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Topics - EdB

#1
EdB Interface 3

While I've kept the EdB Interface mod up-to-date with each alpha, it really hasn't changed that much in about nine months.  I haven't had as much time to work on it, and my attention has been focused on other things.  Recently, I decided to dive back into the code to try adding a major new feature that I've wanted in there for a long time.  I've got an initial "beta" release of the mod that I think is far enough along to share.  I'd love to get some feedback on it.

Squad Management

The biggest problem with the Colonist Status Bar is that is doesn't scale very well with larger colonies.  For people who like to grow their colony into the dozens, I wanted to have other options for colonist management:

  • Organize your colonists into squads and view those squads in the colonist status bar.
  • Filter your colonists by squad in the Overview Work tab
  • If you don't like the order your colonists are listed in, re-order them however you like.
  • Assign key bindings to your squads to quickly bring them up in the colonist status bar.  Shift-click the key to assign the squad in the status bar to the hot key and click the key to switch the colonist bar to your assigned squad.

Before You Try It

I'd love to get some feedback on what works, what doesn't, what else I should add, etc, but before you try the mod, be aware that it's definitely a beta release.  You can expect bugs.  Don't add the mod to your favorite game without making a backup.  No guarantees that it won't break your colony.

An important note: if you use the squad management features, your save game will require the mod to load it up again.  This is a change from previous versions of the mod which don't include anything in your save game.  You can disable squad management from the interface options and re-save the game to remove all of the squad management data from your save game. 

How It Works

Right-click the colonist bar and click "Manage Squads..." to bring up the new squad management UI:



Create squads and assign colonists to them as needed.  Once created, you'll be able to scroll through the squads in the colonist bar.  Note that you cannot delete the "All Colonists" squad, which includes your full list of colonists.



By default, none of the bindings are assigned, so you'll have to assign them in the Game Options -> Keyboard Configuration screen.  In this example, I've assigned the number keys 0-9 for my squad hot keys and the comma and period keys for quickly scrolling through squads:



Download

You'll need to be logged into the forums to get the download.  You'll find it as an attachment at the bottom of this post.

What's Next

I'm still working on a few things:

  • I plan on integrating squads into the Restrictions and Outfits tabs.
  • I'm considering removing the Colonist button in the lower-left corner and instead adding a couple of other ways to navigate to the colonist tabs through the colonist bar.
  • I'm considering splitting colonist-related tabs from the Overview panel into a new panel.

I'm open to other ideas, but I probably will not be adding any other large feature not related to squad management.

I hope to have the mod finished by the next alpha, assuming that the next alpha does in fact arrive near the end of the month.

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#2
EdB Scenarios
Try something a little different with the new EdB Scenarios mod.  Each scenario gives you a slight variation to the standard RimWorld start to keep the game fresh with new options.

About the Most Recent Release(s)
Version 1.1.x has added a Random starting location option to all scenarios.  Click the "Advanced" button on the Landing Site screen, and the options will be in the right-hand column of the dialog that opens.  Beyond that, this version adds a number of tools for people who might be interested in creating their own scenarios.  These include:

  • The ability to load a custom savegame for your scenario
  • A handful of custom victory conditions to choose from
  • Support for translating your scenario definitions
Version 1.0.x for Alpha 8 includes three starting scenarios that let you mix up the early game experience.  In the long-run, the gameplay remains mostly the same with these first scenarios, but each variant gives you something a little different.  The scenarios include:

  • Where Are We?  Try a random landing site instead of picking one from the map.
  • Sole Survivor:  One colonist.  Fewer resources.  Can you survive  the first raid?
  • Amongst the Wreckage:  A burning, crashed ship.  How many incapped colonists can you save?
Scenario definitions are fully moddable if you want to try to create your own scenario mod.  I haven't had time yet to put together any documentation, but I will work on it.

Please report any bugs in this thread.

Known Issues

  • Works with the Prepare Carefully mod, but you need at least version 1.6.1.
  • Scenarios created for version 1.1.1 of the mod may not work in version 1.0.1.  Be sure you have the latest version.
  • In the "Amongst the Wreckage" scenario, you may occasionally see an error about compression and slag chunks when saving a game (or during autosave).  This should fix itself when you reload the save.
  • You will see a warning in log when starting the game with the mod enabled: "Config error in EdbScenariosWatcherManager:EdbScenariosWatcherManager has no label."  This is intentional--I needed to workaround another issue, and leaving that label blank was the best way that I could find to do it.
  • I've seen other occasional errors pop up in the "Amongst the Wreckage" scenario related to dead colonists that spawn with psychosis.  I will try to figure out how to spawn the colonists correctly to avoid this error.

How to Use
Extract the contents of the zip file into your mods folder.  Enable the mod from the mods menu.

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

Once you've enable the mod, click the Scenarios button to see the list of available scenarios.



Choose a scenario to play:



Download 1.1.2 for Alpha 8

Make Your Own Scenarios
You can create your own scenarios in a separate mod, and they will show up in the Scenario selection screen.  If you're interesting in trying to make one, take a look at these example scenarios:
Download Example Scenarios 1.0.2

Other thoughts

  • I need to give lots of credit to the folks who requested this as a feature for the Prepare Carefully mod, especially Ramsis, who presented the idea most recently.  At first I wasn't going to do it, but I couldn't get the idea out of my head and finally just sat down and coded it.
  • It feels like there are a lot of possibilities.  The mod already supports custom map generation and loading custom maps.  With those two things, you can hook into much of what you need to build up your scenarios.  I had a lot of fun putting together the Wreckage scenario.
  • I probably need to add a way to have scenarios auto-enable mods that they require.  It's a little tricky to figure out exactly how to do that in a non-disruptive way, but it's something I plan to add.
  • I'm probably not going to get into the business of writing a ton of scenarios, but I'll keep playing with it, and if you have any ideas, either let me know or try to put together a scenario mod yourself!

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


_____________________________________________________________________________

   Version 1.1.2 (2015-01-25)
_____________________________________________________________________________

- Fixed custom start messages for custom loaded maps.
- GenStep_GeneratePlayerStartSpot now supports adding an explicit starting
   location.

_____________________________________________________________________________

   Version 1.1.1 (2015-01-18)
_____________________________________________________________________________

- Added custom victory conditions including:
    - Win after a certain number of corpses from a faction have been counted.
    - Win after a certain number of buildings have been built.
    - Win after a certain number of research goals have been met.
    - Win after a specific buildings have been destroyed.
- Added map generation steps that can be used to do the following:
    - Load a custom map.
    - Add named locations that can be used to spawn things and pawns.
    - Set the camera position and zoom level.
- Removed some of the earlier, sketchy map generation steps.
- Added random start options to the advanced game dialog in all scenarios.
- BUGFIX: Made sure that scenario data is properly reset after the game
   starts so that it's not accidentally carried over when setting up the next
   game.
- BUGFIX: The mod re-injects DefInjected translations for ScenarioDefs when
   it reloads them before showing the scenario selection page.
- BUGFIX: In the Amongst the Wreckage scenario, bionics added to colonists
   in Prepare Carefully are now correctly added when the scenario starts.
_____________________________________________________________________________

   Version 1.0.2 (2015-01-04)
_____________________________________________________________________________

- BUGFIX: Custom crashed ship parts no longer appear in the Ship build menu.
- BUGFIX: Going back and forth from the Select World to the Select Landing
   Site pages should no longer throw up an error screen.
- BUGFIX: The orientation of the crashed ship in the Amongst the Ruins
   scenario is now correctly randomized.

_____________________________________________________________________________

   Version 1.0.1 (2015-01-04)
_____________________________________________________________________________

- Initial release with three scenarios: "Amongst the Wreckage," "Sole
   Survivor" and "Where Are We?"



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#3
Announcement (15 July 2016)
I will not be updating the Mod Order mod for Alpha 14.  Because the mod screen in the vanilla game now includes the ability to re-order mods, we should not be losing any functionality by this mod's absence.

Thanks to everyone who's used the mod.

EdB Mod Order

Easily choose the order in which your mods load with the Mod Order mod.  This mod replaces the Mods menu with a new version that lets you move your mods up or down in the list to specify the order in which they should load.



How to use:

  • Install the mod as usual.
  • Go into the Mods menu and enable the EdB Mod Order mod.
  • Close the Mods menu.
  • Go into the Mods menu again.  You will now see the modded version of the menu.
  • Select a mod from the list of available mods and click the "Add" button to move it into the list of active mods.
  • Use the arrow buttons to change the order in which active mods load.  Alternatively, use the up and down arrow keys as keyboard shortcuts.
  • Select a mod from the list of active mods and click the "Remove" button to deactivate the mod.  Alternatively, use the delete key as a keyboard shortcut.
  • When you click the "Close" button, your selected mods will be loaded in the order specified.
  • This order is saved by the game (as normal) so the next time that you start the game, your selected order will be preserved.

Download 0.13.1.2 for Alpha 13
Download 1.6.1 for Alpha 12

I've seen issues recently where Dropbox downloads were being blocked by browsers.  It looks like this is no longer an issue, but if you need an alternate download location, you can log in to the Ludeon forums and download the mod from the attachment at the bottom of this post.

Release note/changelog:


_____________________________________________________________________________

   Version 0.13.1.2 (2016-04-23)
_____________________________________________________________________________

- Fixed threading issues with textures and game objects.
- Changed versioning scheme.

_____________________________________________________________________________

   Version 1.7.1 (2016-04-09)
_____________________________________________________________________________

- Added support for Alpha 13.

_____________________________________________________________________________

   Version 1.6.1 (2015-08-23)
_____________________________________________________________________________

- Added support for Alpha 12.

_____________________________________________________________________________

   Version 1.5.2 (2015-07-04)
_____________________________________________________________________________

- Added support for Alpha 11b.
- Added community-provided French translation.
_____________________________________________________________________________

   Version 1.5.1 (2015-06-10)
_____________________________________________________________________________

- Added support for Alpha 11.

_____________________________________________________________________________

   Version 1.4.1 (2015-04-18)
_____________________________________________________________________________

- Added support for Alpha 10.

_____________________________________________________________________________

   Version 1.3.1 (2015-02-20)
_____________________________________________________________________________

- Added support for Alpha 9.
_____________________________________________________________________________

   Version 1.2.1 (2014-12-14)
_____________________________________________________________________________

- Added support for Alpha 8.

_____________________________________________________________________________

   Version 1.1.1 (2014-12-01)
_____________________________________________________________________________

- Moved the order buttons outside of the active mod list box and added
   buttons to move mods to the top or to the bottom of the list.
- Added some additional warnings if you try to move the Core mod from the
   first position in the list or if you try to remove all mods from the list.
- A handful of code tweaks, including the addition of extensive comments.
- Added source code to the distribution.

_____________________________________________________________________________

   Version 1.0.1 (2014-11-15)
_____________________________________________________________________________

- Initial release



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#4
EdB Prepare Carefully

Customize your RimWorld colonists, choose your gear and prepare carefully for your crash landing.  Save your setup as a preset so that you can start your game the same way later.

About the latest version
Version 1.0.13 is the latest release of the mod for RimWorld 1.0.  It consists of mostly bug-fixes and mod compatibility fixes.

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
  Download for RimWorld 1.0
  Prepare Carefully 1.0.13 for RimWorld 1.0 (Github)
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

How to Use
Extract the contents of the zip file into your mods folder.  The mod contents should be in the "Mods/EdBPrepareCarefully" directory, NOT in a "Mods/EdBPrepareCarefully/EdBPrepareCarefully" directory.  Enable the mod from the mods menu.

Once you enable the mod, start a game normally, but click the "Prepare Carefully" button to get started:

Frequently Asked Questions

I installed the mod, but I get a message that says that the mod "has incorrectly formatted target version 'Unknown'".  How do I fix it?
The most common problem that people run into is that they double-extract the mod folder from the zip file.  If you get that error, make sure that you have not ended up with an extra directory inside your mod folder.  The mod contents should be in the "Mods/EdBPrepareCarefully" directory, NOT in a "Mods/EdBPrepareCarefully/EdBPrepareCarefully" directory.

If you downloaded from github and got this "target version" error, you may have downloaded the mod's source code instead of the mod itself.  Double-check that you clicked on the correct download link.

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

Why doesn't the "Prepare Carefully" button appear for me?
First and foremost, make sure that you've enabled the mod! This will be obvious to experienced mod users, but if you're new to RimWorld mods, you need to go into the Mods menu when you start the game and explicitly enable a mod after you've installed it.

Unfortunately, some mods just don't work well together, and you may have to experiment to find a combination that works.

Why don't my saved presets from earlier versions work?
I try to maintain backwards compatibility with previous releases, but it's not always possible.  Alpha 16 presets and saved characters should work, but if they do not, you'll need to recreate them.


||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
  Download for RimWorld 1.0
  Prepare Carefully 1.0.13 for RimWorld 1.0 (Github)
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

A log of changes in recent releases of the mod is available on GitHub if you want more detail:
https://github.com/edbmods/EdBPrepareCarefully/blob/v1.0.13/Resources/CHANGELOG.txt
#5
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 (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.


Download EdB Inventory (v0.13.0.1) for Alpha 13 (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:

  • Click the Squads button along the bottom of the screen to bring up the Squad Management window.  Organize your squads here.
  • Browse squads from the Colonist Bar with the new browse buttons that appear when you have more than one squad.
  • Configure keyboard shortcuts for your squads in the vanilla Keyboard Configuration dialog.   Use the shortcut to quickly select squads.  Shift- or control press the key to assign a squad to the configured shortcut.  Press the key once to display the squad in the colonist bar.  Press the key twice to select all colonists in the squad.
  • Added a squad filter to the Work, Outfits and Restrictions windows.  Choose a squad and only those colonists will be displayed in the list.
  • Added a row to the top of the Work, Outfits and Restrictions windows.  Select an option in this row to assign it to all of the colonists in the list.
  • Added an option to display the current time using a more recognizable "hours:minutes" format instead of the vanilla "10h" format.  Not enabled by default.
  • Added options to hide any button along the bottom of the screen that you don't use very often.  This can be especially useful for users with smaller screen resolutions.



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 (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:

  • Adds the Colonist Bar along the top of the gameplay window, giving you another way to select colonists and to quickly see their status.
  • Organize your colonists into squads using the Squads window and display them by squad in the colonist bar.  Assign keyboard shortcuts to quickly display and select your squads.
  • Adds an Inventory window, showing counts of all of your colony's resources, apparel, weapons, buildings, etc.
  • Changes the layout of several tabs, windows and panels.
  • Look at the Interface Options dialog, which you can get to by clicking on the gameplay Menu.  From here you can disable any of the mod's features that you don't like.
  • See the changelog below for a full list of additions and changes.
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.









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 (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:

  • Need to give proper credit to Joretap0 for his Inventory Panel mod. The implementation here is separate and the features are a little different, but the idea is the same.
  • Thanks to everyone who has provided a translation or provided feedback to improve them (Humort, Kvarfax, F0xGun, Latta, kaptain_kavern and others).
  • Thanks to everyone for the positive feedback and suggestions for new features!

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.


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