.2 - Updated 26 Apr 2015)
Post by: Enjoyment on April 30, 2015, 04:13:02 AM
Quote from: EdB on April 29, 2015, 10:42:05 PM
It feels like it would be more of a Prepare Carefully feature because it really doesn't work unless you know exactly which colonists you're going to start with.  It's a good idea.  I'm not currently working on adding any features, but I will add it to the suggestion list.

Cool, maybe in next alpha? ;)
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.2 - Updated 26 Apr 2015)
Post by: josmow on April 30, 2015, 05:30:01 PM
minor "bug" with copy/paste of storage zones. seems that you can copy a pawn's settings(what...?) if they move over a zone while dazed XD
have not clicked it for fear of game breaking bugs.

edit: also applies to corpses...... still not clicking it. XD


(http://images.akamai.steamusercontent.com/ugc/37496212295765059/389F03160F01648D9ED4699EA5A850AEEF984071/)
(click to make it fullsize, "thumbnail" to take less time to load it.)
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.2 - Updated 26 Apr 2015)
Post by: Ninefinger on April 30, 2015, 05:36:11 PM
Quote from: josmow on April 30, 2015, 05:30:01 PM
minor "bug" with copy/paste of storage zones. seems that you can copy a pawn's settings(what...?) if they move over a zone while dazed XD
have not clicked it for fear of game breaking bugs.


(http://images.akamai.steamusercontent.com/ugc/37496212295765059/389F03160F01648D9ED4699EA5A850AEEF984071/)
(click to make it fullsize, "thumbnail" to take less time to load it.)

Lol thats hilarious, Click it! Click it!, you know you want to.  ;D
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.2 - Updated 26 Apr 2015)
Post by: Ienkoron on April 30, 2015, 08:46:31 PM
Quote from: josmow on April 30, 2015, 05:30:01 PM
minor "bug" with copy/paste of storage zones. seems that you can copy a pawn's settings(what...?) if they move over a zone while dazed XD
have not clicked it for fear of game breaking bugs.

edit: also applies to corpses...... still not clicking it. XD


(http://images.akamai.steamusercontent.com/ugc/37496212295765059/389F03160F01648D9ED4699EA5A850AEEF984071/)
(click to make it fullsize, "thumbnail" to take less time to load it.)

*whispers* Do it, you know you want to.... XD  :P
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.2 - Updated 26 Apr 2015)
Post by: bullet on May 05, 2015, 06:06:16 PM
where I can found 2.7.1 version? Because seems like after update to 2.7.2 , with outfit configuration my colonists doesn't see most of apparel (which can be crafted) from aparello mod  :(
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.2 - Updated 26 Apr 2015)
Post by: bullet on May 07, 2015, 10:07:53 AM
I was wrong. It is not related to this mod
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.2 - Updated 26 Apr 2015)
Post by: jresine on June 11, 2015, 05:50:03 AM
Hello, no update for alpha 11? =(
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.2 - Updated 26 Apr 2015)
Post by: Dragoon on June 11, 2015, 11:37:15 AM
Quote from: jresine on June 11, 2015, 05:50:03 AM
Hello, no update for alpha 11? =(

Hes currently fighting an army of trolls working on it. He already updated prepare carfully first :D.
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.2 - Updated 26 Apr 2015)
Post by: TheSilencedScream on June 11, 2015, 04:17:50 PM
Quote from: jresine on June 11, 2015, 05:50:03 AM
Hello, no update for alpha 11? =(

It takes time. Relax. :P
Modders don't really get a head's up as to when the new alpha is released, so almost everything gets adjusted after the fact. EdB's awesome about tackling his updates ASAP, and I don't expect that to change here. I'd venture a guess that, unless a large life situation comes up, he'll have this ready by next week, if not before the weekend is up. :)

EdB's Prepare Carefully and UI are my two mandatory mods, so I likely won't download A11 until it's up.
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.2 - Updated 26 Apr 2015)
Post by: EdB on June 11, 2015, 04:59:36 PM
Quote from: TheSilencedScream on June 11, 2015, 04:17:50 PM
he'll have this ready by next week, if not before the weekend is up. :)

Or even by tonight--I've made good progress and have a working version that I'll continue cleaning up and testing this evening.  Thanks everyone for the patience!
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.2 - Updated 26 Apr 2015)
Post by: Sekmeth on June 11, 2015, 05:05:31 PM
Quote from: EdB on June 11, 2015, 04:59:36 PM
Or even by tonight--I've made good progress and have a working version that I'll continue cleaning up and testing this evening.  Thanks everyone for the patience!

Oh nice. Well worth the wait either way :)
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.2 - Updated 26 Apr 2015)
Post by: TheSilencedScream on June 11, 2015, 05:08:37 PM
Quote from: EdB on June 11, 2015, 04:59:36 PM
Quote from: TheSilencedScream on June 11, 2015, 04:17:50 PM
he'll have this ready by next week, if not before the weekend is up. :)

Or even by tonight--I've made good progress and have a working version that I'll continue cleaning up and testing this evening.  Thanks everyone for the patience!

I won't complain if it's tonight, either. ;)
But, as always, please take your time. I'd much rather wait than to see you get burnt out.
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.2 - Updated 26 Apr 2015)
Post by: RickyMartini on June 11, 2015, 07:46:19 PM
Quote from: EdB on June 11, 2015, 04:59:36 PMThanks everyone for the patience!

What patience? I just blink my eyes and you're already almost done upgrading all your mods! Nice work, EdB. :)
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.2 - Updated 26 Apr 2015)
Post by: EdB on June 11, 2015, 11:49:08 PM
I did this with the last alpha, and I think it worked a little better, so I'm going to do it again.

Before I post the download link to the original post, I'm going to post the first couple of releases here in the thread.  The first couple of releases tend to be a little buggy, so if you don't mind running into a couple of problems and want to try it out early, here's the first release for alpha 11:

Download EdB Interface 2.8.3 for Alpha 11

If you prefer something more stable, wait a couple of days for the download link to show up in the original post.

Hopefully there aren't any big glaring problems, but if I'm being honest, the first release usually has one or two of those.

EDIT: Moved the download link to the original post (https://ludeon.com/forums/index.php?topic=5258.msg50443#msg50443).  Please download from there.
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.2 - Updated 26 Apr 2015)
Post by: Fox on June 12, 2015, 12:13:42 AM
Thank's!
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.2 - Updated 26 Apr 2015)
Post by: jega on June 12, 2015, 02:35:03 AM
I can't seem to change a prisoner off No Interaction with the version you just posted.
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.2 - Updated 26 Apr 2015)
Post by: EdB on June 12, 2015, 02:38:59 AM
Thanks for the bug report.  I will take a look.

To workaround this issue, you can select Menu -> Interface Options and select the "Never Use Alternate Tab Panels" radio button.  This will switch the tab panels back to the vanilla versions.

I've posted a new version that should fix this problem:

Download EdB Interface 2.8.3 for Alpha 11

EDIT: Moved the download link to the original post (https://ludeon.com/forums/index.php?topic=5258.msg50443#msg50443).  Please download from there.
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.2 - Updated 26 Apr 2015)
Post by: jresine on June 12, 2015, 03:10:41 AM
hello, i need start new game to install mod? or i can play my saved game? thanks
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.2 - Updated 26 Apr 2015)
Post by: EdB on June 12, 2015, 03:17:32 AM
Quote from: jresine on June 12, 2015, 03:10:41 AM
hello, i need start new game to install mod? or i can play my saved game? thanks

You should be able to use the mod with an existing saved game.  Alpha 11 now warns you if you you have a different set of mods enabled than you did when you saved the game, but the interface mod should work without a problem.
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.2 - Updated 26 Apr 2015)
Post by: EdB on June 12, 2015, 03:47:47 PM
I've done another release, 2.8.3, for alpha 11.  No bug fixes in this one, but I did some minor spacing tweaks in a couple of the tab panels.  Assuming no bug reports, I plan to update the original post with this version later this evening.

Download EdB Interface 2.8.3 for Alpha 11

EDIT: Moved the download link to the original post (https://ludeon.com/forums/index.php?topic=5258.msg50443#msg50443).  Please download from there.
Title: Re: [MOD] (Alpha 10) EdB Interface UI Mod (v2.7.2 - Updated 26 Apr 2015)
Post by: RickyMartini on June 12, 2015, 07:07:51 PM
Looks very nice. You're the man EdB.
Title: Re: [MOD] (Alpha 11) EdB Interface UI Mod (v2.8.3 - Updated 12 Jun 2015)
Post by: EdB on June 12, 2015, 08:52:05 PM
Added the download link to the original post.  If you find any other bugs, please let me know!
Title: Re: [MOD] (Alpha 11) EdB Interface UI Mod (v2.8.3 - Updated 12 Jun 2015)
Post by: Devon_v on June 12, 2015, 09:57:50 PM
Thanks muchly. The game is so annoying without the colonist toolbar. :)
Title: Re: [MOD] (Alpha 11) EdB Interface UI Mod (v2.8.3 - Updated 12 Jun 2015)
Post by: isistoy on June 12, 2015, 10:20:50 PM
Will do. Many thanks!
Title: Re: [MOD] (Alpha 11) EdB Interface UI Mod (v2.8.3 - Updated 12 Jun 2015)
Post by: akiceabear on June 12, 2015, 11:16:42 PM
I'm receiving the following error when starting a new game. RimWorld was restarted and the world generated after installing the mod.

After this the mod appears to still work...

(http://i.imgur.com/kJvwk8Q.png)
Title: Re: [MOD] (Alpha 11) EdB Interface UI Mod (v2.8.3 - Updated 12 Jun 2015)
Post by: EdB on June 13, 2015, 01:56:22 AM
Quote from: akiceabear on June 12, 2015, 11:16:42 PM
I'm receiving the following error when starting a new game. RimWorld was restarted and the world generated after installing the mod.

After this the mod appears to still work...

What you're seeing is the mod reading an older preferences file that has a couple of preferences in it that have been removed.  If you keep getting this error, I recommend going into Menu -> Interface Options and changing one of your preferences.  This should re-save the preferences without the older settings that are causing the error.  You can change the preferences back afterwards.
Title: Re: [MOD] (Alpha 11) EdB Interface UI Mod (v2.8.3 - Updated 12 Jun 2015)
Post by: Der Failer on June 13, 2015, 11:42:10 AM
Hi EdB,
i just found that clicking on the name of a colonist in the restrictions tab get me this:
Exception doing OnGUI input for layer EdB.Interface.Dialog_Overview: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.OTab_PawnList.PreDrawPawnRow (Rect rect, Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.OTab_PawnList.DrawRows (Rect outRect) [0x00000] in <filename unknown>:0
  at RimWorld.OTab_Restrictions.OTabOnGUI (Rect fillRect) [0x00000] in <filename unknown>:0
  at RimWorld.Dialog_Overview.FillWindow (Rect inRect) [0x00000] in <filename unknown>:0
  at RimWorld.Dialog_Overview.DoWindowContents () [0x00000] in <filename unknown>:0
  at Verse.Layer_Window.LayerOnGUI () [0x00000] in <filename unknown>:0
  at Verse.LayerStack.LayerStackOnGUI () [0x00000] in <filename unknown>:0


Same goes for the outfit tab:
Exception doing OnGUI input for layer EdB.Interface.Dialog_Overview: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.OTab_PawnList.PreDrawPawnRow (Rect rect, Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.OTab_PawnList.DrawRows (Rect outRect) [0x00000] in <filename unknown>:0
  at RimWorld.OTab_Outfits.OTabOnGUI (Rect fillRect) [0x00000] in <filename unknown>:0
  at RimWorld.Dialog_Overview.FillWindow (Rect inRect) [0x00000] in <filename unknown>:0
  at RimWorld.Dialog_Overview.DoWindowContents () [0x00000] in <filename unknown>:0
  at Verse.Layer_Window.LayerOnGUI () [0x00000] in <filename unknown>:0
  at Verse.LayerStack.LayerStackOnGUI () [0x00000] in <filename unknown>:0
Title: Re: [MOD] (Alpha 11) EdB Interface UI Mod (v2.8.3 - Updated 12 Jun 2015)
Post by: EdB on June 13, 2015, 04:39:07 PM
Quote from: Der Failer on June 13, 2015, 11:42:10 AM
i just found that clicking on the name of a colonist in the restrictions tab get me this:

Thanks fort the bug report.  I've released a new version, 2.8.4, that fixes this problem.
Title: Re: [MOD] (Alpha 11) EdB Interface UI Mod (v2.8.5 - Updated 14 Jun 2015)
Post by: EdB on June 15, 2015, 12:46:40 AM
Did a quick fix for a problem I found and released a new version, 2.8.5.  If you had noticed that the browse buttons at the bottom of the gear tab were missing before, they should now be back now.  Makes it much faster to browse through raiders' gear.
Title: Re: [MOD] (Alpha 5) EdB Interface 1.0.1 (User Interface Mod)
Post by: ( Tchey ) on June 15, 2015, 05:27:16 AM
Quote from: Tynan on August 10, 2014, 10:26:45 PM
Quote from: StorymasterQ on August 10, 2014, 09:29:05 PM
I love UI Mods. Ty, you ought to have plans of integrating this into the vanilla game.

+1 internetz to you, Mr. EdB.

Unfortunately the base game sets the standard minimum res of 1024x768, while this mod requires 900px tall. Otherwise the base game would probably look more like this.

Any advancement from this first page quote ?
Title: Re: [MOD] (Alpha 5) EdB Interface 1.0.1 (User Interface Mod)
Post by: EdB on June 15, 2015, 08:46:23 PM
Quote from: ( Tchey ) on June 15, 2015, 05:27:16 AM
Quote from: Tynan on August 10, 2014, 10:26:45 PM
Unfortunately the base game sets the standard minimum res of 1024x768, while this mod requires 900px tall. Otherwise the base game would probably look more like this.

Any advancement from this first page quote ?

The mod should now support any screen resolution that the game supports.  At smaller screen resolutions, you will get the character tabs from the vanilla game instead of the mod's taller tab UI.  I also recommend setting your mod preferences to use the smaller colonist icons for these smaller screen resolutions.
Title: Re: [A11] EdB Interface UI Mod (v2.8.5 - Updated 14 Jun 2015)
Post by: isistoy on June 16, 2015, 11:51:57 AM
Nice!
Title: Re: [A11] EdB Interface UI Mod (v2.8.5 - Updated 14 Jun 2015)
Post by: Simulacrum0 on June 21, 2015, 10:22:29 PM
EdB UI gives a exception if you try to use the overview to jump to a MD2 droid, it works with out your UI mod. its not worth not using the UI over but if you can make a patch that would be nice.
Exception doing OnGUI input for layer EdB.Interface.Dialog_Overview: System.NullReferenceException: Object reference not set to an instance of an object
  at MD2.OTab_Droid_Work.PreDrawPawnRow (Rect rect, Verse.Pawn p) [0x00000] in <filename unknown>:0
  at MD2.OTab_Droid_Work.DrawRows (Rect outRect) [0x00000] in <filename unknown>:0
  at MD2.OTab_Droid_Work.OTabOnGUI (Rect fillRect) [0x00000] in <filename unknown>:0
  at RimWorld.Dialog_Overview.FillWindow (Rect inRect) [0x00000] in <filename unknown>:0
  at RimWorld.Dialog_Overview.DoWindowContents () [0x00000] in <filename unknown>:0
  at Verse.Layer_Window.LayerOnGUI () [0x00000] in <filename unknown>:0
  at Verse.LayerStack.LayerStackOnGUI () [0x00000] in <filename unknown>:0
Title: Re: [A11] EdB Interface UI Mod (v2.8.5 - Updated 14 Jun 2015)
Post by: Gregorydb on June 22, 2015, 05:03:50 PM
Hey, just wanted to say thanks for making such an amazing UI :)  It makes the game playable.

I do have one suggestion, and i don't know if it's even possible...but there would be two improvements that would be awesome.
1.)   A button or something to select so you can get all of your people with one click for combat more then anything.
2.)  A way to segregate the people...ie Melee, range, Empath...or some thing along those lines :)

Thanks for reading!
-Gregory
Title: Re: [A11] EdB Interface UI Mod (v2.8.5 - Updated 14 Jun 2015)
Post by: Beathrus on June 22, 2015, 05:11:03 PM
Quote from: Gregorydb on June 22, 2015, 05:03:50 PM
Hey, just wanted to say thanks for making such an amazing UI :)  It makes the game playable.

I do have one suggestion, and i don't know if it's even possible...but there would be two improvements that would be awesome.
1.)   A button or something to select so you can get all of your people with one click for combat more then anything.
2.)  A way to segregate the people...ie Melee, range, Empath...or some thing along those lines :)

Thanks for reading!
-Gregory

I asked about something like this back in A9, but it was essentially, just being able to re-order the Pawn Icons at the top so I could order them into groupings.
Title: Re: [A11] EdB Interface UI Mod (v2.8.5 - Updated 14 Jun 2015)
Post by: Simulacrum0 on June 22, 2015, 06:16:30 PM
Haplo's mod Miscellaneous has colonist grouping.
Title: Re: [A11] EdB Interface UI Mod (v2.8.5 - Updated 14 Jun 2015)
Post by: Shotoku on June 25, 2015, 06:56:55 AM
Hi EdB! I don't know if someone asked this before but... could it be possible to Ctrl click at the pawn bar? That would make it so it's easy to select just especific colonists.
Thanks
Title: Re: [A11] EdB Interface UI Mod (v2.8.5 - Updated 14 Jun 2015)
Post by: shenzya on June 25, 2015, 09:34:14 PM
hi EDB ,i don't know if this has be reported already but one feature is missing : we can't operate on injured guest.
Title: Re: [A11] EdB Interface UI Mod (v2.8.5 - Updated 14 Jun 2015)
Post by: EdB on June 26, 2015, 01:17:58 AM
Quote from: Shotoku on June 25, 2015, 06:56:55 AM
could it be possible to Ctrl click at the pawn bar? That would make it so it's easy to select just especific colonists.

If you shift-click on a colonist in the bar, it will add or remove that colonist from the selection.  Is that what you mean?
Title: Re: [A11] EdB Interface UI Mod (v2.8.5 - Updated 14 Jun 2015)
Post by: EdB on June 26, 2015, 01:18:58 AM
Quote from: Simulacrum0 on June 21, 2015, 10:22:29 PM
EdB UI gives a exception if you try to use the overview to jump to a MD2 droid, it works with out your UI mod. its not worth not using the UI over but if you can make a patch that would be nice.

I will take a look.  I should be able to fix that.
Title: Re: [A11] EdB Interface UI Mod (v2.8.5 - Updated 14 Jun 2015)
Post by: EdB on June 26, 2015, 01:26:05 AM
Quote from: Gregorydb on June 22, 2015, 05:03:50 PM
1.)   A button or something to select so you can get all of your people with one click for combat more then anything.

If you click on a colonist in the colonist bar with the middle mouse button, it will select all of your colonists so that you can quickly draft them.  Unfortunately for people playing on laptops or for those that don't have a middle mouse button for some other reason, there currently isn't an alternative.

Quote from: Gregorydb on June 22, 2015, 05:03:50 PM
2.)  A way to segregate the people...ie Melee, range, Empath...or some thing along those lines :)

I can't find it right now, but I've talked about some of the reasons that I have not already added this feature to the mod.  There's no question that it would be a great addition.  I've played around with it a little bit, but I'm not sure that it's something that I'm going to follow through on any time soon.
Title: Re: [A11] EdB Interface UI Mod (v2.8.5 - Updated 14 Jun 2015)
Post by: EdB on June 26, 2015, 01:32:25 AM
Quote from: shenzya on June 25, 2015, 09:34:14 PM
hi EDB ,i don't know if this has be reported already but one feature is missing : we can't operate on injured guest.

Thanks for pointing this out.  I will take a look.  As a workaround, you can disable the mod's alternate character tabs by from the Interface Options screen.
Title: Re: [A11] EdB Interface UI Mod (v2.8.5 - Updated 14 Jun 2015)
Post by: Shotoku on June 26, 2015, 07:38:20 AM
Quote from: EdB on June 26, 2015, 01:17:58 AM
Quote from: Shotoku on June 25, 2015, 06:56:55 AM
could it be possible to Ctrl click at the pawn bar? That would make it so it's easy to select just especific colonists.

If you shift-click on a colonist in the bar, it will add or remove that colonist from the selection.  Is that what you mean?

Yeah that's what I meant. Sorry, I didn't notice it was Shift click, it's usually Crtl click on windows.
Thanks a lot for this mod :D
Title: Re: [A11] EdB Interface UI Mod (v2.8.5 - Updated 14 Jun 2015)
Post by: rsof69 on July 03, 2015, 07:33:43 AM
I dont see the interface  :( pls help

<activeMods>
    <li>Core</li>
    <li>EdBModOrder</li>
    <li>EdBInterface</li>
    <li>EdBPrepareCarefully</li>
    <li>Community Core Library</li>
    <li>BackstoriesCore-7</li>
    <li>RW_A2B</li>
    <li>RW_A2B_Teleport</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>LT_FixBoneEPOE</li>
    <li>Glassworks</li>
    <li>CaveworldFlora</li>
    <li>Clutter</li>
    <li>DefendThatColony!</li>
    <li>Industrialisation v0.99b</li>
    <li>ED-Core</li>
    <li>ED-AutoLoader</li>
    <li>ED-DeepStrike</li>
    <li>ED-LaserDrill</li>
    <li>ED-PersonalNanoShields</li>
    <li>ED-ReverseCycleCooler</li>
    <li>ED-Shields</li>
    <li>ED-Vent</li>
    <li>MD2Base-12</li>
    <li>MD2Droids-10</li>
    <li>MD2Fortifications-4</li>
    <li>MD2Industry-7</li>
    <li>MD2Manufacturing-11</li>
    <li>MD2Power-4</li>
    <li>MD2Storage-4</li>
    <li>Rimsenal</li>
    <li>Rimsenal_hair</li>
    <li>Rimsenal_Storyteller</li>
    <li>T-ConditionRed</li>
    <li>T-CoreCropTweaks</li>
    <li>T-ExpandedCloth</li>
    <li>T-ExpandedCrops</li>
    <li>T-MiscStuff</li>
    <li>T-MoreFloorsFF</li>
    <li>RT Fusebox</li>
    <li>RT Storage</li>
    <li>Miscellaneous</li>
    <li>MAI</li>
    <li>AdditionalJoyObjectsV2.1</li>
    <li>Apothecarius</li>
    <li>AutoHuntBeacon</li>
    <li>BeanTekBlastDoor</li>
    <li>BeanTekRefrigeratedFoodStorage</li>
    <li>Celing Lights</li>
    <li>FastFloors</li>
    <li>LessIncidentTrolling</li>
    <li>Mad Skills</li>
    <li>More Vanilla Turrets</li>
    <li>PowerSwitch</li>
    <li>Quorn</li>
    <li>rtftj</li>
    <li>RTGs</li>
    <li>TargetPractise</li>
    <li>TemperatureControl</li>
    <li>Turret Collection</li>
    <li>[A11 Hairs] AnimuHair</li>
    <li>Darkness</li>
    <li>LT_RedistHeat</li>
    <li>Mending</li>
    <li>FlameWeapons-FlameWeapons1.0</li>
    <li>LaserWeapons-LaserWeapons1.0</li>
    <li>GaussWeapons-GaussWeapons1.0</li>
    <li>PlasmaWeapons-PlasmaWeapons1.0</li>
    <li>Vegetable Garden v3c</li>
    <li>RoofBomb-RoofBomb1.0</li>
    <li>Vas's Hydroponics</li>
    <li>ZenGardenV0.11</li>
  </activeMods>

my mods :( I dont know anything with mods I just download :D

pls help

[attachment deleted due to age]
Title: Re: [A11] EdB Interface UI Mod (v2.8.5 - Updated 14 Jun 2015)
Post by: Leucetius on July 03, 2015, 07:51:27 AM
I believe EDB Interface has to be one of - if not the last mod to load. But as your Loadorder seems more or less alphabetical, I am as sure as can be that you'll ran into other conflicts.
Title: Re: [A11] EdB Interface UI Mod (v2.8.5 - Updated 14 Jun 2015)
Post by: kaptain_kavern on July 03, 2015, 08:44:29 AM
Do you download a modpack or just throw all that mod in Rimworld and go?
Are you sure all your mods are up to date? (I have made a list of up-to-date mods, link in my sign). Have you tried to create a new world?

+ RedistHeat doesn't work in A11 as far as i know. You'll need to erase it

+ I'm not sure that "More Vanilla Turrets" can be considered up-to-date as it is a "fanfix" and on the thread they said it spawn errors with Edb. Try to get rid of it maybe
Title: Re: [A11] EdB Interface UI Mod (v2.8.5 - Updated 14 Jun 2015)
Post by: rsof69 on July 03, 2015, 09:41:49 AM
Quote from: kaptain_kavern on July 03, 2015, 08:44:29 AM
Do you download a modpack or just throw all that mod in Rimworld and go?
Are you sure all your mods are up to date? (I have made a list of up-to-date mods, link in my sign). Have you tried to create a new world?

+ RedistHeat doesn't work in A11 as far as i know. You'll need to erase it

+ I'm not sure that "More Vanilla Turrets" can be considered up-to-date as it is a "fanfix" and on the thread they said it spawn errors with Edb. Try to get rid of it maybe


I just throw anything, I think is good  ;D

and

(http://i.memeful.com/media/post/4wbk6WM_700wa_0.gif)

it finnaly Works Yeah Now I can play
Title: Re: [A11] EdB Interface UI Mod (v2.8.5 - Updated 14 Jun 2015)
Post by: dopestar667 on July 03, 2015, 10:08:42 PM
Loading first or last, the EBD interface mod doesn't work in the newly released Alpha 11b (build 857) today. When loading, I still get the colonist icons across the top of the screen, but I can't interact with them, and when I press ESC the menu no longer appears.
Title: Re: [A11] EdB Interface UI Mod (v2.8.5 - Updated 14 Jun 2015)
Post by: kaptain_kavern on July 03, 2015, 10:41:19 PM
already respond here (https://ludeon.com/forums/index.php?topic=6261.msg147869#msg147869)
You'll have to wait the time modders update their mods
Title: Re: [A11] EdB Interface UI Mod (v2.8.5 - Updated 14 Jun 2015)
Post by: EdB on July 04, 2015, 04:07:03 AM
You can expect an 11b release within the next day.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on July 04, 2015, 02:19:44 PM
I've released a new version, 2.8.6, that is compatible with the new Alpha 11b release.  I've also added a French-language translation provided by kaptain_kavern (thanks!).

It seemed like there were very few changes with Alpha 11b that impacted the mod, but keep an eye out for bugs.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Andy_Dandy on July 04, 2015, 03:38:50 PM
Thanks for the fast update of the most essential mod out there. Such a pain to play without the colonist bar in the UI after getting so used to it. :D
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Lonely Rogue on July 04, 2015, 06:02:47 PM
Awesome! Keep it up!
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Andy_Dandy on July 04, 2015, 08:37:25 PM
Colonists are wandering idle now, very often, even with loads of work to do. Might be this mod or might be alpha 11b. I only play with this mod active.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on July 04, 2015, 09:43:23 PM
Quote from: Andy_Dandy on July 04, 2015, 08:37:25 PM
Colonists are wandering idle now, very often, even with loads of work to do. Might be this mod or might be alpha 11b. I only play with this mod active.

It's possible that the Work tab UI is somehow broken and not setting priorities properly, but that's the only way that I can think of that the mod would be responsible.  I've been playing for a little while with a new colony to see if I can notice any issues, but my colonists seem to be working as expected.

Any other feedback is welcome, but I'm pretty sure it's not the mod.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Andy_Dandy on July 05, 2015, 03:12:05 AM
I could send you a save with 2 of 3 colonists idle, and only vanilla core and the UI-mod activated. If I only could find out where the saves are located. :) I can easely find the save files for any other game on my PC, but the Rimworld ones are somewhere else, hidden and out of reach it seems. :)

Edit: Found it finally, but it's larger then the allowed 600 KB.......
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Andy_Dandy on July 05, 2015, 04:09:52 AM
Here it finally is, and zip'ed down in size. I'm just too stupid when it comes to PC's. :)

Remember to only run the EdB UI-mod and Alpha 11b Core. 2 of 3 colonists will be idle, despite having both construction, hauling (lots of iron in north-west of map) and cleaning to do. You can force them to do stuff, but when the task is finished they go back to being idle.

[attachment deleted due to age]
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Mechanoid Hivemind on July 05, 2015, 06:27:00 AM
There is this issue, i hit esc and everything freezes nothing works at all. i can pause the game but it dont help even un pausing it keeps it all frozen my overview is broken too. only way to fix it is by pressing over view and haveing the game un paused

EDIT:
When i turn your ui off everything is okay. But with it on everything goes to hell in a hand basket
http://puu.sh/iNNaU/98893096f5.jpg (http://puu.sh/iNNaU/98893096f5.jpg) These are my mods
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: skullywag on July 05, 2015, 06:59:34 AM
Zerg have you deleted all your configs and prefs from your appdata folder, I found it helped with key based weirdness.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Mechanoid Hivemind on July 05, 2015, 07:07:02 AM
Yeah i did. Its not a key issue the whole game panics when i press esc to get the main menu it wont come up and my game freezes even with it un paused even my over view is broken
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: skullywag on July 05, 2015, 07:32:48 AM
theres another file for edb in there, thats the one i mean.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Mechanoid Hivemind on July 05, 2015, 07:44:53 AM
Quote from: skullywag on July 05, 2015, 07:32:48 AM
theres another file for edb in there, thats the one i mean.
So what i delete this one too? or what?
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: skullywag on July 05, 2015, 07:55:59 AM
that or change an edb interface config in its options menu ingame, which if you cant get to it (hence why i think its the issue) yes delete the file with edb in its name, itll regenerate it when you save some edb options.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Mechanoid Hivemind on July 05, 2015, 08:32:01 AM
http://puu.sh/iNRLv/b7924257e4.jpg (http://puu.sh/iNRLv/b7924257e4.jpg)
Nothing i deleted it and its still broken i cant even give a save file because i cant save the damn thing. i am so frustrated right now. like what the f*ck is happening?? Theres no error log nothing the game loads up fine till it gets to the actual game then hell comes to rimworld. I have to be missing something here. I am in such a panic because nothing like this has ever happened. i even had dev mode on this time and it still didnt give me my error log thing. I cant use the interface till its fixed and i am so pissed cause i wanna play but cant  >:(
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: skullywag on July 05, 2015, 09:08:52 AM
ok delete modsconfig.xml so you can start the game, then turn on mods until it breaks.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Mechanoid Hivemind on July 05, 2015, 09:23:59 AM
Quote from: skullywag on July 05, 2015, 09:08:52 AM
ok delete modsconfig.xml so you can start the game, then turn on mods until it breaks.
Its fixed some how. I have no clues what happened. I was rooting around in the xml files, thats all i didnt change anything or add anything.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: kaptain_kavern on July 05, 2015, 09:28:00 AM
Your bug make me think of what happen when you add mod that require to create a new world to an existing save, for what it's worth ....
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Mechanoid Hivemind on July 05, 2015, 10:20:44 AM
Quote from: kaptain_kavern on July 05, 2015, 09:28:00 AM
Your bug make me think of what happen when you add mod that require to create a new world to an existing save, for what it's worth ....
I thought that too but i have no saves i beat my vanilla lp. And i just made a new world and a new colony :/
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: TLHeart on July 05, 2015, 09:55:25 PM
Quote from: Andy_Dandy on July 05, 2015, 04:09:52 AM
Here it finally is, and zip'ed down in size. I'm just too stupid when it comes to PC's. :)

Remember to only run the EdB UI-mod and Alpha 11b Core. 2 of 3 colonists will be idle, despite having both construction, hauling (lots of iron in north-west of map) and cleaning to do. You can force them to do stuff, but when the task is finished they go back to being idle.

loaded your game file and ran it with EdB and without. got the same wandering in both. Changed construction to a 1 priority, and the problem cleared up, in both tests.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Andy_Dandy on July 06, 2015, 01:06:07 AM
Quote from: TLHeart on July 05, 2015, 09:55:25 PM
Quote from: Andy_Dandy on July 05, 2015, 04:09:52 AM
Here it finally is, and zip'ed down in size. I'm just too stupid when it comes to PC's. :)

Remember to only run the EdB UI-mod and Alpha 11b Core. 2 of 3 colonists will be idle, despite having both construction, hauling (lots of iron in north-west of map) and cleaning to do. You can force them to do stuff, but when the task is finished they go back to being idle.

loaded your game file and ran it with EdB and without. got the same wandering in both. Changed construction to a 1 priority, and the problem cleared up, in both tests.

Hmmm, a vanilla bug then for the work priorities?
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Leucetius on July 06, 2015, 03:27:54 PM
Bugreport with version 2.8.6:

Open Pawn overview and click on any of your pawn's names. Results in the following error:
Exception doing OnGUI input for layer EdB.Interface.Dialog_Overview: System.NullReferenceException: Object reference not set to an instance of an object

  at RimWorld.OTab_PawnList.PreDrawPawnRow (Rect rect, Verse.Pawn p) [0x00000] in <filename unknown>:0

  at RimWorld.OTab_PawnList.DrawRows (Rect outRect) [0x00000] in <filename unknown>:0

  at RimWorld.OTab_Work.OTabOnGUI (Rect fillRect) [0x00000] in <filename unknown>:0

  at RimWorld.Dialog_Overview.FillWindow (Rect inRect) [0x00000] in <filename unknown>:0

  at RimWorld.Dialog_Overview.DoWindowContents () [0x00000] in <filename unknown>:0

  at Verse.Layer_Window.LayerOnGUI () [0x00000] in <filename unknown>:0

  at Verse.LayerStack.LayerStackOnGUI () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Alignment was MiddleLeft at end of frame.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)





Edit: might have to do with this line:
if (Widgets.InvisibleButton(rect2))
{
Find.LayerStack.TopLayerOfType<Dialog_Overview>().Close(true);

but Dialog_Overview contains no methode Close() ... but that's just me looking into the dll for a minute or so. You definitly know your way around - more so than me.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on July 06, 2015, 11:52:13 PM
Quote from: Leucetius on July 06, 2015, 03:27:54 PM
Bugreport with version 2.8.6:

Open Pawn overview and click on any of your pawn's names. Results in the following error ...

This issue has come up before, and I have a pretty good idea of what's causing it.  I will take a look.  Thanks for reporting it.

EDIT:  Actually, are you using any other mods?  I've been trying to reproduce this and can't.  I can click on a name and it jumps me to the colonist on the map as expected.  This has definitely been a bug in the past that I've fixed, so I'm curious if somehow another mod is triggering it.  Is anyone else seeing this?
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Leucetius on July 07, 2015, 01:40:50 AM
Good morning! Yes I use other mods - the Ultimate modpack to be exact. What' s your educated guess about the conflict? What did you change the last time that might be sabotaged by a modconflict now?
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on July 07, 2015, 02:30:26 AM
Quote from: Leucetius on July 07, 2015, 01:40:50 AM
Good morning! Yes I use other mods - the Ultimate modpack to be exact. What' s your educated guess about the conflict? What did you change the last time that might be sabotaged by a modconflict now?

Are you using the version of the mod that comes with the latest version of Ultimate Modpack?  It looks like the latest version of that modpack includes version of 2.8.3 of the interface mod.  I fixed this bug in the following release.  Double-check the mod version on the mods config screen to confirm.  You want version 2.8.4 or 2.8.5 if you're still using Alpha 11, and 2.8.6 if you're using Alpha 11b.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Andy_Dandy on July 07, 2015, 10:06:58 AM
Quote from: Andy_Dandy on July 05, 2015, 04:09:52 AM
Here it finally is, and zip'ed down in size. I'm just too stupid when it comes to PC's. :)

Remember to only run the EdB UI-mod and Alpha 11b Core. 2 of 3 colonists will be idle, despite having both construction, hauling (lots of iron in north-west of map) and cleaning to do. You can force them to do stuff, but when the task is finished they go back to being idle.

Eureka! I found out what's causing this, and it's not the EdB UI-mod.

I read the bugs section, and found this thread with excactly the same bug https://ludeon.com/forums/index.php?topic=14332.0.

The reason is hydroponic tables built upon parts of an excisting growing zone. Excactly what I did in my Ice Sheet Biome game. The 2 colonists going idle were my 2 high priority growers, and appearently they went idle when there were growing time (after some hydroponic tables were built crossing parts of my original growing zone).

Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: magnusl on July 07, 2015, 03:51:52 PM
Hey, i really miss an interface feature, so i thought this might be the right place, since its the only big interface mod i know.
What really drives me nuts is that in the job overview section of the vanilla version (which seem to be unmodified by this mod) there are no indicators that colonists have a passion for this or that job.
I ALWAYS have to look it up for each colonists and im not good at remembering such things.
This would be a feature i would really like to see in this mod (or the next release, of course)
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: kaptain_kavern on July 07, 2015, 04:18:14 PM
Have you tried menu>interface option>color code passion in manual priority?
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: SSS on July 11, 2015, 11:23:09 PM
I got this upon colony load with this mod:

XML error: <drawWorkPassions>True</drawWorkPassions> doesn't correspond to any field in type ModPreferencesData.
XML error: <drawWorkPassionBorders>True</drawWorkPassionBorders> doesn't correspond to any field in type ModPreferencesData.


After a bit of looking around, I found these lines in the rimworld config settings for EdBInterface. I figured it might be a carry-over from an old version of EdB Interface, but I figured I'd post it here anyway just in case.

Removing the lines fixes the problem.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Vas on July 19, 2015, 09:13:23 PM
I have this odd problem ever since I updated this (and my game), where my lists are all duplicated.  Lets say you open your overview.  I have "Work, Work, Droid Work, Restrictions, Restrictions, Outfits, Outfits, Factions, World, History, Auto Sell Settings, Statistics"

Work, Restrictions, and Outfits have all been duplicated.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Ninefinger on July 19, 2015, 10:30:10 PM
Quote from: EdB on July 07, 2015, 02:30:26 AM
Quote from: Leucetius on July 07, 2015, 01:40:50 AM
Good morning! Yes I use other mods - the Ultimate modpack to be exact. What' s your educated guess about the conflict? What did you change the last time that might be sabotaged by a modconflict now?

Are you using the version of the mod that comes with the latest version of Ultimate Modpack?  It looks like the latest version of that modpack includes version of 2.8.3 of the interface mod.  I fixed this bug in the following release.  Double-check the mod version on the mods config screen to confirm.  You want version 2.8.4 or 2.8.5 if you're still using Alpha 11, and 2.8.6 if you're using Alpha 11b.

Yes I updated the modpack to the newest release 2.8.6 pretty much as soon as you released it. ;)
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on July 19, 2015, 11:36:58 PM
Quote from: Vas on July 19, 2015, 09:13:23 PM
I have this odd problem ever since I updated this (and my game), where my lists are all duplicated.  Lets say you open your overview.  I have "Work, Work, Droid Work, Restrictions, Restrictions, Outfits, Outfits, Factions, World, History, Auto Sell Settings, Statistics"

Work, Restrictions, and Outfits have all been duplicated.

Because the mod modifies Work tab in the Overview panel, it manipulates the list of tabs that appear there, replacing the vanilla versions of some of the tabs with custom versions.  It first removes the vanilla versions and then adds the modified versions of the three tabs that you mention.

It's likely that the mod is failing to find the vanilla versions of the tabs when trying to remove them before adding in the modified versions.  It's probably because of something that another mod is doing.  If you have any idea of the mod that might be causing the conflict, I can look at fixing it for the next release.

Thanks for the bug report.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Vas on July 20, 2015, 01:41:11 AM
Well, it does throw a whole bunch of red errors when I load it, I thought at first it might be because it wasn't ready for 11b but I just checked and it was.  I'll go add the mod back in and give you the errors, or better, a screenshot.  Still trying to figure out how to do something with one of my mods.  Will get you those errors tomorrow most likely.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: tamariel22 on July 23, 2015, 04:40:35 PM
Hi EdB
I just noticed that with the alternate tab interface for pawns enabled, I cannot see the fishing skill in the character sheet tab.
it is just below the "research" skill but gets cut off. I am using my native screen resolution of 1920x1080 (1080p).
I am using the latest Ultimate Overhaul modpack, which includes version 2.8.6 of EdBInterface.
here's a screenshot..
http://picpaste.com/rimworld-alttabpanel-on-pfJZMrjv.png
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Jorlem on July 23, 2015, 06:43:46 PM
If I may make a suggestion, would it be possible to put a copy of the list of injuries on the operations tab?  It would be nice to be able to see which limbs need to be operated on at a glance, instead of switching back and forth when queuing up multiple operations of multiple colonists, for example.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on July 24, 2015, 08:34:17 PM
Quote from: Jorlem on July 23, 2015, 06:43:46 PM
If I may make a suggestion, would it be possible to put a copy of the list of injuries on the operations tab?  It would be nice to be able to see which limbs need to be operated on at a glance, instead of switching back and forth when queuing up multiple operations of multiple colonists, for example.

Yes, thanks for the suggestion.  I've seen this mentioned by a couple of other people as well.  I plan on adding this in the next release.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Vas on July 25, 2015, 10:48:18 AM
Finally got the error.  :P

Failed to prepare thing definitions for EdB Interface inventory dialog. Failed on Artillery_DevastatorBomb
Failed to initialize the EdB inventory manager
Failed to initialize required EdB Interface Objects
Failed to replace gameplay interface with EdB Interface
System.NullReferenceException: Object reference not set to an instance of an object at EdB.Interface.InventoryManager.PrepareBuildingRecord (EdB.Interface.InventoryRecord record) [0x00000] in <filename unknown>:0
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Myherospbnj on July 30, 2015, 02:57:11 PM
I re- installed the mod and its working well so far for the newest version, however I cant get the icons of my people to display along the top. Is there a setting or something I have to click to get that to work now? Its been a while since I played but it was the one feature I HAD TO HAVE.

Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on August 01, 2015, 10:39:05 PM
Quote from: Myherospbnj on July 30, 2015, 02:57:11 PM
I re- installed the mod and its working well so far for the newest version, however I cant get the icons of my people to display along the top. Is there a setting or something I have to click to get that to work now? Its been a while since I played but it was the one feature I HAD TO HAVE.

Could you have accidentally turned off the Colonist bar in the preferences?  Double-check that in Menu -> Interface Options.  Are you using other mods?  Try disabling other mods to see if it's caused by some kind of mod conflict.

No one's really described this specific problem to me, so I'm not sure what it might be.  You might need to check the game console or game log to see if there are any errors.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: SteelRev on August 01, 2015, 11:00:31 PM
Would it be possible to have a mood status bar on the colonist bar like the one you have for their health?
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: mathwizi2005 on August 02, 2015, 12:41:59 AM
Quote from: SteelRev on August 01, 2015, 11:00:31 PM
Would it be possible to have a mood status bar on the colonist bar like the one you have for their health?

The best that's available atm is the Pawn State Icon mod as you need to select pawns to see status BARS current;y but at least you can have a quick icon for them using the mod, highly recommended, link to the mod is in the OP.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on August 09, 2015, 12:30:18 AM
For anyone who's interested in giving me some feedback, I've posted a beta version of a new EdB Interface release over in the Unfinished Mods forum (https://ludeon.com/forums/index.php?topic=14901.0).  I've added a big new feature that might interest those of you who like big colonies.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Shaunri on August 10, 2015, 06:42:57 AM
Could someone post this mod to something else than dropbox? I have huge problems with downloading from dropbox.

Would be grateful :)
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: cy-one on August 10, 2015, 07:55:10 AM
Same here, I get a "Blocked: May contain a virus or spyware"-message :(
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on August 10, 2015, 12:18:38 PM
Quote from: cy-one on August 10, 2015, 07:55:10 AM
Same here, I get a "Blocked: May contain a virus or spyware"-message :(

This is a new problem as of yesterday and happens with both Firefox and Chrome.  I'll look into alternate hosting options.  In the meantime, if you're logged into the forum, you can download the mod from the original post.  It's an attachment at the bottom.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on August 10, 2015, 10:10:01 PM
Quote from: EdB on August 10, 2015, 12:18:38 PM
Quote from: cy-one on August 10, 2015, 07:55:10 AM
Same here, I get a "Blocked: May contain a virus or spyware"-message :(

This is a new problem as of yesterday and happens with both Firefox and Chrome.  I'll look into alternate hosting options.  In the meantime, if you're logged into the forum, you can download the mod from the original post.  It's an attachment at the bottom.

It looks like all Dropbox downloads for mods that include a DLL are being blocked.  I've switched the download over to Nexus Mods.  It's a small download, so it should not require you to create an account over there.

I'm working on moving my other mods over as well.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Jorlem on August 12, 2015, 09:53:15 AM
A bit of weirdness I noticed yesterday: when I put one of my colonists in a cryochamber, double clicking her picture on the colonist bar jumped me to the hospital bed she was in before I ordered someone to carry her to the chamber.  (For reference, I'm not using the beta.)
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on August 12, 2015, 11:03:34 AM
Quote from: Jorlem on August 12, 2015, 09:53:15 AM
A bit of weirdness I noticed yesterday: when I put one of my colonists in a cryochamber, double clicking her picture on the colonist bar jumped me to the hospital bed she was in before I ordered someone to carry her to the chamber.  (For reference, I'm not using the beta.)

Thanks for describing this bug.  This makes sense to me given how the game tracks colonists when they are being carried by another colonist and then stored in the cryptosleep chamber.  I'm going to better handle how the mod tracks colonists in cyptosleep in the next version.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Hayhorse on August 12, 2015, 03:33:41 PM
For those that have the missing .dll bug ( which may be casueing the failed to initialize/prepared bug ) may be caused by some AV software considering the .dll a virus. I have this problem but most AV software allows you to have it ignore the file when it blocks it.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on August 21, 2015, 05:54:18 PM
Looks like my weekend just got ruined.

I just downloaded Alpha 12 and will start working on updating the mod.  No estimate of when it might be done.  Lots of changes in Alpha 12.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: isistoy on August 22, 2015, 07:12:46 AM
I can only feel for you, right now, seeing changes in interface...
Dunno if that's of any help to smooth your thoughts right now, but we might be up for a 6 months stability time after this one, at least.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: zenfur on August 22, 2015, 02:23:56 PM
Uh, not that you don't have anything to work on right now.... but I just came in here to say that I love using your mod (haven't upgraded to a12 yet, too many awesome mods I am waiting for update to).

I have three suggestions which would make my life easier:

Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Falcon24 on August 22, 2015, 03:22:37 PM
Quote from: EdB on August 21, 2015, 05:54:18 PM
Looks like my weekend just got ruined.

Don't give up your weekend to update if you don't want to :) We realize you have stuff IRL, and it should come before updating mods. We'll wait patiently, but look forward to the updates!
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on August 22, 2015, 03:47:32 PM
Quote from: Falcon24 on August 22, 2015, 03:22:37 PM
Quote from: EdB on August 21, 2015, 05:54:18 PM
Looks like my weekend just got ruined.

Don't give up your weekend to update if you don't want to :) We realize you have stuff IRL, and it should come before updating mods. We'll wait patiently, but look forward to the updates!

I appreciate that!  It's a bit a hassle to deal with these big updates, but I was definitely joking--I wouldn't have created the mod in the first place if I didn't enjoy doing it!

That said, if you've seen the new UI in alpha 12, you might have guessed that there are a lot of changes that I need to make.  I'm updating Prepare Carefully first as I usually do, and my availability over the next week is not so great, so you probably won't see a new release of the Interface mod until next weekend, unfortunately.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Florius on August 22, 2015, 03:52:59 PM
Quote from: EdB on August 22, 2015, 03:47:32 PM
Quote from: Falcon24 on August 22, 2015, 03:22:37 PM
Quote from: EdB on August 21, 2015, 05:54:18 PM
Looks like my weekend just got ruined.

Don't give up your weekend to update if you don't want to :) We realize you have stuff IRL, and it should come before updating mods. We'll wait patiently, but look forward to the updates!

I appreciate that!  It's a bit a hassle to deal with these big updates, but I was definitely joking--I wouldn't have created the mod in the first place if I didn't enjoy doing it!

That said, if you've seen the new UI in alpha 12, you might have guessed that there are a lot of changes that I need to make.  I'm updating Prepare Carefully first as I usually do, and my availability over the next week is not so great, so you probably won't see a new release of the Interface mod until next weekend, unfortunately.

Ahww, seems I'll have to wait a week before playing, because to be honest, I can't play without edB interface! But please take your time, and keep improving your mod :)
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: TheGentlmen on August 22, 2015, 06:52:14 PM
If i start a A12 save when Prepare Carefully comes out will i then be able to add your mod(After it updates to A12) without having to start a new save? I simply can't live without your mod...
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Girlinhat on August 22, 2015, 07:15:30 PM
Quote from: TheGentlmen on August 22, 2015, 06:52:14 PM
If i start a A12 save when Prepare Carefully comes out will i then be able to add your mod(After it updates to A12) without having to start a new save? I simply can't live without your mod...
The Interface UI can be installed on an existing world.  It might throw a few debug warnings the first time you load, but should be fine.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: TheGentlmen on August 22, 2015, 07:16:16 PM
Quote from: Girlinhat on August 22, 2015, 07:15:30 PM
Quote from: TheGentlmen on August 22, 2015, 06:52:14 PM
If i start a A12 save when Prepare Carefully comes out will i then be able to add your mod(After it updates to A12) without having to start a new save? I simply can't live without your mod...
The Interface UI can be installed on an existing world.  It might throw a few debug warnings the first time you load, but should be fine.

Ty.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: TheSilencedScream on August 23, 2015, 07:37:07 PM
Take your time, as always, EdB, but I'll also be waiting to play until your UI is up. Just more intuitive for my tastes. :)
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: FMJ Penguin on August 24, 2015, 09:40:45 AM
Devs just need to make it all customization with resizable/movable everything and what not. Just stop wasting time and give us the tools to customize it instead of torturing poor EdB every new alpha  ::)

Hey Edb if your struggling for ideas with this one here's a few;

Having the pawn icons back if nothing else(do miss those)
Tabs on the bottom could be made "thinner". Don't need to take up that much real estate(Too much "padding" if you will).

That's it, that's all I got hehe.... too much thinkin for me..... good luck to you  :D

edit:
Thought of another one. Although it's maybe too much bs dunno. Anyways, you know the info panel when you select "i" for every item, why not have that info show immediately in the left panel right in the main UI. Seems awfully redundant when there isn't that much more info to show on each item in the secondary window anyways. Seems like there would be plenty of room on the bottom left info panel if it was just expanded upwards a bit. Anyways hope this gives some food for thought at least.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: NWCtim on August 24, 2015, 02:46:39 PM
Any chance of getting a quick 'Lite' version with just unit frames across the top and nothing else?  That's by far the most useful feature of this mod for me.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: thefinn on August 25, 2015, 02:17:39 AM
Not even gonna try and play without this ;)
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Stephanuz on August 25, 2015, 09:44:26 AM
Tried playing without the mod, realized I couldn't =').
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: ProBro on August 25, 2015, 11:34:04 AM
Played without this mod and oh how I miss the colonist icons across the top!  Thanks EdB for all your hard work!   I'd vote to have this mod added to the core game.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: matsav10 on August 25, 2015, 12:00:52 PM
dont know how much longer i can play without this
Keep up the great work
please get this into the core mod :P
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: MisterVertigo on August 25, 2015, 01:46:53 PM
Yep, like others have said. I just downloaded the new Alpha, and I'm on the fence if I want to start it or not without this mod. I don't use many mods, and almost all of them I can go without. This one is the exception. It's just SO CONVENIENT to have those icons across the top!
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: dopestar667 on August 25, 2015, 07:21:40 PM
Concur 100%, this is the one single mod I value above all others. Can't wait to get it for A12.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: ThreeMartiniLaunch on August 25, 2015, 09:24:11 PM
As far as I'm concerned, the new alpha is not officially released until this mod is updated.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: RiftandRend on August 26, 2015, 02:10:55 AM
I second that.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: rsof69 on August 26, 2015, 02:25:44 AM
I third that
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Fluffy (l2032) on August 26, 2015, 02:51:03 AM
Fourth that. In the mean time, I started modding cats.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: thefinn on August 26, 2015, 03:03:14 AM
Quote from: ThreeMartiniLaunch on August 25, 2015, 09:24:11 PM
As far as I'm concerned, the new alpha is not officially released until this mod is updated.

Really wish Tynan would take the hint and incorporate like..... 110% of this mod into the game.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Batpeter on August 26, 2015, 07:17:22 AM
Agreed with everyone on this page.
The game feels broken without the Colonist Status Bar.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Vexare on August 26, 2015, 10:01:45 AM
Adding my name to the list. Just started using this back in A11 and now I can't play without it. @Tynan ... pleease put this in the base game - Edb Interface is awesomesauce.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Drunk N Deadly on August 26, 2015, 11:37:26 AM
Damn man I didn't realize how much I had come to rely on this mod, I just can't enjoy the game without the mod anymore (I am utterly addicted to micro managing everything and this mod makes it so much more convenient).
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Sinoptick on August 26, 2015, 11:44:11 AM
Quote from: Drunk N Deadly on August 26, 2015, 11:37:26 AM
Damn man I didn't realize how much I had come to rely on this mod, I just can't enjoy the game without the mod anymore (I am utterly addicted to micro managing everything and this mod makes it so much more convenient).
Same, i can't play RW without this mod :'(
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: DukeAl on August 26, 2015, 04:52:55 PM
Hi,
I have been using your mod for a while now and I'm loving it so far.
I have a few suggestions I would like to see implemented if possible:

-Add a filter/search window in the following screens: outfit,recipe(building,storage,growing zone),trade

-Add copy option in allowed areas/outfits

(-Add merge option in allowed areas/outfits?)

-Add browse button in colonist info screen

-Show size/used space in stockpile/grow zone

-Trade screen: clicking on number does: shift + rmb = clear, alt + rmb = buy max, strg + rmb = sell max

-show power consumption for crafting stations somewhere before building it (Infoscreen/Infobox?)

-Add options in crafting window: take to nearest stockpile, craft until no room to store

-Show lit area when building lamp

So thank you for making the Interface this much better and I can't wait to see the finished v3 :)
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Florius on August 26, 2015, 07:06:22 PM
Quote from: ProBro on August 25, 2015, 11:34:04 AM
Played without this mod and oh how I miss the colonist icons across the top!  Thanks EdB for all your hard work!   I'd vote to have this mod added to the core game.

Where can I vote, because this is just a must have in my opinion!
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: TheSilencedScream on August 26, 2015, 09:15:55 PM
Quote from: Florius on August 26, 2015, 07:06:22 PM
Quote from: ProBro on August 25, 2015, 11:34:04 AM
Played without this mod and oh how I miss the colonist icons across the top!  Thanks EdB for all your hard work!   I'd vote to have this mod added to the core game.

Where can I vote, because this is just a must have in my opinion!

There's not an actual place. Tynan's got full power as to what goes into the game. I just fear the day that Tynan makes an Alpha to which EdB doesn't reply in turn with an updated UI mod. :(
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: FMJ Penguin on August 26, 2015, 11:19:22 PM
ty Zombie, Can stop following this thread now :)
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: TheSilencedScream on August 26, 2015, 11:21:43 PM
Quote from: Z0MBIE2 on August 26, 2015, 11:17:05 PM
https://ludeon.com/forums/index.php?topic=14901.0 It appears he actually has a new interface in the works in the 'Unfinished' section, so it's unlikely he'll update this mod.

Top of page 45.
Apparently the new UI isn't ready yet, cause he's already stated he's working on updating this.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: TheSilencedScream on August 26, 2015, 11:24:31 PM
Quote from: Z0MBIE2 on August 26, 2015, 11:23:07 PM
Quote from: TheSilencedScream on August 26, 2015, 11:21:43 PM
Quote from: Z0MBIE2 on August 26, 2015, 11:17:05 PM
https://ludeon.com/forums/index.php?topic=14901.0 It appears he actually has a new interface in the works in the 'Unfinished' section, so it's unlikely he'll update this mod.

Top of page 45.
Apparently the new UI isn't ready yet, cause he's already stated he's working on updating this.

Oh, huh. I just saw people asking for it to be updated so  ¯\_(ツ)_/¯
Quote from: FMJ Penguin on August 26, 2015, 11:19:22 PM
ty Zombie, Can stop following this thread now :)

Wow, y u gotta be so mean :(

I understand - and I appreciate the link, cause I didn't know he was working on a new one. :D

And I think Penguin meant that he can stop following this thread and start following the new UI.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: FMJ Penguin on August 26, 2015, 11:50:14 PM
No I meant you can leave now Zombie you have done your part.   :o

Damn bro you really think I'm that big of a prick? lolz

Neh Scream had it right although I kinda wish I was that good at insulting people sometimes  8)
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on August 27, 2015, 12:56:23 AM
Just a quick update.  I don't have a lot of availability to work on the mod this week.  I'm hoping for a release this weekend, but it's hard to say for sure if that's going to happen.  There are a lot of things that I need to work out with the new UI.  It's possible I will do the release in steps to get out the most important features before finishing everything, but I have not decided yet.   I'll keep updating on my progress.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Match on August 27, 2015, 01:06:58 AM
Thanks and good luck EdB. Your mod your direction, although I would like to point out that my most missed feature of this mod is the colonist portraits at the top of the screen. I now spend ages trying to find my colonist.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Loki88 on August 27, 2015, 11:10:19 AM
Quote from: Match on August 27, 2015, 01:06:58 AM
Thanks and good luck EdB. Your mod your direction, although I would like to point out that my most missed feature of this mod is the colonist portraits at the top of the screen. I now spend ages trying to find my colonist.

If I can only have 1 thing from this mod added to vanilla, the colonist bar would be it!  :(
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: sidfu on August 27, 2015, 11:46:51 AM
Quote from: EdB on August 27, 2015, 12:56:23 AM
Just a quick update.  I don't have a lot of availability to work on the mod this week.  I'm hoping for a release this weekend, but it's hard to say for sure if that's going to happen.  There are a lot of things that I need to work out with the new UI.  It's possible I will do the release in steps to get out the most important features before finishing everything, but I have not decided yet.   I'll keep updating on my progress.

just puting out the part for the colonies on top of screen  and everyone will be happy and stop bothering u wtih your work problay
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: whoishigh on August 27, 2015, 01:50:57 PM
Quote from: sidfu on August 27, 2015, 11:46:51 AM
Quote from: EdB on August 27, 2015, 12:56:23 AM
Just a quick update.  I don't have a lot of availability to work on the mod this week.  I'm hoping for a release this weekend, but it's hard to say for sure if that's going to happen.  There are a lot of things that I need to work out with the new UI.  It's possible I will do the release in steps to get out the most important features before finishing everything, but I have not decided yet.   I'll keep updating on my progress.

just puting out the part for the colonies on top of screen  and everyone will be happy and stop bothering u wtih your work problay

Like pretty much everyone else who has used your UI improvements I find it difficult to go back to plain vanilla. While I want to pretend I'm a patient person, I definitely won't mind if you release some of the features piecemeal ;) The colonist status bar is a must have IMO,  though I do miss the ability to disable all stockpile resources by default!
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Florius on August 27, 2015, 02:17:22 PM
Quote from: whoishigh on August 27, 2015, 01:50:57 PM
Like pretty much everyone else who has used your UI improvements I find it difficult to go back to plain vanilla. While I want to pretend I'm a patient person, I definitely won't mind if you release some of the features piecemeal ;) The colonist status bar is a must have IMO,  though I do miss the ability to disable all stockpile resources by default!

To be honest, I am quite surprised that isn't defautlt, the ability to disable all the stockpile resources!
So I'll just wait then until it gets updated to A12. (and hopefully other mods too)
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Badger41 on August 27, 2015, 05:44:22 PM
I'll join the line waiting to play again until it's updated.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: mo0504 on August 27, 2015, 06:50:24 PM
I've been visit 100 times a day this site to checkout for a new version lol, can't await the update!
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: spawny on August 27, 2015, 07:27:26 PM
Still can't believe that this feature is not included in the vanilla version... I tried playing v12 without EdB, but i can't... this mod is a must.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: TheSilencedScream on August 27, 2015, 09:04:41 PM
I can't speak for what Tynan thinks - he'd have to comment on it himself - but if he DID ever incorporate a UI like EdB's, it'd make sense to wait til the end, given all of the tweaks that would need to be made with each new Alpha.

If he incorporated it now, it'd likely add a few days' worth of work for EACH Alpha, I'd imagine; saving it for the very end would mean not needing to adjust EVERY time, as opposed to the one.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: METATERREN on August 28, 2015, 12:49:36 AM
Amazing mod keep it up
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: isistoy on August 28, 2015, 11:13:02 AM
Quote from: TheSilencedScream on August 27, 2015, 09:04:41 PM
I can't speak for what Tynan thinks - he'd have to comment on it himself - but if he DID ever incorporate a UI like EdB's, it'd make sense to wait til the end, given all of the tweaks that would need to be made with each new Alpha.

If he incorporated it now, it'd likely add a few days' worth of work for EACH Alpha, I'd imagine; saving it for the very end would mean not needing to adjust EVERY time, as opposed to the one.

Possible... One drawback of this great mod's work would be its popularity itself, and possibly using intrusive reflection (:D), then...
That's quite the sentence but well...
Hopefully Edb can find time to tend to other matters, but what we gonna do...
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: thefinn on August 29, 2015, 02:31:28 AM
Quote from: EdB on August 27, 2015, 12:56:23 AM
Just a quick update.  I don't have a lot of availability to work on the mod this week.  I'm hoping for a release this weekend, but it's hard to say for sure if that's going to happen.  There are a lot of things that I need to work out with the new UI.  It's possible I will do the release in steps to get out the most important features before finishing everything, but I have not decided yet.   I'll keep updating on my progress.

No worries, take your time. Just interested when it's ready.

I have programmed, and when you really need to "work things out" it's not something one can deal with, with a programming book.

There are complex logical problems to deal with, fun, fun.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on August 29, 2015, 04:09:46 PM
I've decided to do a bit of a rewrite of the mod.  That sounds worse than it is, but it does probably mean that I'll release the alpha 12 version in pieces, with the most important functionality first--and yes, that means the colonist bar comes first.

I have a working version of the colonist bar that I'm testing.  I need to fix how mod preferences are loaded and displayed, and then I'll do the first partial release--probably tomorrow morning.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Drunk N Deadly on August 29, 2015, 04:45:16 PM
Quote from: EdB on August 29, 2015, 04:09:46 PM
I've decided to do a bit of a rewrite of the mod.  That sounds worse than it is, but it does probably mean that I'll release the alpha 12 version in pieces, with the most important functionality first--and yes, that means the colonist bar comes first.

I have a working version of the colonist bar that I'm testing.  I need to fix how mod preferences are loaded and displayed, and then I'll do the first partial release--probably tomorrow morning.

Glad to hear you are releasing the colonist bar tomorrow, then I can finally get started on my next colony..
Thanks for your hard work.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: bewby on August 29, 2015, 08:36:05 PM
Quote from: EdB on August 29, 2015, 04:09:46 PM
I've decided to do a bit of a rewrite of the mod.  That sounds worse than it is, but it does probably mean that I'll release the alpha 12 version in pieces, with the most important functionality first--and yes, that means the colonist bar comes first.

I have a working version of the colonist bar that I'm testing.  I need to fix how mod preferences are loaded and displayed, and then I'll do the first partial release--probably tomorrow morning.

God I love you for this.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Lady Wolf on August 29, 2015, 11:16:24 PM
Really looking forward to this one, I first started playing RW back in A10 with this mod, and trying to play without it now is proving rather frustrating, thanks for all your hard work on updating it!  8)
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Taikun on August 29, 2015, 11:56:24 PM
Thank you for your continued time and effort on this and all your mods, EdB.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on August 30, 2015, 03:32:39 AM
I've released an incomplete "pre-release" version of the mod with support for Alpha 12.

It includes the Colonist Bar and some of the miscellaneous interface options (default empty stockpiles, etc).  It does not include the replacement tabs, the inventory dialog, the minor tweaks to the work panel or any of the new squad features from the beta release that I did a couple of weeks ago--I'm still working on all of that.  I'd be surprised if I got a full release done before next weekend.

Give it a try and let me know if you run into any issues.

Download EdB Interface 3.0.2 (Pre-Release) (https://www.dropbox.com/s/27uoqxvzqbec0f6/EdBInterface-3.0.2.zip?dl=0)
If you need an alternate download site, you can download the mod as an attachment at the bottom of this post, but you must be logged in to see the link.

[attachment deleted due to age]
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Florius on August 30, 2015, 04:12:21 AM
You are amazing edB, I am already glad I can try this!

Normally I don't do this, but do you have a donate button? That's the least thing I can do for a must have mod!
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Grenadier33 on August 30, 2015, 04:31:54 AM
Quote from: EdB on August 30, 2015, 03:32:39 AM
I've released an incomplete "pre-release" version of the mod with support for Alpha 12.

I HAVE A COLONIST BAR AGAIN! 

Thank you for all your hard work, and yeah like the previous poster said, you need a donate button of some kind.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: akiceabear on August 30, 2015, 05:00:02 AM
Quote from: Florius on August 30, 2015, 04:12:21 AM
You are amazing edB, I am already glad I can try this!

Normally I don't do this, but do you have a donate button? That's the least thing I can do for a must have mod!

I would also quite happily donate a couple bucks for the great improvements EdB has brought to the game.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: roben on August 30, 2015, 05:45:39 AM
Me too! Thanks for the pre-Release :)

[attachment deleted due to age]
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Aile on August 30, 2015, 06:01:04 AM
Quote from: EdB on August 30, 2015, 03:32:39 AM
I've released an incomplete "pre-release" version of the mod with support for Alpha 12.

It includes the Colonist Bar and some of the miscellaneous interface options (default empty stockpiles, etc).  It does not include the replacement tabs, the inventory dialog, the minor tweaks to the work panel or any of the new squad features from the beta release that I did a couple of weeks ago--I'm still working on all of that.  I'd be surprised if I got a full release done before next weekend.

Give it a try and let me know if you run into any issues.

Hello EdB, thank you for this mod.

I got an issue. Got my colonist downed and taken away by raiders, but i managed to kill the carrier. Now when i click on the icon of the previously downed colonist, i cant mark the colonist (it doesnt "check" his portrait and show his skills) and double clicking shows the place he was downed at the last time (the colonist was taken like five times during that one raid and it goes on the last place he was at the groud, from where i rescued him).
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: ptran on August 30, 2015, 09:26:16 AM
Thank you Edb!! I been refreshing for days to see this mod happen

Yissss
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Drunk N Deadly on August 30, 2015, 10:40:48 AM
@EdB

Seriously man I could hug you right now, anyway thanks for releasing this so quickly.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on August 30, 2015, 10:57:58 AM
Quote from: Aile on August 30, 2015, 06:01:04 AM
I got an issue. Got my colonist downed and taken away by raiders, but i managed to kill the carrier. Now when i click on the icon of the previously downed colonist, i cant mark the colonist (it doesnt "check" his portrait and show his skills) and double clicking shows the place he was downed at the last time (the colonist was taken like five times during that one raid and it goes on the last place he was at the groud, from where i rescued him).

Thanks for the bug report.  I think the colonist bar thinks that the colonist is still being carried away.  I rewrote a lot of the code that tracks what's happening to the colonists, and it sounds like I might have introduced a couple of issues.  I will work on a fix, but in the meantime, if you save and reload the game, it should sort itself out.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Lady Wolf on August 30, 2015, 11:56:54 AM
Deeply appreciated for the quick update to this!

This mod and Prepare Carefully are the two mods that I really consider "must haves" for a fun RW experience. (There's about 20ish or other ones I would really missing playing without either, but those are the bare minimum for playability imho.)

Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Aile on August 30, 2015, 12:11:37 PM
Quote from: EdB on August 30, 2015, 10:57:58 AM
Quote from: Aile on August 30, 2015, 06:01:04 AM
I got an issue. Got my colonist downed and taken away by raiders, but i managed to kill the carrier. Now when i click on the icon of the previously downed colonist, i cant mark the colonist (it doesnt "check" his portrait and show his skills) and double clicking shows the place he was downed at the last time (the colonist was taken like five times during that one raid and it goes on the last place he was at the groud, from where i rescued him).



Thanks for the bug report.  I think the colonist bar thinks that the colonist is still being carried away.  I rewrote a lot of the code that tracks what's happening to the colonists, and it sounds like I might have introduced a couple of issues.  I will work on a fix, but in the meantime, if you save and reload the game, it should sort itself out.

Yup, it works. Thx
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Tekuromoto on August 30, 2015, 02:26:39 PM
As a long-time Oblivion modder I fully appreciate the time and effort you're donating to the community. As a new (read: two weeks) RW player I've already found I can't live without your Interface mod or Prepare Carefully.

So, thanks!  :D
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Playbahnosh on August 30, 2015, 03:28:07 PM
@EdB

You are the best! Seriously, this interface should be in vanilla. Period. The game just feels woefully incomplete without it, I got so used to the colonist bar especially.

I'm throwing money at the screen, but it's not working. You need a donate button.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: A_Soft_Machine_Man on August 30, 2015, 04:47:04 PM
Hey edb, for some bizarre reason the interface mod seems to be incompatible with Rooki1's rimsenal mod. I have your other mods and they work fine, but for whatever reason I get the in-built Rimworld "One or more mods was incompatible/outdated" any ideas how I might fix this on my end?

(And yes, I made sure that I'm using the most recent version of the mod)
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: TheGentlmen on August 30, 2015, 07:45:46 PM
Quote from: A_Soft_Machine_Man on August 30, 2015, 04:47:04 PM
Hey edb, for some bizarre reason the interface mod seems to be incompatible with Rooki1's rimsenal mod. I have your other mods and they work fine, but for whatever reason I get the in-built Rimworld "One or more mods was incompatible/outdated" any ideas how I might fix this on my end?

(And yes, I made sure that I'm using the most recent version of the mod)

Dis for A11, we run A12... unless your running A11 dis should NOT work...
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Emottaja on August 31, 2015, 03:04:40 AM
Quote from: EdB on August 30, 2015, 03:32:39 AM
I've released an incomplete "pre-release" version of the mod with support for Alpha 12.

It includes the Colonist Bar and some of the miscellaneous interface options (default empty stockpiles, etc).  It does not include the replacement tabs, the inventory dialog, the minor tweaks to the work panel or any of the new squad features from the beta release that I did a couple of weeks ago--I'm still working on all of that.  I'd be surprised if I got a full release done before next weekend.

Give it a try and let me know if you run into any issues.

Download EdB Interface 3.0.2 (Pre-Release) (https://www.dropbox.com/s/27uoqxvzqbec0f6/EdBInterface-3.0.2.zip?dl=0)
If you need an alternate download site, you can download the mod as an attachment at the bottom of this post, but you must be logged in to see the link.

There's this version for A12, TheGentlmen
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Topper on August 31, 2015, 03:30:13 AM
Got an incompatible warning and crash when I tried to run this :( Why are you making mods for older versions? Dog hater??
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Florius on August 31, 2015, 04:59:07 AM
Quote from: Topper on August 31, 2015, 03:30:13 AM
Got an incompatible warning and crash when I tried to run this :( Why are you making mods for older versions? Dog hater??

Please see the post above you.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: TheGentlmen on August 31, 2015, 09:47:41 AM
Quote from: Emottaja on August 31, 2015, 03:04:40 AM
Quote from: EdB on August 30, 2015, 03:32:39 AM
I've released an incomplete "pre-release" version of the mod with support for Alpha 12.

It includes the Colonist Bar and some of the miscellaneous interface options (default empty stockpiles, etc).  It does not include the replacement tabs, the inventory dialog, the minor tweaks to the work panel or any of the new squad features from the beta release that I did a couple of weeks ago--I'm still working on all of that.  I'd be surprised if I got a full release done before next weekend.

Give it a try and let me know if you run into any issues.

Download EdB Interface 3.0.2 (Pre-Release) (https://www.dropbox.com/s/27uoqxvzqbec0f6/EdBInterface-3.0.2.zip?dl=0)
If you need an alternate download site, you can download the mod as an attachment at the bottom of this post, but you must be logged in to see the link.

There's this version for A12, TheGentlmen

OH MY GOSH... HOW DID I MISS THAT?
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: «Temple» on August 31, 2015, 08:35:52 PM
Wait your adding a Colonist Squad?  That's amazing, I've been looking for one that's not part of any big mods and still up-to-date.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: zenfur on September 02, 2015, 12:52:59 PM
I'm testing your interface, found no problems so far.
Also I have to say I love the interface options you introduce. Especially small icons for colonists. When I reached around 100 hundred colonists last game, it was taking most of my screen. Now I have around 15 and I still use it because it's nicer to have bigger view.

I want to inform you that option to auto-pause on loading the game is already in vanilla and is redundant :) You can safely remove this one.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: newvelaric on September 02, 2015, 02:17:43 PM
Quote from: EdB on August 30, 2015, 03:32:39 AM
I've released an incomplete "pre-release" version of the mod with support for Alpha 12.

It includes the Colonist Bar and some of the miscellaneous interface options (default empty stockpiles, etc).  It does not include the replacement tabs, the inventory dialog, the minor tweaks to the work panel or any of the new squad features from the beta release that I did a couple of weeks ago--I'm still working on all of that.  I'd be surprised if I got a full release done before next weekend.

Give it a try and let me know if you run into any issues.

Download EdB Interface 3.0.2 (Pre-Release) (https://www.dropbox.com/s/27uoqxvzqbec0f6/EdBInterface-3.0.2.zip?dl=0)
If you need an alternate download site, you can download the mod as an attachment at the bottom of this post, but you must be logged in to see the link.

YES! Now I can start playing!
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: zenfur on September 02, 2015, 07:23:35 PM
Bug report:

Situation: your colonist is kidnapped, but you prevent raiders from getting him out of map and rescue him.

Result: double clicking the colonist via top icons result in pointing to the location he was rescued from, not where he actually is. Also single clicking does not select that colonist.

Vanilla selection via work tab still works.

It's first time when I encountered this situation so I don't know how repeatable it is.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Lady Wolf on September 02, 2015, 08:09:14 PM
Quote from: zenfur on September 02, 2015, 07:23:35 PM
Result: double clicking the colonist via top icons result in pointing to the location he was rescued from, not where he actually is. Also single clicking does not select that colonist.

Save and then reload, it corrects the bug nicely.  ;) (not permanently mind you, but whenever it does occur.)
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on September 03, 2015, 01:19:19 AM
Quote from: zenfur on September 02, 2015, 07:23:35 PM
Bug report:

Situation: your colonist is kidnapped, but you prevent raiders from getting him out of map and rescue him.

Thanks for the bug report.  Yes, this was reported earlier as well.  I have a fix for it that I will include in the next release.  As described in the previous post, saving and then reloading the game is the best workaround--it sorts itself out.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on September 03, 2015, 01:22:11 AM
Quote from: zenfur on September 02, 2015, 12:52:59 PM
I want to inform you that option to auto-pause on loading the game is already in vanilla and is redundant :) You can safely remove this one.

Actually, the preference in the mod works a little differently.  It also pauses the game when you start a new game--not just when you load a saved game.  The vanilla preference does not do this.  I considered splitting it out and renaming to "pause when starting a new game" to reduce confusion, but I felt like it was easier to just have both options in one place.  I might change my mind in the future, but for now i will leave it as is.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: zenfur on September 03, 2015, 08:46:27 AM
Yeah, renaming it to reduce confusion would work for me.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: MechanoidHater on September 06, 2015, 08:08:00 AM
Hello. How is updating this mod to alpha 12 coming along?
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on September 06, 2015, 06:18:53 PM
Quote from: MechanoidHater on September 06, 2015, 08:08:00 AM
Hello. How is updating this mod to alpha 12 coming along?

Making progress.  Lots of new stuff in there, so it's taking time.  I don't have an estimate right now for when I'll add a full release to the original post, but I will probably be posting another pre-release before too long (maybe tonight, more likely tomorrow).

For anyone who missed it, there is a pre-release available here (https://ludeon.com/forums/index.php?topic=5258.msg165351#msg165351).  It includes the colonist bar and some miscellaneous functionality.

Just a heads up that there is some functionality that you may have gotten used to that I am looking to remove from the mod for now.  This includes the more vertically-aligned alternate tabs.  I haven't made a final decision on this, but re-doing those tabs with every alpha release takes up more time than anything else (by far), so I'm tentatively removing them.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on September 07, 2015, 10:48:42 PM
I'm basically done with the alpha 12 release, but I may make a few additions or changes.  If you'd like to see my progress so far, you can download the latest pre-release below.

What's new:

Note that if you use the squad features, you must have the mod enabled to load your saved games.  If you save the game with the squad feature disabled (from the Interface Options window), you will be able to load your save without the mod enabled.

The squad management features bring a little more complexity that previous versions of the mod, so I'm guessing that there are still bugs in there.  I would recommend starting a new colony if you're going to try it out.

Let me know if you run into any issues, and I'd love to hear some feedback.

Download EdB Interface 3.0.3 (Pre-Release)
If you need an alternate download site, you can download the mod as an attachment at the bottom of this post, but you must be logged in to see the link.

EDIT: Updated the keyboard shortcuts description.
EDIT: Too many problems in this version of the pre-release.  I will post a new version before tomorrow.  If you really still want to try it, I've left the attachment at the bottom of this post.  You need to be logged into the forums to see it.  Be sure to read through some of the issues that people have been running into before downloading it.
EDIT: Disabled the link.  Download the newest version from the original post. (https://ludeon.com/forums/index.php?topic=5258.0)
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: samurai999 on September 07, 2015, 11:20:03 PM
真是太好了,谢谢更新
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: WHiZ on September 07, 2015, 11:36:50 PM
unable to get the keyboard squad selecting to work. perchance when you right click the colonist bar with your squad shown give a "select squad" menu option in addition to the hide bar option.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Elkyir on September 07, 2015, 11:47:56 PM
Quote from: EdB on September 07, 2015, 10:48:42 PM
I'm basically done with the alpha 12 release, but I may make a few additions or changes.  If you'd like to see my progress so far, you can download the latest pre-release below.

What's new:

  • First, I need to mention what's been removed.  The "colonist" main tab button that used to be in the lower-left corner of the screen is gone.  It didn't make sense with the new UI layout.  Also, I've decided to remove the alternate, vertically-aligned tabs and some of the spacing and layout tweaks throughout the mod.  It takes a lot of effort to keep those changes in sync with the game, so I've removed them.  This is not a final decision, so please give me some feedback on how important these were to you.
  • Squad management: you can organize your colonists into groups in the squad management window.  Click the "Squads" main tab button along the bottom of the screen to bring it up.  Squads are a good way to organize larger colonies.  You always have one automatic "All Colonists" squad that contains all of the (human) members of your colony.
  • The colonist bar only displays one squad at a time, and you can browse through your squads in the bar.
  • Filter the list of colonists in the Work, Restrictions and Outfits windows by squad.  Use the squad row at the top of the list to make assignments to all of the colonists in the list.
  • Assign keyboard shortcuts to select your squads.  Shift- or control- press the key to assign the current squad to the shortcut.  Double-press the key to select all members in the squad.
  • Be sure to look at the Interface Options window.  I've added a couple of tweaks that are not enabled by default.  These include an alternate time display as well as close buttons in the main tab windows.

Note that if you use the squad features, you must have the mod enabled to load your saved games.  If you save the game with the squad feature disabled (from the Interface Options window), you will be able to load your save without the mod enabled.

The squad management features bring a little more complexity that previous versions of the mod, so I'm guessing that there are still bugs in there.  I would recommend starting a new colony if you're going to try it out.

Let me know if you run into any issues, and I'd love to hear some feedback.

Download EdB Interface 3.0.3 (Pre-Release) (https://www.dropbox.com/s/misdesgybk47ocv/EdBInterface-3.0.3.zip?dl=0)
If you need an alternate download site, you can download the mod as an attachment at the bottom of this post, but you must be logged in to see the link.

Looking forward to the release, I hope eventually something like this will be added to the base game. I really don't like playing without the overhead bar of colonists to quickly switch between them.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on September 07, 2015, 11:55:07 PM
Quote from: WHiZ on September 07, 2015, 11:36:50 PM
unable to get the keyboard squad selecting to work. perchance when you right click the colonist bar with your squad shown give a "select squad" menu option in addition to the hide bar option.

Good suggestion.  Sorry, I left out a couple of important details on the keyboard shortcuts.  I needed to make use of the built-in keyboard shortcut system, so before using the shortcuts, you need to go into the main Game Options Keyboard Configuration and choose which keys that you want to use for squad shortcuts.  You'll find them under the "Squad Management" section.  For example, I've assigned the Squad 1-10 keys to the numeric keys on my keyboard.  Once you've chosen the keys that you want to use, then you can do the shift/control click thing to assign a specific squad to each key.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on September 08, 2015, 12:02:13 AM
Quote from: WHiZ on September 07, 2015, 11:36:50 PM
unable to get the keyboard squad selecting to work. perchance when you right click the colonist bar with your squad shown give a "select squad" menu option in addition to the hide bar option.

Almost forgot-if you've got three buttons on your mouse, you can middle-click to select all of the colonists in the row (that's not new, but sometimes I forget that it's there).
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Tekuromoto on September 08, 2015, 01:00:42 AM
Quote from: EdB on September 08, 2015, 12:02:13 AM
Almost forgot-if you've got three buttons on your mouse, you can middle-click to select all of the colonists in the row (that's not new, but sometimes I forget that it's there).
Isn't the middle button used for dragging the map around? That's what I use it for...

Thanks for the awesome mod, btw. :)
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: joshwoo69 on September 08, 2015, 02:41:40 AM
Quote from: samurai999 on September 07, 2015, 11:20:03 PM
真是太好了,谢谢更新
English pls
Translation:
It is really great, thank you Edb!
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Florius on September 08, 2015, 07:51:42 AM
I'll give it a try with an excisting colony and let you know if I find a bug! :)

Really glad with the squad function though, because I really wanted to use squads in my previous colony hehe!
EDIT: First thing I noticed, is it possible to get a select all button at the colonist bar?
Maybe an interface option to always show squad name, so it doesn't fade away?  :-[

EDIT2: Love how we can setup tasks, area's etc. for all colonists at all! Although at the schedule, the anything option doesn't seem to work.

I am not sure what you are planning to do, but I just want to say I appriciate your hard work so far, and I am still waiting for the donation button! :)
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on September 08, 2015, 10:30:12 AM
Quote from: Florius on September 08, 2015, 07:51:42 AM
First thing I noticed, is it possible to get a select all button at the colonist bar?

Try middle-clicking on a colonist in the bar.  The should select them all.

Quote from: Florius on September 08, 2015, 07:51:42 AM
Maybe an interface option to always show squad name, so it doesn't fade away?

Good suggestion.  I will add that--and then make it clickable so that you can select all colonists in the squad that way as well.

Quote from: Florius on September 08, 2015, 07:51:42 AM
Love how we can setup tasks, area's etc. for all colonists at all! Although at the schedule, the anything option doesn't seem to work.

That's a bug.  I will fix that.  Thanks for the feedback!
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Florius on September 08, 2015, 10:47:56 AM
Middle click works, thanks for that!

And another bug, which I have since an earlier version if the Interface mod, but not exactly sure how to reproduce, but sometimes when I have the architect menu open, and I click a colonist, it still keeps the architect menu open, and I can't recruit the colonist, or his menu doesn't open. I'll try to see why this happens...

EDIT: When you open architect, and click a colonist, that's when it happens! Rather anoying hehe :$
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on September 08, 2015, 12:27:12 PM
Quote from: Florius on September 08, 2015, 10:47:56 AM
And another bug, which I have since an earlier version if the Interface mod, but not exactly sure how to reproduce, but sometimes when I have the architect menu open, and I click a colonist, it still keeps the architect menu open, and I can't recruit the colonist, or his menu doesn't open. I'll try to see why this happens...

This has been a problem for awhile.  I should be able to fix it--I've been playing through my first full game of alpha 12, and I keep being annoyed by this as well.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Florius on September 08, 2015, 03:32:18 PM
Quote from: EdB on September 08, 2015, 12:27:12 PM
Quote from: Florius on September 08, 2015, 10:47:56 AM
And another bug, which I have since an earlier version if the Interface mod, but not exactly sure how to reproduce, but sometimes when I have the architect menu open, and I click a colonist, it still keeps the architect menu open, and I can't recruit the colonist, or his menu doesn't open. I'll try to see why this happens...

This has been a problem for awhile.  I should be able to fix it--I've been playing through my first full game of alpha 12, and I keep being annoyed by this as well.

I am already glad I am not the only one hehe!
EDIT: Is it possible to somehow make a color code in the schedule to see what colonist is in what squad, or perhaps a number? Or in the top bar from squad?
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: halcyforn on September 08, 2015, 03:43:36 PM
hello i find small problem and i here this is thing should be for this mod. can you add slider/scroll or what name this thing to character tab where is all skills sometimes with additional mods on laptops ( lower resolution than full hd and hd ready) i cant read some skills values.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Tekuromoto on September 08, 2015, 04:21:03 PM
Quote from: halcyforn on September 08, 2015, 03:43:36 PM
hello i find small problem and i here this is thing should be for this mod. can you add slider/scroll or what name this thing to character tab where is all skills sometimes with additional mods on laptops ( lower resolution than full hd and hd ready) i cant read some skills values.
+1 for this - I'm using Rikiki's Fish Industry (https://ludeon.com/forums/index.php?topic=13172.msg133445#msg133445) and it adds a fishing skill which gets cut off in the vanilla character menu.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Mycu on September 08, 2015, 04:34:14 PM
Hi, having some heavy bug with this awesome mod.
Please, look at screenshots:
   http://i.imgur.com/ovFLGVF.jpg (http://i.imgur.com/ovFLGVF.jpg)
   http://i.imgur.com/cF0aFAn.jpg (http://i.imgur.com/cF0aFAn.jpg)

Using EdBInterface-3.0.3, debug screen pops when loading colony...
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Florius on September 08, 2015, 04:52:53 PM
Quote from: Mycu on September 08, 2015, 04:34:14 PM
Hi, having some heavy bug with this awesome mod.
Please, look at screenshots:
   http://i.imgur.com/ovFLGVF.jpg (http://i.imgur.com/ovFLGVF.jpg)
   http://i.imgur.com/cF0aFAn.jpg (http://i.imgur.com/cF0aFAn.jpg)

Using EdBInterface-3.0.3, debug screen pops when loading colony...

Try to create a new world with a new colony and see if you still get the errors. If not then it means that there is something wrong with the current mod or save game.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Mycu on September 08, 2015, 05:05:24 PM
Quote from: Florius on September 08, 2015, 04:52:53 PM

Try to create a new world with a new colony and see if you still get the errors. If not then it means that there is something wrong with the current mod or save game.

The strange part is that I've loaded this colony with those mods few times without any problems.
Now it pops on every previously saved game...

New colony on the same world doesn't reproduce this error but I wonder - is there any way to fix it so I wouldn't have to start a new colony?
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Florius on September 08, 2015, 05:09:57 PM
Quote from: Mycu on September 08, 2015, 05:05:24 PM
Quote from: Florius on September 08, 2015, 04:52:53 PM

Try to create a new world with a new colony and see if you still get the errors. If not then it means that there is something wrong with the current mod or save game.

The strange part is that I've loaded this colony with those mods few times without any problems.
Now it pops on every previously saved game...

New colony on the same world doesn't reproduce this error but I wonder - is there any way to fix it so I wouldn't have to start a new colony?

Hmm, strange. After I loaded a savegame myself I got a debug log:

http://puu.sh/k4BT8/55fdf76d17.jpg

EDIT: Mycu, could you get a print screen of your mod list?
Not sure if it is actually edB interface, but it is odd that you don't get the debug log with a new colony.
EDIT2: Sorry, noticed in your first screen the mod list, try disable the Work Presets, because it seems those 2 mods are not compatible, they both change the schedule screen for example so it could be very good that it adjusts more things.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Mycu on September 08, 2015, 05:25:00 PM
Quote from: Florius on September 08, 2015, 05:09:57 PM
try disable the Work Presets, because it seems those 2 mods are not compatible, they both change the schedule screen for example so it could be very good that it adjusts more things.

OK, so I've disabled Work Presets and Enhanced Animals Tab (installed today) but still without luck even if loaded a save created 2 days ago (without those mods):
http://i.imgur.com/KpU6uIO.jpg (http://i.imgur.com/KpU6uIO.jpg)

Only thing that seems to partially solve this problem is to downgrade EdB Interface from 3.0.3 (version installed today) to 3.0.2 and load an older save.

Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on September 08, 2015, 05:41:11 PM
Quote from: Mycu on September 08, 2015, 05:25:00 PM
Quote from: Florius on September 08, 2015, 05:09:57 PM
try disable the Work Presets, because it seems those 2 mods are not compatible, they both change the schedule screen for example so it could be very good that it adjusts more things.

OK, so I've disabled Work Presets and Enhanced Animals Tab (installed today) but still without luck even if loaded a save created 2 days ago (without those mods):
http://i.imgur.com/KpU6uIO.jpg (http://i.imgur.com/KpU6uIO.jpg)

Only thing that seems to partially solve this problem is to downgrade EdB Interface from 3.0.3 (version installed today) to 3.0.2 and load an older save.

I'll need to look into this a bit with that mod combination.  If you've used any of the squad management functionality (added squads or changed the order of your "all colonists" squad), the mod will include that information in the save game and you'll need the mod enabled to load it.  If you're comfortable editing your save game file, you can manually remove this data by searching for the block that looks like this:

<thing Class="EdB.Interface.SquadManagerThing">
...
</thing>


and removing it.  Once you've done that, you should be able to disable the interface mod and load your game (assuming this mod is the one causing the problem).

It's tough to anticipate the types of problems that can come up when you mix a lot of mods together.  I appreciate the feedback and sorry for the trouble.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Tekuromoto on September 08, 2015, 06:11:23 PM
I too have realized that Work Presets (https://ludeon.com/forums/index.php?topic=15956.0) and Enhanced Animals Tab (https://ludeon.com/forums/index.php?topic=15964.0) aren't compatible with EbD Interface. Too bad!

Maybe you three should collaborate to bring us the best UI mod yet!  ;D
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Fluffy (l2032) on September 08, 2015, 06:16:57 PM
Quote from: Tekuromoto on September 08, 2015, 06:11:23 PM
I too have realized that Work Presets (https://ludeon.com/forums/index.php?topic=15956.0) and Enhanced Animals Tab (https://ludeon.com/forums/index.php?topic=15964.0) aren't compatible with EbD Interface. Too bad!

Maybe you three should collaborate to bring us the best UI mod yet!  ;D
I very much want my mod to work with EdB's Interface, so if you could post an error log that would be extremely helpful!

In the mean time, perhaps the older version of my mod might work alongside EdB's, it's a bit lighter in the amount of code it touches. If you follow the download link and remove the /latest bit, you can scroll down to the first release.

Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Florius on September 08, 2015, 06:33:25 PM
And with Pawn state icon, would be even better ^^!
Though I'm glad it works for now on Alpha 12...
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Tekuromoto on September 08, 2015, 06:52:29 PM
Quote from: l2032 on September 08, 2015, 06:16:57 PM
I very much want my mod to work with EdB's Interface, so if you could post an error log that would be extremely helpful!
Actually, I may be mistaken... I'm pretty sure animals were doubled up before, but that might have just been the work tab with Presets. With 12d.2 the animals tab seems to work fine alongside EdB UI.

Quote from: Florius on September 08, 2015, 06:33:25 PM
And with Pawn state icon, would be even better ^^!
Though I'm glad it works for now on Alpha 12...
I'm using PSI just fine with this and Animal Tab, using the link you provided (https://ludeon.com/forums/index.php?topic=9163.msg168922#msg168922) over in the PSI thread.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Ectoplasm on September 08, 2015, 07:32:51 PM
I would like to make a small suggestion (and thanks for making this invaluable, wonderful mod). On the bar at the top of the screen - colonists bar I think it's called? Would you add icons to show which weapon each colonist is equipped with?

Would be most useful when positioning colonists for raids, so minigum users don't wipe out their friends for example.

Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on September 08, 2015, 08:32:39 PM
Quote from: Tekuromoto on September 08, 2015, 06:11:23 PM
I too have realized that Work Presets (https://ludeon.com/forums/index.php?topic=15956.0) and Enhanced Animals Tab (https://ludeon.com/forums/index.php?topic=15964.0) aren't compatible with EbD Interface. Too bad!

As far as I can tell, these mods should be compatible.  All of these mods (Interface, Work Presets and Enhanced Animals) use the standard method for adding/overriding the main tab windows at the bottom of the screen and there is no overlap--in other words, we don't override any of the same tab windows.  It's possible that there could be something more subtle that would cause an incompatibility, but I've been testing it out, and it seems to work ok.

I think there's probably another explanation for the errors described earlier. 
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: joshwoo69 on September 08, 2015, 08:35:01 PM
Quote from: EdB on September 08, 2015, 08:32:39 PM
Quote from: Tekuromoto on September 08, 2015, 06:11:23 PM
I too have realized that Work Presets (https://ludeon.com/forums/index.php?topic=15956.0) and Enhanced Animals Tab (https://ludeon.com/forums/index.php?topic=15964.0) aren't compatible with EbD Interface. Too bad!

As far as I can tell, these mods should be compatible.  All of these mods (Interface, Work Presets and Enhanced Animals) use the standard method for adding/overriding the main tab windows at the bottom of the screen and there is no overlap--in other words, we don't override any of the same tab windows.  It's possible that there could be something more subtle that would cause an incompatibility, but I've been testing it out, and it seems to work ok.

I think there's probably another explanation for the errors described earlier.
It is compatible. I have them on my install.
Intall edb ui first THEN the other ones
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: FMJ Penguin on September 08, 2015, 08:52:39 PM
Oh good he's still going on this  ;D

Can this window be stretched up so there's a  bit more room for mod additions as far as skills go? Or even a scroll bar.... heck anything. Just asking in hopes that it's really easy to do or something :P

[attachment deleted due to age]
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on September 08, 2015, 08:56:27 PM
Anyone who's having trouble loading their saved games, if you want to try uploading your save game file somewhere along with a copy of your ModConfig file--I'm happy to download it and try it out.  The biggest problem with these types of bugs is that they are often really difficult to reproduce on my end.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on September 08, 2015, 11:55:08 PM
Quote from: Mycu on September 08, 2015, 04:34:14 PM
Hi, having some heavy bug with this awesome mod.
Please, look at screenshots:
   http://i.imgur.com/ovFLGVF.jpg (http://i.imgur.com/ovFLGVF.jpg)
   http://i.imgur.com/cF0aFAn.jpg (http://i.imgur.com/cF0aFAn.jpg)

Using EdBInterface-3.0.3, debug screen pops when loading colony...

I was able to reproduce this bug without EdB Interface installed, so it's got to be caused by something else.  I'm thinking it's an interaction between the Work Presets mod and Pawn State Icons (which has not officially been updated for alpha 12).

I had the following mods installed (in this order)
1. Core
2. Community Core Library v0.12.1
3. Community Core Library - Vanilla Tweaks
4. Pawn State Icons v04c
5. Work Presets

And I did this after starting a brand new game:
1. Open the Work Presets panel.
2. Create a preset
3. Assign the preset to at least one colonist
4. Save the game.
5. Quit to Desktop
6. Start up RimWorld again
7. Load the game.

I get the "Id already in use" errors.  I was also able to hit a combination of steps that gave me the "ResearchProjectDef" errors listed in this post (https://ludeon.com/forums/index.php?topic=5258.msg169559#msg169559), but I lost track of the exact steps to reproduce that.  Again, I did this without the EdB Interface mod installed at all.

EDIT: Actually, I can reproduce it consistently with only the Work Presets mod enabled.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Wivex on September 09, 2015, 02:23:18 AM
Seems to be the problem of scribing in multiple mods. If two or more mods scribe colonists' data (whole pawns) in save file, game tries to initialize those pawns twice with all their gear. I'll fix that in my mod soon.

Good thing is that it's not game breaking.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Topper on September 09, 2015, 02:25:53 AM
I gave the pre release a try but when I started up a new colony the bar had 3 missing clones of my starting colonist plus the living ones. When I tried to open up a menu eveything took a bright neon red hue and then the game crashed. I'm using a bunch of mods that are all alpha 12 approved. No errors popped up in the dev box at any point.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on September 09, 2015, 02:38:28 AM
Quote from: Topper on September 09, 2015, 02:25:53 AM
I gave the pre release a try but when I started up a new colony the bar had 3 missing clones of my starting colonist plus the living ones. When I tried to open up a menu eveything took a bright neon red hue and then the game crashed. I'm using a bunch of mods that are all alpha 12 approved. No errors popped up in the dev box at any point.

I just fixed the problem with cloned colonists in the bar on my machine here.  I'll release the fix for it tomorrow.  If you restart RimWorld before loading your game, this should not happen.  Not sure if this is what caused the crash.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: JangoDsoul on September 09, 2015, 03:42:05 AM
http://imgur.com/sBg2dqf is this a bug or am i doing something wrong? i'm trying to add my colonist to my squads and nothing
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Mycu on September 09, 2015, 03:47:33 AM
Quote from: EdB on September 08, 2015, 11:55:08 PM
EDIT: Actually, I can reproduce it consistently with only the Work Presets mod enabled.

Ok, so it seems to have nothing to do with EdB, thanks for your effort :)

Quote from: Wivex on September 09, 2015, 02:23:18 AM
I'll fix that in my mod soon.

Good thing is that it's not game breaking.

I'll patiently wait - because your Work Presets is worth it :)

Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: METATERREN on September 09, 2015, 07:29:05 AM
Can we get an option to move the colonist bar into a vertical position on the right side of the screen, or horizontal and at the bottom of the screen? And just let the architect menu cover it up when its covering it; if the list gets too wide or too tall it could gain a row or column.

Tiny UI thing, but there's really nothing else going on at the top of the screen except for this mod.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on September 09, 2015, 11:58:37 AM
Just a heads up that I've removed the download link for the current pre-release version.  There are too many weird problems that people are running into. 

If you've already downloaded it and want to continue using it, the one thing that I recommend is that you always restart RimWorld before starting a new game or loading an existing game.  A couple of the stranger problems are happening because I am not properly clearing out data from previous games.  So if you see random MISSING colonists in your colonist bar, that's why.

I'll release a new version before tomorrow.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Wivex on September 09, 2015, 04:03:42 PM
l2032 (https://ludeon.com/forums/index.php?action=profile;u=12611) is going to release improved version of the vanilla work tab with copy\paste of work presets feature, which will make my Work Presets mod an obsolete. Since i won't have enough time to make compability fix any time soon, that suits me well. Keep an eye for his updates.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Topper on September 09, 2015, 11:16:06 PM
I thought there was talk of intergrating this mod into the main game like 2-3 alphas ago...what happened ?
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Wivex on September 10, 2015, 05:15:15 AM
I fixed compatibility issues in Work Presets, but you can stick to overhauled Work Tab mod of l2032.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on September 10, 2015, 01:30:58 PM
I've put out another pre-release version of the mod, 3.0.4.   I've think I've fixed up a lot of weird issues that people were seeing, but let me know if you're still running into bugs.  Here's a re-post of details that I included with the last pre-release in case you have not seen them yet:

What's new for alpha 12:
Note that if you use the squad features, you must have the mod enabled to load your saved games.  If you save the game with the squad feature disabled (from the Interface Options window), you will be able to load your save without the mod enabled.

The squad management features bring a little more complexity that previous versions of the mod, so I'm guessing that there are still bugs in there.  I would recommend starting a new colony if you're going to try it out.

Let me know if you run into any issues, and I'd love to hear some feedback.

Download EdB Interface 3.0.4 (Pre-Release)
If you need an alternate download site, you can download the mod as an attachment at the bottom of this post, but you must be logged in to see the link.

EDIT: Disabled the link and removed the attachment.  Download the newest version from the original post. (https://ludeon.com/forums/index.php?topic=5258.0)
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Florius on September 10, 2015, 01:36:15 PM
Not sure if you fixed it or not:
http://puu.sh/k6Clp/d24cd059d8.jpg
And I'll let you know if I can find anything.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on September 10, 2015, 01:56:19 PM
Quote from: Florius on September 10, 2015, 01:36:15 PM
Not sure if you fixed it or not:
http://puu.sh/k6Clp/d24cd059d8.jpg
And I'll let you know if I can find anything.

First I've heard of it.  When does that happen?  When you go to bring up the Mods screen or after you close it?
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on September 10, 2015, 01:58:27 PM
Quote from: Florius on September 10, 2015, 01:36:15 PM
Not sure if you fixed it or not:
http://puu.sh/k6Clp/d24cd059d8.jpg
And I'll let you know if I can find anything.

Also, just an FYI.  If you click on the error message in the debug console, it will show a "stack trace" at the bottom of the console.  This often shows where in the code the error happened.  This is more useful when you're doing screenshots of errors.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Tsilliev on September 10, 2015, 02:06:41 PM
On Alpha12D works perfectly, thanks looks great.  :D
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Kulverstukass on September 10, 2015, 08:19:47 PM
Will there be returning of "mass choose to change options", like selecting plants for hydroponics?
Also, "next colonist" suitable for animals?
I'd found it very clumsy - checking through animals list, then open personal training status, then back to list and repeat this over and over.
Also forgot to mention - mass un-forbid. Damn, game has mass claim option, so useless, yet built-in, and no mass forbid/un-forbid for items from raiders...
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: panggul_mas on September 11, 2015, 07:58:54 PM
very small detail. animal bed icon in inventory list is appearing oversized:

http://i.imgur.com/mBYrqyp.jpg

thanks for all your hard work!

-
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on September 11, 2015, 09:10:10 PM
Quote from: panggul_mas on September 11, 2015, 07:58:54 PM
very small detail. animal bed icon in inventory list is appearing oversized:

Thanks for the bug report.  I will fix.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Topper on September 11, 2015, 10:57:08 PM
pre release is working great now
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: geekest_cat on September 12, 2015, 04:13:23 AM
I'm not sure this is the right place to post it, but I'd like to suggest some feature for future versions of the mod.

As the needs tab was expanding and included more needs, I thought that it would be cool to be able to notice the pawns' needs at first sight, and I think the EdB Interface mod is the perfect one to include such a thing.

So, since during gameplay I often find myself going frantically back and forth the colonists' needs tab, I think all this clicking could be avoided with something like this. the picture is pretty much self-explanatory, but just for reference (F-Food; R-Rest;M-Mood;J-Joy, which are the main pawn variables to care about):

(https://dl.dropboxusercontent.com/u/58725121/RimWorld/edb_suggestion.png)

I think this could be minimalistic enough so to not clutter the screen, while allowing for a much visual and faster colonists' needs tracking. What do you think about it?
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Dragoon on September 12, 2015, 09:56:49 AM
Quote from: geekest_cat on September 12, 2015, 04:13:23 AM
-snip-

Did you code that in or draw it in?
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: MisterVertigo on September 12, 2015, 03:58:46 PM
Quote from: geekest_cat on September 12, 2015, 04:13:23 AM
I think this could be minimalistic enough so to not clutter the screen, while allowing for a much visual and faster colonists' needs tracking. What do you think about it?
I like this, or something similar to the Pawn Status Icons mod, except have the icons appear next to their icon instead of on the actual pawn (or both).
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Tekuromoto on September 12, 2015, 04:20:26 PM
Quote from: MisterVertigo on September 12, 2015, 03:58:46 PM
I like this, or something similar to the Pawn Status Icons mod, except have the icons appear next to their icon instead of on the actual pawn (or both).

THIS.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: skyarkhangel on September 13, 2015, 03:07:51 AM
Quote from: panggul_mas on September 11, 2015, 07:58:54 PM
very small detail. animal bed icon in inventory list is appearing oversized:

http://i.imgur.com/mBYrqyp.jpg

thanks for all your hard work!

-

Mb it's vanilla bug? I'll remove drawsize 1,2 for animal bed and looks good.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Iridescens on September 13, 2015, 07:13:49 AM
Quote from: skyarkhangel on September 13, 2015, 03:07:51 AM
Mb it's vanilla bug? I'll remove drawsize 1,2 for animal bed and looks good.
It's definitely a vanilla bug. Just checked for <defName>AnimalSleepingBox</defName> in Mods\Core\Defs\ThingDefs\Buildings_Furniture.xml:
<drawSize>1.2</drawSize>
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: geekest_cat on September 13, 2015, 03:53:17 PM
Quote from: Dragoon on September 12, 2015, 09:56:49 AM
Quote from: geekest_cat on September 12, 2015, 04:13:23 AM
-snip-

Did you code that in or draw it in?

Shamelessly Inkscaped it. ;)

Quote from: MisterVertigo on September 12, 2015, 03:58:46 PM
Quote from: geekest_cat on September 12, 2015, 04:13:23 AM
I think this could be minimalistic enough so to not clutter the screen, while allowing for a much visual and faster colonists' needs tracking. What do you think about it?
I like this, or something similar to the Pawn Status Icons mod, except have the icons appear next to their icon instead of on the actual pawn (or both).

Yep, you got the point, for me the Pawn Status is the other must-have mod that should go vanilla. Some kind of quick visual identification of pawns' needs to avoid repetitive clicking is needed, IMHO.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: falcongrey on September 14, 2015, 06:06:52 PM
EdB, not sure if there is any way this can be done 'easily' but it would be awesome to see some sort of compatibility patch between your UI mod and Fluffy's Enhanced Tabs (https://ludeon.com/forums/index.php?topic=15964.0) mod.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on September 14, 2015, 09:59:33 PM
Quote from: falcongrey on September 14, 2015, 06:06:52 PM
EdB, not sure if there is any way this can be done 'easily' but it would be awesome to see some sort of compatibility patch between your UI mod and Fluffy's Enhanced Tabs (https://ludeon.com/forums/index.php?topic=15964.0) mod.

Unfortunately, there's really not an easy way to do this.  Alpha 12 has added the ability to easily mod those buttons along the bottom of the screen using the standard approach, and we're both taking advantage of that to replace the existing "Work" panel with our own modded versions.  The mod that shows up last in your mod order is the one that you're going to get.  Providing the same functionality without entirely overriding the "Work" panel may or may not be possible--but if possible, it would be much, much more difficult.

Now that those screens are so easily mod-able, we'll probably start running into this type of conflict more often.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Florius on September 15, 2015, 07:57:55 AM
Hey EdB, I have a colony of +32 colonists, and I have to scroll in the work tab. But it keeps scrolling by itself upwards, and this only seems to happen when the game is playing, and not pauzed. I hope you know what I mean, but if not, just let me know and see if I can provide a video or something.

This happens on a 1920x1080 screen by the way.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Tekuromoto on September 15, 2015, 12:37:05 PM
Quote from: falcongrey on September 14, 2015, 06:06:52 PM
EdB, not sure if there is any way this can be done 'easily' but it would be awesome to see some sort of compatibility patch between your UI mod and Fluffy's Enhanced Tabs (https://ludeon.com/forums/index.php?topic=15964.0) mod.
How are they incompatible, exactly? I'm playing with both, loading Enhanced Tabs second, and I get all the squad-based goodness of EdB UI and the ET work and animals tabs. Is there something great in the EdB UI work tab that I'm missing?
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: MisterVertigo on September 15, 2015, 01:29:50 PM
Quote from: Tekuromoto on September 15, 2015, 12:37:05 PM
Quote from: falcongrey on September 14, 2015, 06:06:52 PM
EdB, not sure if there is any way this can be done 'easily' but it would be awesome to see some sort of compatibility patch between your UI mod and Fluffy's Enhanced Tabs (https://ludeon.com/forums/index.php?topic=15964.0) mod.
How are they incompatible, exactly? I'm playing with both, loading Enhanced Tabs second, and I get all the squad-based goodness of EdB UI and the ET work and animals tabs. Is there something great in the EdB UI work tab that I'm missing?
If you load Enhanced Tabs after EdB UI, you will not have the ability to assign work to squads.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Tekuromoto on September 15, 2015, 03:58:44 PM
Quote from: MisterVertigo on September 15, 2015, 01:29:50 PM
If you load Enhanced Tabs after EdB UI, you will not have the ability to assign work to squads.
Ah okay, thanks. Fluffy says he's planning to add squad support, and I really like the ETabs ability to sort by skill. I've never been at the point where I have a mining squad and a growing squad or something like that anyhow. :P
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Ectoplasm on September 17, 2015, 05:19:54 AM
A small scaling bug: Quantum stockpiles (part of the RT_Storage mod https://ludeon.com/forums/index.php?topic=11272.0 ). If the fix has to come from the other mods end, I'll pass on the request. Two of the benches from the Enhanced Prosthetic mod look a a little odd too now I see them, they're the basic prosthetics workbench and synthetic organ assembler from https://ludeon.com/forums/index.php?topic=10571.0
http://imgur.com/sb4E6sh

And a small request of my own. Might it be possible to be able to list items verbosely? With item descriptions? I have a large number of prosthetic limbs stored, and it would be neat to be able to glance at an alphabetic list, for example under the other section you can see a big batch of generic boxes.
http://i.imgur.com/Ay3TddP.jpg

Thank you for your work in this community.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on September 17, 2015, 09:09:38 PM
Quote from: Ectoplasm on September 17, 2015, 05:19:54 AM
A small scaling bug: Quantum stockpiles (part of the RT_Storage mod https://ludeon.com/forums/index.php?topic=11272.0 ). If the fix has to come from the other mods end, I'll pass on the request. Two of the benches from the Enhanced Prosthetic mod look a a little odd too now I see them, they're the basic prosthetics workbench and synthetic organ assembler from https://ludeon.com/forums/index.php?topic=10571.0
http://imgur.com/sb4E6sh

I'm re-working the code that figures out how to size of these icons in the Inventory panel.  I think those change will fix all of these issues.  I will test it out with the mods that you mention.

Quote from: Ectoplasm on September 17, 2015, 05:19:54 AM
And a small request of my own. Might it be possible to be able to list items verbosely? With item descriptions? I have a large number of prosthetic limbs stored, and it would be neat to be able to glance at an alphabetic list, for example under the other section you can see a big batch of generic boxes.
http://i.imgur.com/Ay3TddP.jpg

I know what you mean.  It would be nice if the graphics somehow differentiated between the different types of parts.  I probably won't be adding this feature now, but it's a good suggestion, and I'll keep it in mind for the future.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: skyarkhangel on September 18, 2015, 05:41:48 AM
Hi, I noticed Bag. If you save and load while being carry a wounded colonist, then its icon is written as "Lost".
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on September 19, 2015, 12:08:52 AM
I've put out one last pre-release version of the mod, 3.0.6.   Besides bug fixes, I don't expect to add anything else.  I changed my mind about alternate tabs, so you'll find that those are back in there.  That's also the most likely place that you'll find bugs.  If it seems like the tabs are not working properly, let me know.

What's new for alpha 12:
Note that if you use the squad features, you must have the mod enabled to load your saved games.  If you save the game with the squad feature disabled (from the Interface Options window), you will be able to load your save without the mod enabled.

The squad management features bring a little more complexity than previous versions of the mod, so I'm guessing that there are still bugs in there.  I would recommend starting a new colony if you're going to try it out.

Let me know if you run into any issues, and I'd love to hear some feedback.

Download EdB Interface 3.0.6 (Pre-Release)
If you need an alternate download site, you can download the mod as an attachment at the bottom of this post, but you must be logged in to see the link.

EDIT 1: Updated with version 3.0.6.
EDIT 2: Disabled the link and removed the attachment.  Download the newest version from the original post. (https://ludeon.com/forums/index.php?topic=5258.0)
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: geekest_cat on September 19, 2015, 06:11:20 AM
Nice changes, congrats!

I've stumbled upon a minor GUI issue, when large cloth names (and I assume, any other inventory object) that occupy more than one text row are stretched this way:

https://dl.dropboxusercontent.com/u/58725121/RimWorld/Narrow_cloth.jpg
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Ectoplasm on September 19, 2015, 07:08:40 AM
I'm reticent to say if it's a bug, might be mod / order conflict etc, but the inventory window will only open the once for me. (3.0.5 pre-release). First time it work's after that it just wont open.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on September 19, 2015, 10:17:37 AM
Quote from: Ectoplasm on September 19, 2015, 07:08:40 AM
I'm reticent to say if it's a bug, might be mod / order conflict etc, but the inventory window will only open the once for me. (3.0.5 pre-release). First time it work's after that it just wont open.

Thanks for the bug report.  I did something dumb there.  I will fix it.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on September 19, 2015, 10:18:15 AM
Quote from: geekest_cat on September 19, 2015, 06:11:20 AM
I've stumbled upon a minor GUI issue, when large cloth names (and I assume, any other inventory object) that occupy more than one text row are stretched this way:

https://dl.dropboxusercontent.com/u/58725121/RimWorld/Narrow_cloth.jpg

Thanks for the bug report.  I will fix this.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on September 19, 2015, 01:16:20 PM
Quote from: geekest_cat on September 19, 2015, 06:11:20 AM
I've stumbled upon a minor GUI issue, when large cloth names (and I assume, any other inventory object) that occupy more than one text row are stretched this way:

Quote from: Ectoplasm on September 19, 2015, 07:08:40 AM
I'm reticent to say if it's a bug, might be mod / order conflict etc, but the inventory window will only open the once for me. (3.0.5 pre-release). First time it work's after that it just wont open.

I've released a version with fixes for both of these issues.

Download EdB Interface 3.0.6 (Pre-Release)

EDIT:  Disabled the link.  Download the newest version from the original post. (https://ludeon.com/forums/index.php?topic=5258.0)
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Commander Beanbag on September 19, 2015, 03:48:15 PM
I get this error on opening the work tab: http://i.imgur.com/xwj0u9x.jpg

That screenshot was from a modded game, but I disabled all mods and the same error still occured.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: EdB on September 19, 2015, 04:47:10 PM
Quote from: Commander Beanbag on September 19, 2015, 03:48:15 PM
I get this error on opening the work tab: http://i.imgur.com/xwj0u9x.jpg

That screenshot was from a modded game, but I disabled all mods and the same error still occured.

Are you using version 12d?  From what I can tell, the function that the error message is talking about was not there in earlier alpha 12 versions.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Ectoplasm on September 20, 2015, 06:59:14 AM
3.0.5-pre is looking good now. I like the the changes to the pop-up menu on the left. The inventory window not showing bug is indeed fixed. The scaling of the icons in the inventory window is uniform now too!

Most impressed.
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: LanMc on September 20, 2015, 08:01:28 AM
Thank you so much for this mod!  The latest version is working quite well, no bugs, no issues and everything feels just right. 

I didn't realize how much this mod was a must have for me until it wasn't there.  The pawn icons along the top are invaluable, I don't understand why it hasn't been implemented into the game.  I love the layout and flow of the menus, it makes so much more sense and are easier to read. Subtle changes, true, but wow, what a difference!

Great work!  Again, thank you so much for all you do for us!
Title: Re: [A12d] EdB Interface UI Mod (v3.1.1 - Updated 20 Sep 2015)
Post by: Kinsume on September 20, 2015, 01:29:31 PM
Thanks for the update man, makes everything so much more organized. Keep up the hard work!
Title: Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
Post by: Commander Beanbag on September 20, 2015, 01:57:17 PM
Quote from: EdB on September 19, 2015, 04:47:10 PM
Quote from: Commander Beanbag on September 19, 2015, 03:48:15 PM
I get this error on opening the work tab: http://i.imgur.com/xwj0u9x.jpg

That screenshot was from a modded game, but I disabled all mods and the same error still occured.

Are you using version 12d?  From what I can tell, the function that the error message is talking about was not there in earlier alpha 12 versions.

I updated the game and it was fixed. Cheers!
Title: Re: [A12d] EdB Interface UI Mod (v3.1.1 - Updated 20 Sep 2015)
Post by: geekest_cat on September 20, 2015, 03:31:25 PM
BTW, another minor bug: the pawn "mood" superbar lacks the small threshold white marks that the food, rest, beauty, etc needs show below them.

Another feature that I propose is the possibility to rearrange the pawn icons order at will.
Title: Re: [A12d] EdB Interface UI Mod (v3.1.1 - Updated 20 Sep 2015)
Post by: EdB on September 20, 2015, 03:37:46 PM
Quote from: geekest_cat on September 20, 2015, 03:31:25 PM
Another feature that I propose is the possibility to rearrange the pawn icons order at will.

Use the Squads window to change the order of your "All Colonists" squad.  This will reorder the pawn icons (and the pawn lists in the Work, Outfits and Restrictions windows).
Title: Re: [A12d] EdB Interface UI Mod (v3.1.1 - Updated 20 Sep 2015)
Post by: geekest_cat on September 20, 2015, 03:43:19 PM
Quote from: EdB on September 20, 2015, 03:37:46 PM
Quote from: geekest_cat on September 20, 2015, 03:31:25 PM
Another feature that I propose is the possibility to rearrange the pawn icons order at will.

Use the Squads window to change the order of your "All Colonists" squad.  This will reorder the pawn icons (and the pawn lists in the Work, Outfits and Restrictions windows).

Brilliant, thanks!
Title: Re: [A12d] EdB Interface UI Mod (v3.1.1 - Updated 20 Sep 2015)
Post by: skullywag on September 21, 2015, 02:35:22 AM
squads, quality work as always EdB. Loving this release.
Title: Re: [A12d] EdB Interface UI Mod (v3.1.1 - Updated 20 Sep 2015)
Post by: Ectoplasm on September 21, 2015, 11:00:28 AM
When you open the health window for a pawn, and cycle to the next using the little arrows, it doesn't cycle in the same order as the colonist bar. I guess this has something to do with rearranging the colonist bar order through squads? A small thing, but thought I would mention it!
Title: Re: [A12d] EdB Interface UI Mod (v3.1.1 - Updated 20 Sep 2015)
Post by: EdB on September 21, 2015, 10:32:04 PM
Quote from: Ectoplasm on September 21, 2015, 11:00:28 AM
When you open the health window for a pawn, and cycle to the next using the little arrows, it doesn't cycle in the same order as the colonist bar. I guess this has something to do with rearranging the colonist bar order through squads? A small thing, but thought I would mention it!

Yes, I noticed this along the way, but decided to leave it using the default order in which the colonists are stored by the game.   The colonist that you have selected may not be in the squad that's currently displayed in the colonist bar, so it's not necessarily as straightforward to solve this as you might think, but it's something that I should probably revisit because it does feel a little wrong.
Title: Re: [A12d] EdB Interface UI Mod (v3.1.1 - Updated 20 Sep 2015)
Post by: cucumpear on September 21, 2015, 11:54:33 PM
I've noticed that cycling issue, too. But I haven't used squads yet and I think I had it occur in a11 as well. I assumed it was just the game cycling differently than as per recruitment order.
Title: Re: [A12d] EdB Interface UI Mod (v3.1.1 - Updated 20 Sep 2015)
Post by: Simulacrum0 on September 22, 2015, 12:23:05 AM
can you add health concerns to the available to assign at lest who has bad back and fail? 
Title: Re: [A12d] EdB Interface UI Mod (v3.1.1 - Updated 20 Sep 2015)
Post by: Smug on September 22, 2015, 07:00:40 AM
Really glad to be using this mod again, thanks for taking the time to put it together.  Squads in particular are a very nice feature.
Title: Re: [A12d] EdB Interface UI Mod (v3.1.1 - Updated 20 Sep 2015)
Post by: LadyAth on September 22, 2015, 03:16:36 PM
Whooooo *HUGS!!!!!!*
Thank you soooo much :)
Title: Re: [A12d] EdB Interface UI Mod (v3.1.1 - Updated 20 Sep 2015)
Post by: SilverTitch on September 28, 2015, 06:54:12 PM
Hey EdB. The break threshold marks in needs tab seem to have disappeared after installing this mod.

><
Title: Re: [A12d] EdB Interface UI Mod (v3.1.1 - Updated 20 Sep 2015)
Post by: EdB on September 28, 2015, 07:50:56 PM
Quote from: SilverTitch on September 28, 2015, 06:54:12 PM
Hey EdB. The break threshold marks in needs tab seem to have disappeared after installing this mod.

Thanks for the bug report.  Known issue--I will be releasing a fix within the next week.
Title: Re: [A12d] EdB Interface UI Mod (v3.1.1 - Updated 20 Sep 2015)
Post by: Encrtia on September 28, 2015, 08:12:20 PM
Hey EdB, just writing to say thanks a lot for this mod :) It's truly a core mod for my RimWorld experience! Thanks again!
Title: Re: [A12d] EdB Interface UI Mod (v3.1.1 - Updated 20 Sep 2015)
Post by: SilverTitch on September 29, 2015, 03:12:13 AM
Quote from: EdB on September 28, 2015, 07:50:56 PM
Quote from: SilverTitch on September 28, 2015, 06:54:12 PM
Hey EdB. The break threshold marks in needs tab seem to have disappeared after installing this mod.

Thanks for the bug report.  Known issue--I will be releasing a fix within the next week.

Thanks man, I'll keep ma eyes open. Thanks for all the work, stay awesome!

><
Title: Re: [A12d] EdB Interface UI Mod (v3.1.1 - Updated 20 Sep 2015)
Post by: EdB on October 02, 2015, 08:48:17 PM
Quote from: EdB on September 28, 2015, 07:50:56 PM
Quote from: SilverTitch on September 28, 2015, 06:54:12 PM
Hey EdB. The break threshold marks in needs tab seem to have disappeared after installing this mod.

Thanks for the bug report.  Known issue--I will be releasing a fix within the next week.

I've released a new version, 3.1.2, that fixes this bug.  No other changes.
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: Tekuromoto on October 07, 2015, 05:57:33 PM
After posting this (https://ludeon.com/forums/index.php?topic=12934.msg177668#msg177668) in the Vegetable Garden thread, I figured maybe I should ask here for the "issue" to be remedied: would it be possible to show what's currently being grown in the grow tab, maybe above the very handy scrolling menu? Similar to the vanilla tab where the "Plant:" button reads what's growing. It would facilitate clicking through all your growing zones to.. well... keep tabs on things.  ;D

edit: I also just noticed that hydroponics basins still have the old grow tab
Title: [A12d] EdB Interface UI Mod (v3.1.2) Question
Post by: yagij on October 08, 2015, 05:22:53 PM
@EdB:
Is it possible to pass the set primary "ToggleKey" value to the description?  e.g. Work's description would be:  "Choose which colonist does what kinds of work, and in what priority order. [F1]".   I revised your mod to hard-code the default keys, and I am figuring out ways to limit the need for the mouse to move around the various menus I use most.

( General question to anyone knowledgable:  Also, does the source code currently allow for combination key press events?  e.g. alt-s, ctrl-s? )
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: Ekko on October 12, 2015, 08:39:20 AM
(http://puu.sh/kHuZ8/4514f4bc5f.png)
Why is this happening? Worked fine a couple of days ago..Tried deleting the mod, downloading the mod fresh and installing it again, loading the mod alone and still it fails to load.
E: Deleted the config file (didn't guess there was one at first, my bad) and all works again. Great mod, really enjoying the better interface.
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: VendettaCrypt on October 20, 2015, 12:23:30 PM
This mod is really leaps and bounds ahead in Rimworld lifestyle improvement, but every time I use this mod, my work tab ends up empty and blank. I can't adjust work priorities because it ends up empty. By the way, I'm a mac user, but I think it doesn't really change things, now does it?

Perhaps you guys you could help. Thanks and kudos.
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: Yacuty on October 23, 2015, 08:27:43 AM
Im having this problem too, my work tab its just gone.
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: TLHeart on October 27, 2015, 06:10:10 PM
is there anyway to get a missing colonist back into the interface? I had a colonist on an away mission from misc mod, and was interrupted so saved, the game... when I reloaded the game, it said he was missing, and upon his return, he disappeared from the colonist bar, and from the work tab... He is gone as far as Edb is concerned.

I reordered this mod with the enhanced tabs mod so at least he is part of the work tab, restriction tab, outfits tab... sure do miss him on the icon bar though.
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: Fluffy (l2032) on October 28, 2015, 04:12:29 AM
Enhanced Tabs doesn't modify the restriction and outfit tabs, so it's a bit odd that he's back on those tabs after switching... Does EdB keep two separate lists of pawns?
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: cucumpear on October 28, 2015, 05:06:44 AM
Quote from: TLHeart on October 27, 2015, 06:10:10 PM
is there anyway to get a missing colonist back into the interface? I had a colonist on an away mission from misc mod[...]
I've had that happen, too. In my experience EdB shows the colonists that are present when you load the game. So they should show up again when you load while everyone is back.
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: TLHeart on October 28, 2015, 05:38:27 PM
Quote from: Fluffy (l2032) on October 28, 2015, 04:12:29 AM
Enhanced Tabs doesn't modify the restriction and outfit tabs, so it's a bit odd that he's back on those tabs after switching... Does EdB keep two separate lists of pawns?

loaded the game up to check, and you are correct, floyd the missing colonist shows on the work tab, but not in the interface, restrictions, or outfits tab... 3 loads later, he is still MIA from EDB, but is in the game. Teach me to save while a colonist is on an away mission.
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: iisamonkey on December 10, 2015, 12:46:59 AM
Quote from: TLHeart on October 28, 2015, 05:38:27 PM
Quote from: Fluffy (l2032) on October 28, 2015, 04:12:29 AM
Enhanced Tabs doesn't modify the restriction and outfit tabs, so it's a bit odd that he's back on those tabs after switching... Does EdB keep two separate lists of pawns?

loaded the game up to check, and you are correct, floyd the missing colonist shows on the work tab, but not in the interface, restrictions, or outfits tab... 3 loads later, he is still MIA from EDB, but is in the game. Teach me to save while a colonist is on an away mission.

I'm just now having the same issue, except it's with 4 colonists, in every tab except the work and restrictions tab, they are accounted for, with the population graph even acknowledging that they exist and aren't "Missing".

Did you ever find a fix for this or was a patch released that fixed this?
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: TLHeart on December 10, 2015, 11:23:16 AM
Quote from: iisamonkey on December 10, 2015, 12:46:59 AM
Quote from: TLHeart on October 28, 2015, 05:38:27 PM
Quote from: Fluffy (l2032) on October 28, 2015, 04:12:29 AM
Enhanced Tabs doesn't modify the restriction and outfit tabs, so it's a bit odd that he's back on those tabs after switching... Does EdB keep two separate lists of pawns?

loaded the game up to check, and you are correct, floyd the missing colonist shows on the work tab, but not in the interface, restrictions, or outfits tab... 3 loads later, he is still MIA from EDB, but is in the game. Teach me to save while a colonist is on an away mission.

I'm just now having the same issue, except it's with 4 colonists, in every tab except the work and restrictions tab, they are accounted for, with the population graph even acknowledging that they exist and aren't "Missing".

Did you ever find a fix for this or was a patch released that fixed this?

Sorry no way I found to fix it. finally just started a new game.
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: Killaim on January 16, 2016, 09:44:11 PM
cant seem to figure out which mod it is that allows you to save a perticular placement for colonists who are drafted so they run to their chosen spon when done so.

is it in this and i cant seem to remember the keys to press?
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: RickyMartini on January 17, 2016, 09:49:03 AM
Yes it is included in the Misc mod. If I remember right you have to press shift and K. But a message appears on the screen if you start a new colony after you've installed misc mod.

https://ludeon.com/forums/index.php?topic=3612.0
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: Kaballah on January 21, 2016, 09:24:14 PM
It would be really great if, when you have multiple melee colonists selected, right-click had them attack target under cursor the way ranged colonists will, instead of "go here or nearest unoccupied tile".  Failing that, a hotkey for "melee attack" that worked with multiple colonists selected would be fine.
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: Cherna on March 01, 2016, 01:59:15 PM
Is it possible to hide cryptosleep colonists from colonists bar? I want to do some sort of cannon fodder stockpile for some extreme events and they shouldn't be all time at colonists bar.
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: Grimandevil on March 02, 2016, 02:26:22 PM
Quote from: Cherna on March 01, 2016, 01:59:15 PM
Is it possible to hide cryptosleep colonists from colonists bar? I want to do some sort of cannon fodder stockpile for some extreme events and they shouldn't be all time at colonists bar.
go to the Squads tab and make a new squad with those colonists u like. then change which squad is displayed.
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: falconbunker on March 13, 2016, 08:02:40 PM
 Hello, for some reason EDB interface does not replace the normal gameplay interface when I load up a save that had the interface mod on, this is the error message.

(Filename:  Line: -1)

Platform assembly: C:\RimWorld914Win\RimWorld914Win_Data\Managed\Boo.Lang.dll (this message is harmless)
Failed to replace gameplay interface with EdB Interface

and then these errors show up after that, the first error in the area below shows up then the second, then the first, and so on.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

System.NullReferenceException: Object reference not set to an instance of an object
  at EdB.Interface.ColonistTracker.InitializeWithDefaultColonists () [0x00000] in <filename unknown>:0
  at EdB.Interface.ComponentColonistTracker.Initialize (EdB.Interface.UserInterface userInterface) [0x00000] in <filename unknown>:0
  at EdB.Interface.UserInterface..ctor () [0x00000] in <filename unknown>:0
  at EdB.Interface.Controller.ReplaceUIRoot () [0x00000] in <filename unknown>:0
  at EdB.Interface.Controller.GameplayUpdate () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.SquadAI.Brain.SquadBrainTick () [0x00000] in <filename unknown>:0
  at RimWorld.SquadAI.BrainManager.SquadBrainManagerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0

If I could get help that'd be very much appreciated.
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: Quickbowjob on April 06, 2016, 11:42:46 PM
The one and only mod i really miss now A13 it should had been added by default :'(
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: Scaphismus on April 06, 2016, 11:48:04 PM
Quote from: Quickbowjob on April 06, 2016, 11:42:46 PM
The one and only mod i really miss now A13 it should had been added by default :'(

So true. There are a lot of mods that I love, but this is the only one that I really think needs to be integrated as an official feature.
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: Dakkon on April 07, 2016, 06:20:44 AM
I've tried and I just can't play rimworld without this mod. It's the only absolutely must have for me.
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: skullywag on April 07, 2016, 06:41:56 AM
I would love it if the colonist toolbar was separated out as a single mod, would you (EdB) be against me attempting this? or should I not bother (I havent even looked at how complex this might be)
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: Ectoplasm on April 07, 2016, 07:53:54 AM
Quote from: Quickbowjob on April 06, 2016, 11:42:46 PM
The one and only mod i really miss now A13 it should had been added by default :'(

Quote from: Scaphismus on April 06, 2016, 11:48:04 PM
Quote from: Quickbowjob on April 06, 2016, 11:42:46 PM
The one and only mod i really miss now A13 it should had been added by default :'(

So true. There are a lot of mods that I love, but this is the only one that I really think needs to be integrated as an official feature.

Quote from: Dakkon on April 07, 2016, 06:20:44 AM
I've tried and I just can't play rimworld without this mod. It's the only absolutely must have for me.

Indeedy, I'll chime in here agreeing (few others are must haves for me too though!). First mod I came to check for when I saw the SendOwl email!! I honestly believe that something similar to this mod will be in a later version of Rimworld - somewhere approaching v1.0. The reason I feel it hasn't been added yet is because the code maintenance would then fall into Tynan's hands. He stated in the past that only around 25% of his time is spent developing new features with the rest just fixing bugs / maintaining already existing code.  Though in the past a reason given for not having a quick bar type setup for pawns was issues with lower resolution laptops (not enough real estate room on screen).

This mod is too good, too needed, for it not to be added. Thanks EdB for giving it to us. I'm just bursting at the seems to try the latest release, but my mods!! ARgggh.. Patience is a virtue.
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: zidey on April 08, 2016, 05:58:23 PM
hope you have chance to get this one updated soon, even if all you do is the character bar at the top of the screen.
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: Scaphismus on April 08, 2016, 06:11:15 PM
Quote from: zidey on April 08, 2016, 05:58:23 PM
hope you have chance to get this one updated soon, even if all you do is the character bar at the top of the screen.

Agreed. The whole mod is awesome, but the colonist bar really is the most important part. I can still hardly believe that it hasn't been added to the base game yet. I've seen some people say that Tynan doesn't like it because it takes up too much screen real-estate (I don't know if that's the real reason, just a rumor I've seen), but it should at least be an option. I've got a decent sized monitor, and am more than willing to sacrifice the screen space.
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: rstrom11 on April 08, 2016, 06:17:06 PM
Any word on if he is working on an update for alpha 13?
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: Scaphismus on April 08, 2016, 06:26:03 PM
Quote from: rstrom11 on April 08, 2016, 06:17:06 PM
Any word on if he is working on an update for alpha 13?

EdB made a comment in the Prepare Carefully post saying that he's looking into updating it, but it will be a while due to all the changes.

I imagine that he's analyzing this one as well. We're just gonna have to be patient. We'll all be back to cannibalizing raider corpses before we know it.  ;)
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: Negocromn on April 09, 2016, 12:41:07 AM
literally the only mod I -have- to use
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: CreepyD on April 09, 2016, 04:47:36 AM
Trying to play without that pawn bar at the top is a nightmare, even with only 5-6 colonists!  Also eagerly awaiting an update :)
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: nutcrack0 on April 09, 2016, 05:25:00 AM
alpha 13 plss update.
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: Hicks on April 09, 2016, 07:02:27 AM
Awesome mod, unfortunately i cannot play the game without that colonist bar! :)

If Tynan's worried about screen real-estate, surely it could be added as an option that can be toggled for those that do/don't want it.
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: Nythia Nythulu on April 09, 2016, 08:50:28 AM
I'm more than willing to wait or make threatening gestures if need be. This mod makes the difference between good game play and great game play. Don't let our pawns go picture-less! Please update when you have time. 
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: CastAway on April 09, 2016, 11:02:34 AM
Hi, is there a chance to get the source code for the mod? The Source folder is empty now.
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: Dust Vixen on April 09, 2016, 01:26:59 PM
Like many before me, I too can't wait until this mod is up and running!

*Sits on a barrel, swinging legs*
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Updated 2 Oct 2015)
Post by: tigg on April 09, 2016, 06:27:30 PM
yep, wouldn't consider playing without it
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Oct 2015) - Info on Alpha 13
Post by: EdB on April 09, 2016, 08:18:47 PM
I just added a quick update to the original post about progress on the Alpha 13 version of the mod.  I'm not really close to releasing anything, so I'll have to ask everyone to stay patient.  I appreciate all of the encouragement--I will continue working on it.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: Lady Wolf on April 09, 2016, 08:38:33 PM
No rush I'll happily wait for you to do a proper job with it, even a partial release like you did for A12 with just the colonist bar will be sufficient, but take your time.  8)
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: A_Soft_Machine_Man on April 09, 2016, 11:32:22 PM
Quote from: Lady Wolf on April 09, 2016, 08:38:33 PM
No rush I'll happily wait for you to do a proper job with it, even a partial release like you did for A12 with just the colonist bar will be sufficient, but take your time.  8)

^ This. I already snagged the Prepare Carefully Beta, so I'd be totally game for a partial release ala' A12.
Title: Re: [A12d] EdB Interface UI Mod (v3.1.2 - Oct 2015) - Info on Alpha 13
Post by: Topper on April 10, 2016, 12:30:59 AM
Quote from: EdB on April 09, 2016, 08:18:47 PM
I just added a quick update to the original post about progress on the Alpha 13 version of the mod.  I'm not really close to releasing anything, so I'll have to ask everyone to stay patient.  I appreciate all of the encouragement--I will continue working on it.
Why havnt some of these almost universally used mods been added to the main game? Is there some communication issues with the Dev or do you not wish to release your work? Stuff like prepare carefully, mod order and the colonist bar should be part of the game unless there is "business" issue getting in the way. Its frustrating to have to wait 2-3 months after release of a patch for all the modders to trickle back in and update their content. Some of them arnt comin back and content is getting lost. There has got to be a better way of handling these updates then tracking down old forum posts and nerco'n them hoping someone will come back and update a mod for a game they might not be playing anymore.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: EdB on April 10, 2016, 12:39:04 AM
I've released a standalone version of the Colonist Bar.  You'll find the link and info in the original post.

This will give me time to figure out what to do with the rest of the interface mod.  The next couple of weeks are pretty busy for me, so again, it will probably be awhile before you see any kind of full release.

It is possible that I will end up breaking it down further into smaller mods like this--I'd like to hear feedback on that idea.  It would definitely give me better choices and make things easier to manage whenever a new alpha is released.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: MisterVertigo on April 10, 2016, 01:10:40 AM
Thank you for this! I love the rest of this mod, but this is the part I seem to miss the most!

I don't have an issue with you breaking it into smaller pieces. It makes it a bit more to install, but it may also reduce the chances of having conflicts with other mods. Just my 2 silver...
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: skullywag on April 10, 2016, 01:46:14 AM
I agree with the modular approach.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: MisterVertigo on April 10, 2016, 02:00:20 AM
Does the A13 Colonist Bar require a new game? I can't seem to get it to work on my existing game. Thanks!
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: skullywag on April 10, 2016, 02:10:12 AM
confirmed not working on existing saves.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: EdB on April 10, 2016, 02:11:39 AM
Quote from: MisterVertigo on April 10, 2016, 02:00:20 AM
Does the A13 Colonist Bar require a new game? I can't seem to get it to work on my existing game. Thanks!

Yeah, sorry about that.  I did not realize.  It's one of the side-effects of using this "map component" approach.  I'll take a look at it tomorrow to see if there's anything I can do about it.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: CastAway on April 10, 2016, 02:37:23 AM
Quote from: EdB on April 10, 2016, 12:39:04 AM
I've released a standalone version of the Colonist Bar.  You'll find the link and info in the original post.

This will give me time to figure out what to do with the rest of the interface mod.  The next couple of weeks are pretty busy for me, so again, it will probably be awhile before you see any kind of full release.

It is possible that I will end up breaking it down further into smaller mods like this--I'd like to hear feedback on that idea.  It would definitely give me better choices and make things easier to manage whenever a new alpha is released.

Could you share the source for EdB Interface and Colonist Bar? I tried to decomile the first one but it's a horrific process. Could you put it on GitHub etc?
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: skullywag on April 10, 2016, 02:38:56 AM
Im not sure but you may want to look into LongEventHandler.ExecuteWhenFinished for processing stuff later in the main thread...i think.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: Vee on April 10, 2016, 02:40:05 AM
Crash on game start on linux. Right after selecting the pawns you want to start with.
I've had the same problem with Colony Manager, the dev fixed it stating they changed the thread in which textures were loaded.
Here is the logfile: https://bpaste.net/show/a152f4a2a4d9
I selected EdBColonistBar as the only mod (besides core). Generated a new world and started a new game.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: geekest_cat on April 10, 2016, 04:01:37 AM
Quote from: Vee on April 10, 2016, 02:40:05 AM
Crash on game start on linux. Right after selecting the pawns you want to start with.
I've had the same problem with Colony Manager, the dev fixed it stating they changed the thread in which textures were loaded.
Here is the logfile: https://bpaste.net/show/a152f4a2a4d9
I selected EdBColonistBar as the only mod (besides core). Generated a new world and started a new game.

I also use Linux, and can confirm the bug.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: Dakkon on April 10, 2016, 04:35:55 AM
EdB I eagerly await your awesome mods but with the colonist bar v13 is now playable! :D
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: Riamu on April 10, 2016, 11:25:06 AM
now Alpha 13 is released lol Thank you <3
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: notfood on April 10, 2016, 01:07:36 PM
Quote from: Vee on April 10, 2016, 02:40:05 AM
Crash on game start on linux. Right after selecting the pawns you want to start with.
I've had the same problem with Colony Manager, the dev fixed it stating they changed the thread in which textures were loaded.
Here is the logfile: https://bpaste.net/show/a152f4a2a4d9
I selected EdBColonistBar as the only mod (besides core). Generated a new world and started a new game.

Another Linux confirm over here.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: EdB on April 10, 2016, 01:36:37 PM
Quote from: Vee on April 10, 2016, 02:40:05 AM
Crash on game start on linux. Right after selecting the pawns you want to start with.
I've had the same problem with Colony Manager, the dev fixed it stating they changed the thread in which textures were loaded.
Here is the logfile: https://bpaste.net/show/a152f4a2a4d9
I selected EdBColonistBar as the only mod (besides core). Generated a new world and started a new game.

I'll try to follow some of the suggestions about how to fix the texture loading problem.  Thanks for the bug report.  I don't have a Linux install to test on, so it will be difficult for me to confirm it before doing a release.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: winowmak3r on April 10, 2016, 02:30:55 PM
Thank you so much for releasing the mod (even if it's just the colonist bar) for a13 so quickly!
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: EdB on April 10, 2016, 02:50:43 PM
Quote from: Vee on April 10, 2016, 02:40:05 AM
Crash on game start on linux. Right after selecting the pawns you want to start with.
I've had the same problem with Colony Manager, the dev fixed it stating they changed the thread in which textures were loaded.
Here is the logfile: https://bpaste.net/show/a152f4a2a4d9
I selected EdBColonistBar as the only mod (besides core). Generated a new world and started a new game.

Can linux users give this one a try to see if it fixes the problem?
https://www.dropbox.com/s/ve1hvglejn3cd7f/EdBColonistBar-0.13.0.2.zip?dl=0

Please try it with only the ColonistBar mod enabled--I did not make any changes to Prepare Carefully or the Mod Order mod if you're using those also, so those two might still trigger an issue.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: Acruid on April 10, 2016, 03:23:51 PM
How to make this work with an existing save:

The components section looks like this in my save before...
<components>
<li Class="BreakdownManager" />
<li Class="RTMadSkills.MapComponent_RTSkillIncreaser" />
<li Class="RTFusebox.MapComponent_RTFusebox" />
<li Class="FluffyManager.Manager">
<JobStack>
<JobStack />
</JobStack>
</li>
</components>


And after:

<components>
<li Class="BreakdownManager" />
<li Class="RTMadSkills.MapComponent_RTSkillIncreaser" />
<li Class="RTFusebox.MapComponent_RTFusebox" />
<li Class="FluffyManager.Manager">
<JobStack>
<JobStack />
</JobStack>
</li>
<li Class="EdB.Interface.ComponentColonistBar" />
</components>
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: DestroyX on April 10, 2016, 03:36:17 PM
Quote from: Acruid on April 10, 2016, 03:23:51 PM
How to make this work with an existing save:
*snip*

dude... you are like.. literally jesus!
you saved my save :D

was getting alot of ppl and at some point it just gets super messy when you're already used to the bar
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: notfood on April 10, 2016, 05:40:16 PM
Quote from: EdB on April 10, 2016, 02:50:43 PM
Can linux users give this one a try to see if it fixes the problem?
https://www.dropbox.com/s/ve1hvglejn3cd7f/EdBColonistBar-0.13.0.2.zip?dl=0

Please try it with only the ColonistBar mod enabled--I did not make any changes to Prepare Carefully or the Mod Order mod if you're using those also, so those two might still trigger an issue.

Runs well! Thank you!
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: 2234541211 on April 10, 2016, 06:20:24 PM
Thanks for the colonist bar update!
It's so good, I can barley play without it.
I think this mod should be a part of the standard game! It's so useful and the game should have this stuff by default.

Thanks for the great work, you improved my experience with this game a great deal.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: EdB on April 10, 2016, 08:06:31 PM
Quote from: notfood on April 10, 2016, 05:40:16 PM
Quote from: EdB on April 10, 2016, 02:50:43 PM
Can linux users give this one a try to see if it fixes the problem?
https://www.dropbox.com/s/ve1hvglejn3cd7f/EdBColonistBar-0.13.0.2.zip?dl=0

Please try it with only the ColonistBar mod enabled--I did not make any changes to Prepare Carefully or the Mod Order mod if you're using those also, so those two might still trigger an issue.

Runs well! Thank you!

Thanks for confirming.  I swapped the download in the original post with this updated version.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: MisterVertigo on April 10, 2016, 09:06:52 PM
Quote from: Acruid on April 10, 2016, 03:23:51 PM
How to make this work with an existing save:
This worked perfectly. Thank you for posting this! I'm SO freakin' happy right now.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: Vee on April 11, 2016, 12:02:53 AM
Quote from: notfood on April 10, 2016, 05:40:16 PM
Quote from: EdB on April 10, 2016, 02:50:43 PM
Can linux users give this one a try to see if it fixes the problem?
https://www.dropbox.com/s/ve1hvglejn3cd7f/EdBColonistBar-0.13.0.2.zip?dl=0

Please try it with only the ColonistBar mod enabled--I did not make any changes to Prepare Carefully or the Mod Order mod if you're using those also, so those two might still trigger an issue.

Runs well! Thank you!

Same here. And the hack to make it run with an existing save does as well. Thank you!
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: A1win on April 11, 2016, 08:24:19 AM
I've had two crashes since I installed this (to an existing save file, though). Can't tell if it's because of the mod or not.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: WHiZ on April 11, 2016, 08:54:44 AM
Quote from: A1win on April 11, 2016, 08:24:19 AM
I've had two crashes since I installed this (to an existing save file, though). Can't tell if it's because of the mod or not.

I'm getting crashes too since adding it..
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: A1win on April 11, 2016, 09:48:37 AM
Crashes on A13 I mean. I haven't tried it with a new game though.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: WHiZ on April 11, 2016, 01:11:12 PM
I had to remove it from my savefile and the mod menu in a13 to stop the crashing. i wanted to clarify it isn't an instant crash, it happens after a time while playing.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: falcongrey on April 11, 2016, 03:46:26 PM
Quote from: A1win on April 11, 2016, 09:48:37 AM
Crashes on A13 I mean. I haven't tried it with a new game though.

I haven't seen it crash 'yet' on a new game... will post if it does. So far seems to be working great along side other mods such as Pawn State Icons and Itchy's mods.

Current list of mods in order:
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: hwoo on April 11, 2016, 03:48:34 PM
so this isn't ready just yet? love the look of this
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: Starhero on April 11, 2016, 05:25:15 PM
Quote from: falcongrey on April 11, 2016, 03:46:26 PM
Quote from: A1win on April 11, 2016, 09:48:37 AM
Crashes on A13 I mean. I haven't tried it with a new game though.

I haven't seen it crash 'yet' on a new game... will post if it does. So far seems to be working great along side other mods such as Pawn State Icons and Itchy's mods.

Current list of mods in order:

       
  • Core
  • EdBModOrder
  • Xerigium
  • M&amp;Co. MMS
  • Pawn State Icons
  • RT Fusebox
  • RT Storage
  • Stonecutting Tweak
  • RTGs
  • Modular Tables
  • Medical Training
  • LogWall-Stuffed
  • Fences
  • EdBColonistBar
  • EdBPrepareCarefully
  • LessIncidentTrolling


Lucky you! Either you don't actually use prepare carefully, or your actually lucky. Apparently when I start the game with both prepare and the standalone colonist bar, gen world, and prep carefully for ONE CHANGE..(i rename a guy or might add a single state for debugging)....nothings saved..

I have this thing where I start as me and my girlfriend and only us 2. When i have both mods on, no matter order, I get random pawns instead of my choices.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: dismar on April 11, 2016, 05:35:21 PM
lol didn't realize i had so many ppl in my game! man that bar makes a huge different :) thanks EdB !
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: Acruid on April 11, 2016, 05:51:55 PM
Crashing too since adding this to my existing save game.

The mod either contains a memory leak, or is aggravating a memory leak in the core game. You can watch the private memory usage slowly increase in task manager until it reaches 3.2GB, then the game will crash from out of memory issues. This seems to happen over an hour or so. My game without the mod enabled runs around 1.4GB private memory. Reloading the mod or the save game does not free up the memory.

Can some people that started a new game with the mod verify if it does not leak memory?
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: kosh401 on April 11, 2016, 07:10:31 PM
I was going to make a new post but will try here first.

I too am crashing after anywhere from 20-40 minutes play time due to a memory leak it seems. I've added a bunch of A13 mods so am unsure if it's this one specifically causing it, but perhaps it is as you guys are seeing it too. I played fine with HardcoreSK on A12 (8gb RAM, 290, 2500k) on Win10 64. For what it's worth, I zipped my mods folder and gave it to a friend and he's got the same crash. Both fresh A13 installs.

I attached a copy of my output_log rather than pasting it all in here. The bottom portion paste though is:

DynamicHeapAllocator out of memory - Could not get memory for large allocationCould not allocate memory: System out of memory!
Trying to allocate: 524288B with 4 alignment. MemoryLabel: STL
Allocation happend at: Line:74 in
Memory overview


[ ALLOC_DEFAULT ] used: 2264388005B | peak: 0B | reserved: 2424516664B

[ ALLOC_GFX ] used: 192674587B | peak: 0B | reserved: 230387812B

[ ALLOC_CACHEOBJECTS ] used: 65292B | peak: 0B | reserved: 10485760B

[ ALLOC_TYPETREE ] used: 0B | peak: 0B | reserved: 0B

[ ALLOC_PROFILER ] used: 599688B | peak: 0B | reserved: 8388608B
Could not allocate memory: System out of memory!
Trying to allocate: 524288B with 4 alignment. MemoryLabel: STL
Allocation happend at: Line:74 in
Memory overview


[ ALLOC_DEFAULT ] used: 2264388005B | peak: 0B | reserved: 2424516664B

[ ALLOC_GFX ] used: 192674587B | peak: 0B | reserved: 230387812B

[ ALLOC_CACHEOBJECTS ] used: 65292B | peak: 0B | reserved: 10485760B

[ ALLOC_TYPETREE ] used: 0B | peak: 0B | reserved: 0B

[ ALLOC_PROFILER ] used: 599688B | peak: 0B | reserved: 8388608B


(Filename:  Line: 920)

Crash!!!
  ERROR: Error while initializing dbghelp.dll, GetLastError: 'The operation completed successfully.' (Address: 00000000)

========== OUTPUTING STACK TRACE ==================

  ERROR: Error while initializing dbghelp.dll, GetLastError: 'The operation completed successfully.' (Address: 00000000)

========== END OF STACKTRACE ===========

**** Crash! ****



Any help or ideas would be greatly appreciated and I'm happy to provide more info etc if needed. Thanks




[attachment deleted by admin - too old]
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: Lumaan on April 11, 2016, 10:36:53 PM
Quote from: Acruid on April 11, 2016, 05:51:55 PM
Crashing too since adding this to my existing save game.

The mod either contains a memory leak, or is aggravating a memory leak in the core game. You can watch the private memory usage slowly increase in task manager until it reaches 3.2GB, then the game will crash from out of memory issues. This seems to happen over an hour or so. My game without the mod enabled runs around 1.4GB private memory. Reloading the mod or the save game does not free up the memory.

Can some people that started a new game with the mod verify if it does not leak memory?
Just did a test with only this and EdBModOrder loaded on a default size map without Permadeath, and 90 mins later no memory leak.
Will test some more to see if I can find what mods don't like playing together, and loadorder. A13 is what I'm testing here.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: falcongrey on April 12, 2016, 12:20:13 AM
I started a new game, never added to an existing. I do edit the pawns, all 3, to my personal like. Choosing age, and such. tweaking the stats a little then saved the group. Then started the new game. No crashes... all seems to work fine. :/
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: BlackSmokeDMax on April 12, 2016, 12:58:47 AM
Quote from: Acruid on April 11, 2016, 05:51:55 PM
Crashing too since adding this to my existing save game.

The mod either contains a memory leak, or is aggravating a memory leak in the core game. You can watch the private memory usage slowly increase in task manager until it reaches 3.2GB, then the game will crash from out of memory issues. This seems to happen over an hour or so. My game without the mod enabled runs around 1.4GB private memory. Reloading the mod or the save game does not free up the memory.

Can some people that started a new game with the mod verify if it does not leak memory?

I played a game on Sunday for about 6-8 hours with no crash. It was a new game with colonist bar as the only mod.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: RazorHed on April 12, 2016, 01:44:51 AM
Thank you so much.  I find the game unplayable anymore without the colonist bar .
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: kosh401 on April 12, 2016, 09:20:22 AM
I can't wait to be able to play without the crashing lol.. I'm going to link my /mods folder in case some kind soul wishes to test it for themselves:

https://drive.google.com/open?id=0BxX3oVHZEsP2T0dZc18zR2JhSms (16MB)

I have been using the largest 400x map... but I played HardcoreSK on that map size with no problems on A12 just a few weeks ago. And that's a 400MB mod folder.

Fresh crash.dmp, error, output_log, and report file linked:

https://drive.google.com/open?id=0BxX3oVHZEsP2TE9yX0FreG5LUGc

"EdB.Interface.ColonistBarDrawer" is specifically mentioned on the output_log in the *** Crash ! *** section at the bottom but it's all mostly jibberish to me :/   

Anyway I hope this is helpful somehow.. Love the mods :D
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: EdB on April 12, 2016, 11:11:35 AM
Quote from: Acruid on April 11, 2016, 05:51:55 PM
Crashing too since adding this to my existing save game.

The mod either contains a memory leak, or is aggravating a memory leak in the core game. You can watch the private memory usage slowly increase in task manager until it reaches 3.2GB, then the game will crash from out of memory issues. This seems to happen over an hour or so. My game without the mod enabled runs around 1.4GB private memory. Reloading the mod or the save game does not free up the memory.

Can some people that started a new game with the mod verify if it does not leak memory?

Thanks everyone who is investigating this.  I will spend some time looking into it.  If you are testing this out, be sure that you have the second version on the colonist bar that was released on Sunday (this version has the Linux fix).
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: BlackSmokeDMax on April 12, 2016, 11:59:41 AM
Quote from: EdB on April 12, 2016, 11:11:35 AM
Quote from: Acruid on April 11, 2016, 05:51:55 PM
Crashing too since adding this to my existing save game.

The mod either contains a memory leak, or is aggravating a memory leak in the core game. You can watch the private memory usage slowly increase in task manager until it reaches 3.2GB, then the game will crash from out of memory issues. This seems to happen over an hour or so. My game without the mod enabled runs around 1.4GB private memory. Reloading the mod or the save game does not free up the memory.

Can some people that started a new game with the mod verify if it does not leak memory?

Thanks everyone who is investigating this.  I will spend some time looking into it.  If you are testing this out, be sure that you have the second version on the colonist bar that was released on Sunday (this version has the Linux fix).

Hi EdB, First of all... thanks for all the work on these RimWorld projects!

Next, a question, I downloaded and am running the first version of the colonist bar with no problems (on windows), was the linux fix the only thing in that second release? Basically, if I'm having no problems, do you think I should just keep at it with this version, at least until my next new game?
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: mattb150 on April 12, 2016, 06:56:37 PM
I'm also leaking memory.  I have a number of mods in use.  Dumping my modcfg file here for comparison.

Quote from: kosh401 on April 12, 2016, 09:20:22 AM
I can't wait to be able to play without the crashing lol.. I'm going to link my /mods folder in case some kind soul wishes to test it for themselves:

https://drive.google.com/open?id=0BxX3oVHZEsP2T0dZc18zR2JhSms (16MB)

I have been using the largest 400x map... but I played HardcoreSK on that map size with no problems on A12 just a few weeks ago. And that's a 400MB mod folder.

Fresh crash.dmp, error, output_log, and report file linked:

https://drive.google.com/open?id=0BxX3oVHZEsP2TE9yX0FreG5LUGc

"EdB.Interface.ColonistBarDrawer" is specifically mentioned on the output_log in the *** Crash ! *** section at the bottom but it's all mostly jibberish to me :/   

Anyway I hope this is helpful somehow.. Love the mods :D

The only mods you and I have in common are Additional Joy Objects, Mideval Shields, Rimfire, Colonist Bar, and RW mods Enhanced Tabs, Manager, and Medical Info.  I think it must be one of these mods.

[attachment deleted by admin - too old]
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: Astasia on April 12, 2016, 07:34:30 PM
Quote from: mattb150 on April 12, 2016, 06:56:37 PM
I'm also leaking memory.  I have a number of mods in use.  Dumping my modcfg file here for comparison.

I'm getting the memory leak as well, only other mods I share with you are Rimsenal and Rimsenal_security. I downloaded this yesterday and started a new game. I didn't play long enough to crash at all yesterday, today I've had a couple crashes after ~2 hour sessions.

Core
EdBModOrder
EdBPrepareCarefully
Mad Skills
ResourceKompression
Rimsenal
Rimsenal_hair
Rimsenal_Security
EdBColonistBar
ExpandedProsthetics&amp;OrganEngineering
EasyCure

EasyCure is a tiny personal mod that just makes diseases go away a lot faster, just alters a few values in Hediffs_Infections.xml.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: mattb150 on April 12, 2016, 08:16:05 PM
Quote from: Astasia on April 12, 2016, 07:34:30 PM
Quote from: mattb150 on April 12, 2016, 06:56:37 PM
I'm also leaking memory.  I have a number of mods in use.  Dumping my modcfg file here for comparison.

I'm getting the memory leak as well, only other mods I share with you are Rimsenal and Rimsenal_security. I downloaded this yesterday and started a new game. I didn't play long enough to crash at all yesterday, today I've had a couple crashes after ~2 hour sessions.

Core
EdBModOrder
EdBPrepareCarefully
Mad Skills
ResourceKompression
Rimsenal
Rimsenal_hair
Rimsenal_Security
EdBColonistBar
ExpandedProsthetics&amp;OrganEngineering
EasyCure

EasyCure is a tiny personal mod that just makes diseases go away a lot faster, just alters a few values in Hediffs_Infections.xml.

What's strange is, while you and I share Rimsenal in common, another user in this thread is having the same issue and doesn't even use Rimsenal.  The only mod you, that user, and I share in common is the Colonist Bar.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: Lumaan on April 12, 2016, 09:14:12 PM
Some more testing on the memory leak. And seem like it's all about the loadorder, this is the loadorder I've been using for 2½ hours now without the game getting over 2Gb RAM.
Quote<ModsConfigData>
  <buildNumber>1135</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>EdBModOrder</li>
    <li>More Factions Spawn</li>
    <li>Rimsenal</li>
    <li>Rimsenal_hair</li>
    <li>CPHaulage</li>
    <li>EnviroSeeds_SK</li>
    <li>PackMuffalo</li>
    <li>Fences</li>
    <li>More Furniture</li>
    <li>AllowTool</li>
    <li>RW_MedicalInfo</li>
    <li>RW_EnhancedTabs</li>
    <li>RW_Manager</li>
    <li>EdBColonistBar</li>
  </activeMods>
</ModsConfigData>

If I have EdBColonistbar not as last mods in the loadorder I'm having memory leak.. Why? I don't know, maybe EdB have an idea why.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: Truthowl on April 13, 2016, 06:26:49 AM
Excellent!!!!!!!!!! EdB thank you very much for working on updating this and your prepare carefully mod. They are 2 mods i simply cannot play without.

Now I'll probably give A13 another chance. It just wasn't any fun the last time I played. Which was without these 2 mods of yours.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: MisterVertigo on April 13, 2016, 08:29:36 AM
Thank you for the info on that memory leak. My game has been crashing too. Here is my mod list:

Core
EdBModOrder
RW_EnhancedTabs-0.13.0.1
VeinMiner
EdBColonistBar
Pawn State Icons
AllowTool
RW_Blueprints-0.13.0.1
RW_Manager-0.13.0.2
RW_FluffyRelations-0.13.0.1

I have some in common with you guys, and a few you don't. As you can see EdBColonistBar is not last, so I will change that and see if it helps.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: mattb150 on April 13, 2016, 11:08:04 AM
Quote from: MisterVertigo on April 13, 2016, 08:29:36 AM
Thank you for the info on that memory leak. My game has been crashing too. Here is my mod list:

Core
EdBModOrder
RW_EnhancedTabs-0.13.0.1
VeinMiner
EdBColonistBar
Pawn State Icons
AllowTool
RW_Blueprints-0.13.0.1
RW_Manager-0.13.0.2
RW_FluffyRelations-0.13.0.1

I have some in common with you guys, and a few you don't. As you can see EdBColonistBar is not last, so I will change that and see if it helps.

You and I share RW Enhanced Tabs, Colonist Bar, and RW Manager.  The only mod that seems to be common among all experiencing the memory leak is Colonist Bar.  Just posting this for troubleshooting clarity.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: Lumaan on April 13, 2016, 11:31:14 AM
Quote from: Lumaan on April 12, 2016, 09:14:12 PM
Some more testing on the memory leak. And seem like it's all about the loadorder, this is the loadorder I've been using for 2½ hours now without the game getting over 2Gb RAM.
Quote<ModsConfigData>
  <buildNumber>1135</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>EdBModOrder</li>
    <li>More Factions Spawn</li>
    <li>Rimsenal</li>
    <li>Rimsenal_hair</li>
    <li>CPHaulage</li>
    <li>EnviroSeeds_SK</li>
    <li>PackMuffalo</li>
    <li>Fences</li>
    <li>More Furniture</li>
    <li>AllowTool</li>
    <li>RW_MedicalInfo</li>
    <li>RW_EnhancedTabs</li>
    <li>RW_Manager</li>
    <li>EdBColonistBar</li>
  </activeMods>
</ModsConfigData>

If I have EdBColonistbar not as last mods in the loadorder I'm having memory leak.. Why? I don't know, maybe EdB have an idea why.
This mods and loadorder worked for 3 hours without memory leak before I quit for a break, spotted a few mods I'd like to try, installed them and reloaded the save and 30 mins later I almost hit the 3.2Gb+ RAM wall *3 hours around 1.8-2Gb RAM use, then 30 min new mods went from 2Gb to 3.1Gb.. hmm*

Went to bed and after a nice sleep I'm testing again, this time on a new world/save with old and new mods. 40 mins so far with RAM use around 1.6Gb, no memory leak. :o

Game seems like not liking new mods into "old" worlds/saves.

Will keep testing this.

Edit: After a restart of the game the save now make memory leak  :'(
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: kosh401 on April 13, 2016, 05:51:36 PM
FYI I just tested using Colony Bar on the lowest of the mod loading order and still had the crash unfortunately.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: RickyMartini on April 13, 2016, 06:52:57 PM
Quote from: kosh401 on April 13, 2016, 05:51:36 PM
FYI I just tested using Colony Bar on the lowest of the mod loading order and still had the crash unfortunately.

Maybe other mods that are causing this? There shouldn't be a problem like this.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: spazkat on April 13, 2016, 09:28:50 PM
I wish, but the only mod I'm using is this one. I have had it crash on permadeath and non-permadeath and version 1 & 2 of the mod, and they were all because it ran out of memory.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: Dave-In-Texas on April 13, 2016, 11:31:29 PM
for me any mod that uses assemblies appears to be the issue.  the british flag on the front screen changes to a purple x and eventually the game crashes.  the crash sometimes generates data to upload, sometimes windows catches it and the most recent one the game world went all rainbow colored and then windows intercepted the crash.

the crash stuff never happened while i was play testing alpha 13.. and i played much longer than this.

the purple x issue is because of an unloaded texture - its a sign of something internal getting corrupted..    as painful as it may be i'm going to try a play through without any of the mods i use that have assemblies (other than prepare carefully lol..) and see if it still crashes.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: kosh401 on April 13, 2016, 11:43:37 PM
I just went all evening without any crashing AFTER I removed this mod from my mod list (crashing every 20-30 mins before across multiple games). I left all other mods as-is (mod list + crash reports linked on previous page of this thread) so it's definitely this one causing it.

So the good news is the game is 'playable' crash free without this mod... the bad news is the game isn't really playable without this mod because it's so awesome lol ><  Hopefully Edb can figure it out without too much trouble... I'm glad to help provide any more info too if needed. Cheers :)
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: Dave-In-Texas on April 14, 2016, 12:13:37 AM
Quote from: kosh401 on April 13, 2016, 11:43:37 PM
I just went all evening without any crashing AFTER I removed this mod from my mod list (crashing every 20-30 mins before across multiple games). I left all other mods as-is (mod list + crash reports linked on previous page of this thread) so it's definitely this one causing it.

So the good news is the game is 'playable' crash free without this mod... the bad news is the game isn't really playable without this mod because it's so awesome lol ><  Hopefully Edb can figure it out without too much trouble... I'm glad to help provide any more info too if needed. Cheers :)

ok.. cool, going to try that instead. lol

edit: hours later,  multiple saves, picking the game back up no further crashes.  so regretfully i can confirm that for me, dropping the colonist bar (as necessary as it is) fixed the problem f or me.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: mattb150 on April 14, 2016, 11:49:48 AM
I, too, with great sadness in my heart, must report that removal of Colonist Bar has resolved the memory leak.  I can now play the same save file indefinitely, and memory usage does not appear to climb when the game is paused.

Alas, my eyes weep great tears :(
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: MisterVertigo on April 14, 2016, 12:47:36 PM
I came here to report what the rest of you have, but you all beat me to it. I'm gonna keep using the mod, I'm just going to save a bit more often. I can hardly stand to play without this mod! :)
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: Fluffy (l2032) on April 14, 2016, 05:40:42 PM
So I got tired of waiting for EdB to fix the leak in his UI/Colonist bar mod, and since I already had most of the code for rendering pawns (my own, EdB's stuff is much more advanced), I figured I might as well make myself useful. I've released a pawn bar mini-mod. It tries to copy the utility of EdB's colonist bar.

This is a really rudimentary implementation of the colonist bar. It shows your currently alive and non-kidnapped colonists (dead/kidnapped disappear immediately), and allows you to select them with click and shift-click, jump to them with double click, and select all with middle click.

I won't add extra features, only reason I'm releasing this is to tide people over until EdB fixes his much better implementation.

Note: It's a blatant copy in spirit, a ripoff in design, but the code is all my own original work (I'm convinced EdB is a black magician - that stuff is way beyond my skills).
https://ludeon.com/forums/index.php?topic=16120.0
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: Lumaan on April 14, 2016, 06:28:52 PM
Quote from: Fluffy (l2032) on April 14, 2016, 05:40:42 PM
So I got tired of waiting for EdB to fix the leak in his UI/Colonist bar mod, and since I already had most of the code for rendering pawns (my own, EdB's stuff is much more advanced), I figured I might as well make myself useful. I've released a pawn bar mini-mod. It tries to copy the utility of EdB's colonist bar.

This is a really rudimentary implementation of the colonist bar. It shows your currently alive and non-kidnapped colonists (dead/kidnapped disappear immediately), and allows you to select them with click and shift-click, jump to them with double click, and select all with middle click.

I won't add extra features, only reason I'm releasing this is to tide people over until EdB fixes his much better implementation.

Note: It's a blatant copy in spirit, a ripoff in design, but the code is all my own original work (I'm convinced EdB is a black magician - that stuff is way beyond my skills).
https://ludeon.com/forums/index.php?topic=16120.0
Thank you, as a easy workaround until EdB gets time to work on he's mod(s) :)

And just to let other know how to get it in an already A13 save go read here https://ludeon.com/forums/index.php?topic=5258.msg203392#msg203392
Replace the "<li Class="EdB.Interface.ComponentColonistBar" />" with "<li Class="PawnBar.Mapcomponent_PawnBar" />"  8)
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: WHiZ on April 14, 2016, 07:52:53 PM
Quote from: Fluffy (l2032) on April 14, 2016, 05:40:42 PM
So I got tired of waiting for EdB to fix the leak in his UI/Colonist bar mod, and since I already had most of the code for rendering pawns (my own, EdB's stuff is much more advanced), I figured I might as well make myself useful. I've released a pawn bar mini-mod. It tries to copy the utility of EdB's colonist bar.

thank you fluffy, works like a charm so far!
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: Truthowl on April 14, 2016, 09:53:04 PM
Thank you @Fluffy
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: Fluffy (l2032) on April 15, 2016, 03:01:31 AM
Quote from: Lumaan on April 14, 2016, 06:28:52 PM
And just to let other know how to get it in an already A13 save go read here https://ludeon.com/forums/index.php?topic=5258.msg203392#msg203392
Replace the "<li Class="EdB.Interface.ComponentColonistBar" />" with "<li Class="PawnBar.Mapcomponent_PawnBar" />"  8)
Ah yes, thanks for pointing that out! It doesn't apply on existing games out of the box, you'll have to do a minor save game edit. Don't worry, it won't break existing games (assuming you do the edit correctly - make a backup!)
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: EdB on April 15, 2016, 09:59:23 AM
I was unable to work on the mods this week, but I'm back now and will start trying to figure out what's going on.  Unfortunately, there's nothing obvious in the code that is screaming "memory leak!", and I can't reproduce the problem with the simplest approach (new game with only this mod enabled).  Thanks to everyone for all of the investigation and information.  I will dig in and try to figure it out.

EDIT:  I can definitely see an obvious difference in memory usage between when the mod is enabled and when it is not.  That will make it easier to figure out.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: mattb150 on April 15, 2016, 01:44:25 PM
Thank you Fluffy for the sub-in and thank you EdB for looking into the issue!!  I would be happy to provide anything that might be useful, from save files that have memory-leakage issues to whatever else might be handy.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: Topper on April 15, 2016, 02:00:07 PM
Why hasnt colonist bar, mod manager and prepare carefully integrated into the core game? Been asking for several alphas now. Is this an issue of the dev not cooperating or are not you willing to release your mods?
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: Kluge on April 15, 2016, 02:13:39 PM
Quote from: Topper on April 15, 2016, 02:00:07 PM
Why hasnt colonist bar, mod manager and prepare carefully integrated into the core game? Been asking for several alphas now. Is this an issue of the dev not cooperating or are not you willing to release your mods?
It may be a case of Tynan and Piotr not wanting to accept advanced third-party code which may cause, Idunno... memory leaks. :P -And then they'd have to go back and debug unfamiliar code because EdB isn't an employee. The obvious solution is to poach EdB from whatever company is currently stealing his time from superior projects. :D
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: hwoo on April 15, 2016, 03:04:45 PM
Quote from: Kluge on April 15, 2016, 02:13:39 PM
Quote from: Topper on April 15, 2016, 02:00:07 PM
Why hasnt colonist bar, mod manager and prepare carefully integrated into the core game? Been asking for several alphas now. Is this an issue of the dev not cooperating or are not you willing to release your mods?
It may be a case of Tynan and Piotr not wanting to accept advanced third-party code which may cause, Idunno... memory leaks. :P -And then they'd have to go back and debug unfamiliar code because EdB isn't an employee. The obvious solution is to poach EdB from whatever company is currently stealing his time from superior projects. :D

It could be more of a Dev issue. As noimage recently said he was treated quite badly by a couple of them though he gave no names so there's obviously something going on between modders and devs which is sad to hear if that's the case.

Especially due to the case that no matter how good the base game is, modders are what make the game always interesting if there's always something new. Which retains player base and in turn can lead to more revenue more often than not. To mistreat them is not only just rude but bad business sense.

Obviously this is hearsay so I'm not saying that's the case.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: winowmak3r on April 15, 2016, 03:13:56 PM
Thanks for the update EdB! I'm not much of a coder so I really appreciate you working to get this and your other mods updated!
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: BMS on April 15, 2016, 03:31:19 PM
Quote from: EdB on April 15, 2016, 09:59:23 AM
I will dig in and try to figure it out.

I don't post much but just wanted to say EdB = KING.  without EdB mods I play other games
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: falcongrey on April 15, 2016, 03:44:21 PM
Quote from: Kluge on April 15, 2016, 02:13:39 PM
Quote from: Topper on April 15, 2016, 02:00:07 PM
Why hasnt colonist bar, mod manager and prepare carefully integrated into the core game? Been asking for several alphas now. Is this an issue of the dev not cooperating or are not you willing to release your mods?
It may be a case of Tynan and Piotr not wanting to accept advanced third-party code which may cause, Idunno... memory leaks. :P -And then they'd have to go back and debug unfamiliar code because EdB isn't an employee. The obvious solution is to poach EdB from whatever company is currently stealing his time from superior projects. :D

Or a third possibility, Tynan slowly begins to incorporate his own variant of this same idea with permission of course. It also will be more of a 'polish' part and he may simply be waiting to add something like this at that stage of development instead of adding more complex codes to parse through before that state which can also break.

There is a 4th possibility, Tynan may simply not want to go down this kind of interface road. :)

Quote from: EdB on April 15, 2016, 09:59:23 AM
I was unable to work on the mods this week, but I'm back now and will start trying to figure out what's going on.  Unfortunately, there's nothing obvious in the code that is screaming "memory leak!", and I can't reproduce the problem with the simplest approach (new game with only this mod enabled).  Thanks to everyone for all of the investigation and information.  I will dig in and try to figure it out.

EDIT:  I can definitely see an obvious difference in memory usage between when the mod is enabled and when it is not.  That will make it easier to figure out.

Take your time and thank you for all your hard work.

I personally feel the game is just not the same without your 3 mods!
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: Astasia on April 15, 2016, 04:42:19 PM
Quote from: EdB on April 15, 2016, 09:59:23 AM
I was unable to work on the mods this week, but I'm back now and will start trying to figure out what's going on.  Unfortunately, there's nothing obvious in the code that is screaming "memory leak!", and I can't reproduce the problem with the simplest approach (new game with only this mod enabled).  Thanks to everyone for all of the investigation and information.  I will dig in and try to figure it out.

EDIT:  I can definitely see an obvious difference in memory usage between when the mod is enabled and when it is not.  That will make it easier to figure out.

From what I gathered from the reports and playing, if you start a new game with this mod it doesn't leak memory right away. It's not until you save the game, quit, then reload it, that it starts leaking. Either that or it's very dependent on number of pawns, with little to no leak with the starting 3 colonists, and a much faster and more obvious leak with a higher number.

Hopefully that makes it easier to reproduce and track down.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: EdB on April 15, 2016, 11:05:06 PM
Quote from: Astasia on April 15, 2016, 04:42:19 PM
From what I gathered from the reports and playing, if you start a new game with this mod it doesn't leak memory right away. It's not until you save the game, quit, then reload it, that it starts leaking. Either that or it's very dependent on number of pawns, with little to no leak with the starting 3 colonists, and a much faster and more obvious leak with a higher number.

Yes, that is correct.  I'm pretty sure it only affected games loaded from a save.  I've posted a new version of the colonist bar mod that I believe fixes the memory issue.  These things are difficult to test and verify, but I definitely saw the problem in the previous version and am not seeing the same behavior in the new version.  That said, I have not been playing the game for hours at a time, so I can't be certain that there aren't other memory issues besides the one I fixed.

I certainly appreciate the patience, and all of the work of everyone who's been gathering information about the problem.  It definitely pointed me in the right direction.

For anyone curious about the technical details: there's a quirk about the way the vanilla game loads map components.  When loading a saved game, it creates two instances of the map component class, which of course calls the constructor twice.  I was doing some initialization in the constructor that, when called twice, triggered a memory issue.  I reworked the way the mod is initialized to avoid the problem.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 - Update on Alpha 13 Progress (14 Apr 2016)
Post by: pktongrimworld on April 15, 2016, 11:10:34 PM
<3 EdB
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 - Update on Alpha 13 Progress (14 Apr 2016)
Post by: Lumaan on April 15, 2016, 11:27:17 PM
@EdB - Will do some testing of the new build. :)

Edit: Made a new world and a new save, saved and restarted the game, loaded up the save and 2 hours later still no sign of memory leak :)
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 - Update on Alpha 13 Progress (14 Apr 2016)
Post by: Acruid on April 16, 2016, 06:43:35 PM
I added it back into an existing save. Three hours later the private memory of the game had only increased by ~200MB, so it looks like you fixed it.

Thanks for your work and your essential mod EdB!
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 - Update on Alpha 13 Progress (14 Apr 2016)
Post by: bonebaby on April 17, 2016, 12:33:47 AM
Was getting the memory leak crashes, so I pulled the latest update and started a new world.  Everything looks good, then saved and exited.  Upon loading up the save, the colonist bar is duplicated, instead of 4 colonists theres 8 in the bar.  Two icons per colonist.  Still, it's better than crashing I suppose  ::)

-BB
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 - Update on Alpha 13 Progress (14 Apr 2016)
Post by: Lumaan on April 17, 2016, 12:41:24 AM
Quote from: bonebaby on April 17, 2016, 12:33:47 AM
Was getting the memory leak crashes, so I pulled the latest update and started a new world.  Everything looks good, then saved and exited.  Upon loading up the save, the colonist bar is duplicated, instead of 4 colonists theres 8 in the bar.  Two icons per colonist.  Still, it's better than crashing I suppose  ::)

-BB
Did you delete the folder before installing the new version? If not the you have 2 dll's - EdBInterface.dll (old), EdBColonistBar.dll (new) under ...\Mods\EdBColonistBar\Assemblies - Delete EdBInterface.dll  8)

Have a habit of checking what's change file wise in mods when they update. That's a habit I got after 15+ years using mods i many games  ;D And caught the name change on the dll...
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 - Update on Alpha 13 Progress (14 Apr 2016)
Post by: bonebaby on April 17, 2016, 02:06:54 AM
I'll give that a shot, thanks for the tip.

-BB
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 - Update on Alpha 13 Progress (14 Apr 2016)
Post by: bonebaby on April 17, 2016, 10:51:27 AM
Quote from: Lumaan on April 17, 2016, 12:41:24 AM
Did you delete the folder before installing the new version? If not the you have 2 dll's - EdBInterface.dll (old), EdBColonistBar.dll (new) under ...\Mods\EdBColonistBar\Assemblies - Delete EdBInterface.dll  8)

Have a habit of checking what's change file wise in mods when they update. That's a habit I got after 15+ years using mods i many games  ;D And caught the name change on the dll...

After deleting the old mod folder, and re-extracting the new one the dupe icon issue is resolved.  Thanks for the tip about working with mods, I'll remember it for sure!

-BB
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 - Update on Alpha 13 Progress (14 Apr 2016)
Post by: VirazolKaine on April 19, 2016, 05:34:51 PM
Is it possible to enable the colonist bar to display pets as well?
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 - Update on Alpha 13 Progress (14 Apr 2016)
Post by: GrumpyGrobby on April 21, 2016, 08:10:30 AM
I can't get the Colonist Bar to show at all.  the only Mods I have active are Core -> EdB Mod Order -> EdB Colonist Bar.  The Mod order seems to be working when I check it (although it has to be restarted every time I start the game), but the Colonist Bar never shows when I load a game or start a new game.....  :(

Update: When I only load Core -> Colonist Bar and start a new game it works.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 - Update on Alpha 13 Progress (14 Apr 2016)
Post by: Rock5 on April 22, 2016, 12:07:10 AM
Quote from first post.
QuoteYou cannot add it to an existing game without modifying your save file (https://ludeon.com/forums/index.php?topic=5258.msg203392#msg203392).
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 - Update on Alpha 13 Progress (14 Apr 2016)
Post by: ComputerCynthia on April 22, 2016, 04:45:11 AM
Do you have to start a new world and colony when you the delete folder and re-extract the Colony Bar .3 update?
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 - Update on Alpha 13 Progress (14 Apr 2016)
Post by: Acruid on April 22, 2016, 10:11:49 AM
No, if the save already has a previous version working, just replace the mod folder to update.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 - Update on Alpha 13 Progress (14 Apr 2016)
Post by: ComputerCynthia on April 22, 2016, 10:35:15 AM
Quote from: Acruid on April 22, 2016, 10:11:49 AM
No, if the save already has a previous version working, just replace the mod folder to update.
Then, I'm still having the issue after trying the "Version 0.13.0.3 (2016-04-15) " with having sent the folder in the game mod's folder to the trash. "EdBColonistBar-0.13.0.3.zip"

I get run-away memory and double bars of colonists. Can hide those bars independently. Not sure what I'm doing incorrectly/differently. Apart from I'm also running Allow Tool, Pawn Icon States and Veinminer... I have attached a few screen shots.

[attachment deleted by admin - too old]
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 - Update on Alpha 13 Progress (14 Apr 2016)
Post by: Acruid on April 22, 2016, 11:18:04 AM
Make sure you fully deleted the old versions folder out of the mods, before placing the new version in. The assembly name changed between versions, double check you don't have both loading.

The only other thing I can think of is you have two map components loading in your save, use the save edit guide (https://ludeon.com/forums/index.php?topic=5258.msg203392#msg203392) to make sure you only have one copy of the component in your save file. Delete any extra copies of the line.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: ORCACommander on April 22, 2016, 11:54:51 AM
Quote from: Kluge on April 15, 2016, 02:13:39 PM
Quote from: Topper on April 15, 2016, 02:00:07 PM
Why hasnt colonist bar, mod manager and prepare carefully integrated into the core game? Been asking for several alphas now. Is this an issue of the dev not cooperating or are not you willing to release your mods?
It may be a case of Tynan and Piotr not wanting to accept advanced third-party code which may cause, Idunno... memory leaks. :P -And then they'd have to go back and debug unfamiliar code because EdB isn't an employee. The obvious solution is to poach EdB from whatever company is currently stealing his time from superior projects. :D

I wish i could source it but i heard a while back that the reason EUI is not copied or directly integrated is because the devs are optimizing for a 720p windowed mode while eui makes more sense in a 1080p full screen mode where there is extra real estate for the additional UI elements

well keep on trucking Ed. I hope we can see a full update soon.

Wish List: Can we do something about all the different work benches? That menu just seems far to cluttered especially when mods become involved.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 - Update on Alpha 13 Progress (14 Apr 2016)
Post by: ComputerCynthia on April 22, 2016, 02:14:15 PM
Acruid,
Thanks for the call-back to the how-to on opening the file for the component. There was two lines. That did remove the second rendering of the bar. I'm testing now to see how long the game can go without a crash.

I just done did my first Rimworld 'hack!'
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: Totti on April 25, 2016, 07:11:32 AM
Quote from: Acruid on April 10, 2016, 03:23:51 PM
How to make this work with an existing save:

  • Open save file with notepad at: "C:\Users\<USERNAME>\AppData\LocalLow\Ludeon Studios\RimWorld\Saves\".
  • Ctrl+F, search for the tag "<components>".
  • Add the EDB interface component to the list. The line is "<li Class="EdB.Interface.ComponentColonistBar" />".
  • Save...
  • Profit!

The components section looks like this in my save before...
<components>
<li Class="BreakdownManager" />
<li Class="RTMadSkills.MapComponent_RTSkillIncreaser" />
<li Class="RTFusebox.MapComponent_RTFusebox" />
<li Class="FluffyManager.Manager">
<JobStack>
<JobStack />
</JobStack>
</li>
</components>


And after:

<components>
<li Class="BreakdownManager" />
<li Class="RTMadSkills.MapComponent_RTSkillIncreaser" />
<li Class="RTFusebox.MapComponent_RTFusebox" />
<li Class="FluffyManager.Manager">
<JobStack>
<JobStack />
</JobStack>
</li>
<li Class="EdB.Interface.ComponentColonistBar" />
</components>


Got a problem and I can't open my save anymore.
http://prnt.sc/awkpso
http://prntscr.com/awktuf
http://prntscr.com/awku0a
Please help, I don't want to lose this map.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: qurffe on April 25, 2016, 08:07:46 AM
Quote from: Totti on April 25, 2016, 07:11:32 AM
Quote from: Acruid on April 10, 2016, 03:23:51 PM
How to make this work with an existing save:

  • Open save file with notepad at: "C:\Users\<USERNAME>\AppData\LocalLow\Ludeon Studios\RimWorld\Saves\".
  • Ctrl+F, search for the tag "<components>".
  • Add the EDB interface component to the list. The line is "<li Class="EdB.Interface.ComponentColonistBar" />".
  • Save...
  • Profit!

The components section looks like this in my save before...
<components>
<li Class="BreakdownManager" />
<li Class="RTMadSkills.MapComponent_RTSkillIncreaser" />
<li Class="RTFusebox.MapComponent_RTFusebox" />
<li Class="FluffyManager.Manager">
<JobStack>
<JobStack />
</JobStack>
</li>
</components>


And after:

<components>
<li Class="BreakdownManager" />
<li Class="RTMadSkills.MapComponent_RTSkillIncreaser" />
<li Class="RTFusebox.MapComponent_RTFusebox" />
<li Class="FluffyManager.Manager">
<JobStack>
<JobStack />
</JobStack>
</li>
<li Class="EdB.Interface.ComponentColonistBar" />
</components>


Got a problem and I can't open my save anymore.
http://prnt.sc/awkpso
http://prntscr.com/awktuf
http://prntscr.com/awku0a
Please help, I don't want to lose this map.

Rather just put the line right below <components>, and it should hopefully work?
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 - Update on Alpha 13 Progress (14 Apr 2016)
Post by: Totti on April 25, 2016, 08:49:48 AM
I did it like you said.
http://prntscr.com/awlyhx
But still got this error
http://prntscr.com/awlz3v
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 - Update on Alpha 13 Progress (14 Apr 2016)
Post by: qurffe on April 25, 2016, 09:09:34 AM
i have no idea about that error but it doesnt seem to have anything to do with this mod? As a test you could just disable mods and try to start a new game and see if that works, cause system.xml.dll seems like core file? But i am not really coder so who knows.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 - Update on Alpha 13 Progress (14 Apr 2016)
Post by: jackarbiter on April 25, 2016, 09:10:42 AM
Quote from: Totti on April 25, 2016, 08:49:48 AM
I did it like you said.
http://prntscr.com/awlyhx
But still got this error
http://prntscr.com/awlz3v
Find line 69872 position 15 and see if there's a missing >

Odds are that's the last line and there isn't a missing > but it's missing well above that somewhere, I dunno. But worth a shot.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 - Update on Alpha 13 Progress (14 Apr 2016)
Post by: Totti on April 25, 2016, 09:29:02 AM
http://prntscr.com/awmhgs
This seems to be the problem. But how do I fix it?
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 - Update on Alpha 13 Progress (14 Apr 2016)
Post by: jackarbiter on April 25, 2016, 10:01:28 AM
Quote from: Totti on April 25, 2016, 09:29:02 AM
http://prntscr.com/awmhgs
This seems to be the problem. But how do I fix it?

It looks like however the file was saved, either in game while having the mod loaded incorrectly or after you "fixed it," it got way corrupted. I doubt there's a way to fix that manually since there is probably more than one or two lines missing. Do you have a slightly earlier save or one you could compare the end to?
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 - Update on Alpha 13 Progress (14 Apr 2016)
Post by: Totti on April 25, 2016, 10:11:34 AM
I already switched to the auto saved one :D but thanks anyway
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 (2 Oct 2015) - Update on Alpha 13 Progress
Post by: Argelle on April 26, 2016, 05:38:01 AM
Quote from: Acruid on April 10, 2016, 03:23:51 PM
How to make this work with an existing save:

  • Open save file with notepad at: "C:\Users\<USERNAME>\AppData\LocalLow\Ludeon Studios\RimWorld\Saves\".
  • Ctrl+F, search for the tag "<components>".
  • Add the EDB interface component to the list. The line is "<li Class="EdB.Interface.ComponentColonistBar" />".
  • Save...
  • Profit!

The components section looks like this in my save before...
<components>
<li Class="BreakdownManager" />
<li Class="RTMadSkills.MapComponent_RTSkillIncreaser" />
<li Class="RTFusebox.MapComponent_RTFusebox" />
<li Class="FluffyManager.Manager">
<JobStack>
<JobStack />
</JobStack>
</li>
</components>


And after:

<components>
<li Class="BreakdownManager" />
<li Class="RTMadSkills.MapComponent_RTSkillIncreaser" />
<li Class="RTFusebox.MapComponent_RTFusebox" />
<li Class="FluffyManager.Manager">
<JobStack>
<JobStack />
</JobStack>
</li>
<li Class="EdB.Interface.ComponentColonistBar" />
</components>


Just curious (I'm NOT a programmer at all) as to why <li Class="EdB.Interface.ComponentColonistBar" /> is after </li> ?
(if li and /li are open and close list...)
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 - Update on Alpha 13 Progress (14 Apr 2016)
Post by: Rock5 on April 26, 2016, 05:49:29 AM
If you end an xml tag with /> you are closing that tag. So
<li Class="BreakdownManager" />
Opens with <li and closes with />.

If you need to add something between the open and close tags then you end the open tag with just > and close it with </li>, Eg.
<li Class="FluffyManager.Manager">
<JobStack>
<JobStack />
</JobStack>
</li>

Notice how the first line doesn't end with /> but only > so it's still open.

Hope that helps.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 - Update on Alpha 13 Progress (14 Apr 2016)
Post by: Argelle on April 26, 2016, 05:58:55 AM
It certainelly calms my curiosity and it makes sens!
(as well as doing the trick ;) )
thanks to you, Rock5
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 - Update on Alpha 13 Progress (14 Apr 2016)
Post by: EFQC_Hydro on April 29, 2016, 09:35:06 AM
do you plan to update the EDB Interface to Alpha 13 soon?
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 - Update on Alpha 13 Progress (14 Apr 2016)
Post by: FroBodine on April 29, 2016, 08:56:35 PM
Regardless if the dude didn't read the original post update, there's no reason to be an ass.

The top posting is updated with the latest news.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 - Update on Alpha 13 Progress (14 Apr 2016)
Post by: EdB on April 29, 2016, 11:04:57 PM
Quote from: EFQC_Hydro on April 29, 2016, 09:35:06 AM
do you plan to update the EDB Interface to Alpha 13 soon?

I will be updating the mod for Alpha 13, but I'm not quite sure what form it will take.  It's very likely that I will be splitting it into multiple mods, so you'll have a colonist bar mod, a inventory panel model, a UI tweaks mods, etc.  Splitting things up will let me do the update more gradually.  I would like some feedback on which things besides the colonist bar you are missing the most.  That will help me prioritize.

Currently, I'm working on adding support for relationships to the Prepare Carefully mod.  That's more difficult than I thought it would be, but after I'm done with that, I will start on the interface mod.
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 - Update on Alpha 13 Progress (14 Apr 2016)
Post by: Dugalle900 on April 29, 2016, 11:22:56 PM
The parts I miss the most about this mod,besides the colonist bar , are the inventory tab (I assume it's from this mod, if not, bollocks), and the ability to choose which tabs appear in the bottom of the screen, I've never used the world, history and factions tab so, that has been missed.

If you do separate the features into different mods, may I ask that put up a version of them all together? The main reason being that I'm lazy :P
Title: Re: [A12d] EdB Interface UI Mod v3.1.2 - Update on Alpha 13 Progress (14 Apr 2016)
Post by: EdB on April 30, 2016, 06:44:08 PM
Quote from: Dugalle900 on April 29, 2016, 11:22:56 PM
...are the inventory tab (I assume it's from this mod, if not, bollocks) ...

It is part of this mod.  I got a little annoyed with getting Prepare Carefully working, so I went ahead and released a standalone version of the Inventory tab.  It's the first release, so as always, consider it a beta--if you don't want to deal with potential bugs, you should wait, but if you're ok with testing it out, feel free to download it.

Download EdB Inventory 0.13.0.1 (https://www.dropbox.com/s/y500e13a1j4vuae/EdBInventory-0.13.0.1.zip?dl=0)

Title: Re: [A12d] EdB Interface Mods - Update on Alpha 13 Progress (30 Apr 2016)
Post by: Dugalle900 on April 30, 2016, 07:34:32 PM
One last thing I forgot to mention was the Squads bar, that was pretty handy too. I'm gonna test the inventory tab now and see how it does :)
Title: Re: [A12d] EdB Interface Mods - Update on Alpha 13 Progress (30 Apr 2016)
Post by: Grogfeld on April 30, 2016, 08:34:59 PM
Inventory tab works great, no errors. Loaded on save in middle of game with many mods and there are no issues. Right click menu for equipping work as before so it's a nice progress till full Interface Mod release. Kudos to You EdB.   
Title: Re: [A12d] EdB Interface Mods - Update on Alpha 13 Progress (30 Apr 2016)
Post by: Cryonist on May 05, 2016, 07:44:47 AM
Thank you for updating the colonist bar. I don't know why Tynan has not added this in the core game yet. Great job!
Title: Re: [A12d] EdB Interface Mods - Update on Alpha 13 Progress (30 Apr 2016)
Post by: Killaim on May 07, 2016, 09:10:37 AM
any chance of the colonist bar getting that with smaller pawn icons back in it?.  or maybe im not seeing how to do it.

thanx for the hard work ! :D
Title: Re: [A12d] EdB Interface Mods - Update on Alpha 13 Progress (30 Apr 2016)
Post by: Sokar408 on May 08, 2016, 11:53:53 AM
Is it possible to rearrange the order of the colonists in the colonist bar? Would make life a lot easier :)
Title: Re: [A12d] EdB Interface Mods - Update on Alpha 13 Progress (30 Apr 2016)
Post by: Rafe009 on May 08, 2016, 10:03:18 PM
I love this mode for many reasons but most importantly it allows me to select somebody offscreen without moving my POV. I used to have to used the < and >keys and then wasd back to a point of interest if i wanted to move people around.
Title: Re: [A12d] EdB Interface Mods - Update on Alpha 13 Progress (30 Apr 2016)
Post by: Goreko on May 11, 2016, 02:53:28 AM
On the current beta release for alpha 13, I have an odd bug where the entire colonist bar selects every time I click on a single person on the bar. This happened right after I selected them all and had to draft and un draft, will try to replicate it again if it helps. Keep up the good work!
Title: Re: [A12d] EdB Interface Mods - Update on Alpha 13 Progress (30 Apr 2016)
Post by: hoochy on May 11, 2016, 11:10:23 PM
Like others have said "Not sure why the game does not have a colonist bar already".

The colonist bar works pretty well for Alpha 13, except it is not centering on my screen past a certain amount of colonists (1920x1200)
Title: Re: [A12d] EdB Interface Mods - Update on Alpha 13 Progress (30 Apr 2016)
Post by: Daemoneyes on May 22, 2016, 02:34:06 PM
Help, no matter what i cant seem to get the colonist bar to work.
Are there any dependencies?

I already tried it with only core and colonist on a new world, new game, still no luck.

http://imgur.com/WcaZ83H
Title: Re: [A12d] EdB Interface Mods - Update on Alpha 13 Progress (30 Apr 2016)
Post by: timeandtherani on May 23, 2016, 05:50:36 PM
I'm getting two colonist bars.  I hide one, but it's still sucking memory and it crashes the game.  Help, please?
Title: Re: [A12d] EdB Interface Mods - Update on Alpha 13 Progress (30 Apr 2016)
Post by: MechanoidHater on May 24, 2016, 03:59:26 AM
I'm glad you keep updating your mods for A13. I was wondering if you could add search bar to the inventory menu.
Title: Re: [A12d] EdB Interface Mods - Update on Alpha 13 Progress (30 Apr 2016)
Post by: Draconicrose on May 31, 2016, 06:28:47 PM
These are already two of my favorite mods and I understand they're not even feature-complete for A13. Thank you!
Title: Re: [A12d] EdB Interface Mods - Update on Alpha 13 Progress (30 Apr 2016)
Post by: Fregrant on June 01, 2016, 01:43:43 AM
Do you using PawnBar mod?
Title: Re: [A12d] EdB Interface Mods - Update on Alpha 13 Progress (30 Apr 2016)
Post by: Grogfeld on June 01, 2016, 10:44:19 AM
Quote from: Daemoneyes on May 22, 2016, 02:34:06 PM
Help, no matter what i cant seem to get the colonist bar to work.
Are there any dependencies?

I already tried it with only core and colonist on a new world, new game, still no luck.

http://imgur.com/WcaZ83H

I had to edit save to be able to see colonist bar. You should do the same it's easy. :)
Title: Re: [A12d] EdB Interface Mods - Update on Alpha 13 Progress (30 Apr 2016)
Post by: Exitus on June 01, 2016, 05:56:58 PM
Quote from: Grogfeld on June 01, 2016, 10:44:19 AM
Quote from: Daemoneyes on May 22, 2016, 02:34:06 PM
Help, no matter what i cant seem to get the colonist bar to work.
Are there any dependencies?

I already tried it with only core and colonist on a new world, new game, still no luck.

http://imgur.com/WcaZ83H

I had to edit save to be able to see colonist bar. You should do the same it's easy. :)
What did you change? I got the same issue, i activated this mod after i had a game safed and it wont show the bar (On new games it does), is that ifxable with that too?
Title: Re: [A12d] EdB Interface Mods - Update on Alpha 13 Progress (30 Apr 2016)
Post by: Grogfeld on June 02, 2016, 03:19:10 AM
Quote from: Exitus on June 01, 2016, 05:56:58 PM
What did you change? I got the same issue, i activated this mod after i had a game safed and it wont show the bar (On new games it does), is that ifxable with that too?
https://ludeon.com/forums/index.php?topic=5258.msg203392#msg203392 Here you have solution to your problem. Make sure to backup save file in case of war ;)
Title: Re: [A12d] EdB Interface Mods - Update on Alpha 13 Progress (30 Apr 2016)
Post by: Kiwih on June 09, 2016, 05:26:27 AM
I keep getting crashes when I use the colonist bar :(
Its really frustrating :(
I really want it on, cause its an so awesome mod, but when I do, it crashes after an hour again. :(
Title: Re: [A12d] EdB Interface Mods - Update on Alpha 13 Progress (30 Apr 2016)
Post by: Fregrant on June 09, 2016, 11:49:34 AM
Try another copy.
https://github.com/FluffierThanThou/RW_PawnBar/releases/latest
Title: Re: [A12d] EdB Interface Mods - Update on Alpha 13 Progress (30 Apr 2016)
Post by: Miner_239 on June 23, 2016, 12:18:20 PM
Right clicking on the hidden bar button crashes the game.

The log repeats HandleD3DDevicelost : still lost | Skipped frame because GfxDevice is in invalid state. At the very end, a FullResetD3DDevice appeared, followed by Out Of Memory.

?-?
Title: Re: [A12d] EdB Interface Mods - Update on Alpha 13 Progress (30 Apr 2016)
Post by: «Temple» on June 24, 2016, 02:08:54 AM
This is not for A13 yet, only the Inventory part is.
Title: Re: [A12d] EdB Interface Mods - Update on Alpha 13 Progress (30 Apr 2016)
Post by: Miner_239 on June 24, 2016, 05:05:24 AM
Quote from: EdB on August 09, 2014, 01:59:55 AM
Download EdB Colonist Bar (v0.13.0.3) for Alpha 13 (https://www.dropbox.com/s/e4j1hnnb7obwuni/EdBColonistBar-0.13.0.3.zip?dl=0) (Dropbox)
Yeep, sure, no A13 version to see.
Title: Re: [A12d] EdB Interface Mods - Update on Alpha 13 Progress (30 Apr 2016)
Post by: Ulf on June 30, 2016, 01:15:12 AM
Yes, a great pity. Since Alpha 13 RimWorld rushes me from always. The Interface Mod is the only one I've ever used. Is there for Alpha 13 is no alternative?

Translated by Google.
Title: Re: [A12d] EdB Interface Mods - Update on Alpha 13 Progress (30 Apr 2016)
Post by: BlackSmokeDMax on June 30, 2016, 07:44:23 AM
Quote from: Ulf on June 30, 2016, 01:15:12 AM
Yes, a great pity. Since Alpha 13 RimWorld rushes me from always. The Interface Mod is the only one I've ever used. Is there for Alpha 13 is no alternative?

Translated by Google.

There is a link in the post directly above yours. ^^^^

The link is also in the original post.

Should be noted, it is only the colonist bar portion. The full interface mod still has not been updated since alpha 12, and as far as I know, there is no similar mod.
Title: Re: [A12d] EdB Interface Mods - Update on Alpha 13 Progress (30 Apr 2016)
Post by: Ulf on June 30, 2016, 12:23:45 PM
Thanks for the note. Only this is the mod that RimWorld crashes. Then it must unfortunately go without Mod.
Title: Re: [A12d] EdB Interface Mods - Update on Alpha 13 Progress (30 Apr 2016)
Post by: BlackSmokeDMax on June 30, 2016, 06:21:08 PM
Quote from: Ulf on June 30, 2016, 12:23:45 PM
Thanks for the note. Only this is the mod that RimWorld crashes. Then it must unfortunately go without Mod.

Ah, well you are in luck then if that is your problem. There is one other mod to try. Here is the link:

https://ludeon.com/forums/index.php?topic=16120.0

This is a link to Fluffy's mod page, look down a bit to find this one: Fluffy's blatant copy of EdB's colonist bar

Should be in his small mods section.
Title: Re: [A12d] EdB Interface Mods - Update on Alpha 13 Progress (30 Apr 2016)
Post by: «Temple» on July 01, 2016, 04:28:01 AM
Quote from: Miner_239 on June 24, 2016, 05:05:24 AM
Quote from: EdB on August 09, 2014, 01:59:55 AM
Download EdB Colonist Bar (v0.13.0.3) for Alpha 13 (https://www.dropbox.com/s/e4j1hnnb7obwuni/EdBColonistBar-0.13.0.3.zip?dl=0) (Dropbox)
Yeep, sure, no A13 version to see.

That is what I meant, I also meant the Colonist bar not the inventory, but my statement is still valid as the main features is not A13 yet.
Title: Re: [A12d] EdB Interface Mods - ANNOUNCEMENT (15 July 2016)
Post by: EdB on July 15, 2016, 01:32:43 PM
A quick announcement:

With the addition of the colonist bar to Alpha 14, it feels like a good time to be retiring my interface mods.

It's been immensely satisfying working on these mods and seeing aspects of them make it into the vanilla game, but it's difficult as a modder to not eventually lose interest and move onto other things.

I appreciate all of the kind words and feedback from what really is a great community and look forward to seeing what's next for this great game.
Title: Re: [A12d] EdB Interface Mods - ANNOUNCEMENT (15 July 2016)
Post by: kaptain_kavern on July 15, 2016, 02:03:54 PM
Si i guess it feels like a good time to Thank you for your time and mods.
I haven't play a single game w/o your interface mods man

Farewell and thank again  8)
Title: Re: [A12d] EdB Interface Mods - ANNOUNCEMENT (15 July 2016)
Post by: Playbahnosh on July 16, 2016, 02:03:14 AM
This is so sad! :(

I seriously cannot play Rimworld anymore without the EdB mods! The EdB Interface is a MUST HAVE for anyone playing this game, it just boggles my mind why all the EdB stuff haven't made it into vanilla! I got so used to having all those awesome functions, I tried playing vanilla one time and it was just an exercise in frustration, I had to wait for the EdB update to be able to play, no joke.

I know the colonist bar FINALLY got included in vanilla, but what about the indispensable inventory display? Squads? All the other things? :(

I'm sorry to see you go EdB, you made a huge difference in Rimworld! Godspeed in your future endeavors and THANK YOU!
Title: Re: [A12d] EdB Interface Mods - DISCONTINUED (15 July 2016)
Post by: «Temple» on July 18, 2016, 02:46:36 AM
I thought squads weren't in this one? only  in the test one.
Title: Re: [A12d] EdB Interface Mods - DISCONTINUED (15 July 2016)
Post by: nuschler22 on July 18, 2016, 12:30:51 PM
Thanks for all your hard work!
Title: Re: [A12d] EdB Interface Mods - DISCONTINUED (15 July 2016)
Post by: ekfkr92 on July 19, 2016, 07:19:36 AM
You are The greatest modder in this community ^_^(https://ludeon.com/forums/Smileys/default/smiley.gif)
Title: Re: [A12d] EdB Interface Mods - DISCONTINUED (15 July 2016)
Post by: Shinzy on July 19, 2016, 08:03:07 AM
Quote from: ekfkr92 on July 19, 2016, 07:19:36 AM
You are The greatest modder in this community ^_^(https://ludeon.com/forums/Smileys/default/smiley.gif)

Oi! second greatest

G'bye EdBard! (or rather EdBard's mod)
Title: Re: [A12d] EdB Interface Mods - DISCONTINUED (15 July 2016)
Post by: RickyMartini on July 19, 2016, 09:12:41 AM
Thanks for everything EdB.
Title: Re: [A12d] EdB Interface Mods - DISCONTINUED (15 July 2016)
Post by: Kadrush on July 19, 2016, 09:59:45 AM
No more squad bars? :(
Title: Re: [A12d] EdB Interface Mods - DISCONTINUED (15 July 2016)
Post by: Ptolisgoodguy on July 19, 2016, 12:40:51 PM
Any idea what EdB will be moving onto next, if it's a different game or if they're taking a brake from the whole modding scene for a while?
Title: Re: [A12d] EdB Interface Mods - DISCONTINUED (15 July 2016)
Post by: DAOWAce on July 19, 2016, 07:44:04 PM
EdB's UI mods were as indispensable to the game as SkyUI is to Skyrim.

Sad to see you go, but glad to see things were slowly integrated into the base game; though maybe not as well as the mods themselves.

Thanks for everything you've done over the last 2 years.
Title: Re: [A12d] EdB Interface Mods - DISCONTINUED (15 July 2016)
Post by: bigfruit77 on July 23, 2016, 10:54:28 AM
Salute
Title: Re: [A12d] EdB Interface Mods - DISCONTINUED (15 July 2016)
Post by: Drogean on July 30, 2016, 06:27:52 PM
WAIT!! release the SOURCE CODE so we can continue this!! There are hundreds of developers ready to port this and continue development
Title: Re: [A12d] EdB Interface Mods - DISCONTINUED (15 July 2016)
Post by: maurojunior2011 on August 06, 2016, 04:09:49 PM
Good afternoon.
Through the DLL version 13:03 I packed the source code for version 14.
This work, but this a bug, images with life bars are below the original ... I used the MOD colonist BAR KF and changed the original down, so you can see the MOD functions.

(http://i.imgur.com/mfCHavI.png)

I have no intention to disclose anything without the MOD of the creator's permission. I only did it to help the creator with the issue of time. This MOD is amazing and it would be great to make it available again.

If the creator of interest, send me email I send the updated source code. I do not know if one has the option of sending something private.
Title: Re: [A12d] EdB Interface Mods - DISCONTINUED (15 July 2016)
Post by: maurojunior2011 on August 07, 2016, 08:55:57 PM
Quote from: Drogean on July 30, 2016, 06:27:52 PM
WAIT!! release the SOURCE CODE so we can continue this!! There are hundreds of developers ready to port this and continue development

I updated the code COLONISTBAR and invetory, I am awaiting the create MOD if it comes in contact for me to pass him the updated code to post it, or allow me to post in his name.
Title: Re: [A12d] EdB Interface Mods - DISCONTINUED (15 July 2016)
Post by: Althalen on August 11, 2016, 04:10:15 AM
He has open sourced his Prepare Carefully Mod on this git: https://github.com/edbmods/EdBPrepareCarefully 
Maybe you can ask him there. He seems to be pretty open to the idea.
Title: Re: [A12d] EdB Interface Mods - DISCONTINUED (15 July 2016)
Post by: shhfiftyfive on August 19, 2016, 10:46:30 PM
i thought i could get by without this mod but is really frustrating dealing with the vanilla tabs/menus.

any chance someone will take on this project? or are there other mods already available that fix the interface like this mod did?

i'm aware of the vanilla colonist bar, but that's not even the best part of this mod...
Title: [a16] version
Post by: TheThing on February 03, 2017, 07:47:20 AM
If anyone want, i can upload recompiled for a16 version of EdB Inventory, it may contain some bugs but look like it work. But i don't know, can i do it, are it illegal. My english level not high enough for asking mod author :D
Title: Re: [a16] version
Post by: BlackSmokeDMax on February 03, 2017, 03:01:26 PM
Quote from: TheThing on February 03, 2017, 07:47:20 AM
If anyone want, i can upload recompiled for a16 version of EdB Inventory, it may contain some bugs but look like it work. But i don't know, can i do it, are it illegal. My english level not high enough for asking mod author :D

I think people would be interested. EdB is still around to ask properly as well. Seems like your English is good enough to get the point across. I would encourage you to ask.
Title: Re: [a16] version
Post by: Neo456 on February 13, 2017, 04:45:29 PM
Quote from: TheThing on February 03, 2017, 07:47:20 AM
If anyone want, i can upload recompiled for a16 version of EdB Inventory, it may contain some bugs but look like it work. But i don't know, can i do it, are it illegal. My english level not high enough for asking mod author :D
any link ?