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Messages - EdB

#181
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.
#182
Quote from: onezerotwo on August 22, 2015, 02:27:54 PM
Dang! I wanted to play Rimworld today but no update to Prepare Carefully means I must carefully prepare to be patient, quiet, and steadfast.

You can expect a release probably tonight or tomorrow.  I just finished adding support for alpha 12 features (you can now customize the animals that you land with), and I'm going to start testing soon to make sure that I didn't break anything.

If you're also waiting for the interface mod, that's going to take much longer.  You probably won't see that one until next weekend.
#183
Quote from: FMJ Penguin on August 22, 2015, 12:59:10 AM
Quote from: akiceabear on August 21, 2015, 08:23:33 PM
Hi FMJ - is this already accomplished with the "use points" tick box in Prepare Carefully?

Also seconding the sentiment that EdB mods are a must for the game! Thanks for these amazing tools!

I wish, I really do cuzz I wouldn't feel like such a cheating fool while using it. Thing is even with that checkbox on, it still gives you "extra" points. Usually 2k plus extra points which works out to a pretty big advantage over what you would have started with especially if you dump it into resources instead of stats.  I'm horrible at explaining things in any comprehend-able form ahahaha. But yeah it's not a big deal or anything. I'm sure it doesn't even bother most folks but hey, couldn't hurt to ask. :)

I get what you're saying.  The problem is that the game is pretty unbalanced as far as your starting colonists' stats are concerned.  Sometimes you get great colonists worth a lot of points and sometimes you get not so great colonists worth less points.  This is not a bad thing as far as the vanilla game is concerned--the randomness makes for good stories--but it doesn't work so well for me picking a good starting point value.  I felt like I had to pick a number so that you always start in a consistent place.  That's why you sometimes get stuck with extra points--it was better to pick a high number so that you get extra points than to pick a low number and have you sometimes start with negative points.

I've tried to balance things out as best as I can so that your points are as close to zero as possible when you start, but I've never been able to get it right.  Every time a new alpha comes out, I do tweak the point numbers a bit.  Hopefully, it will feel a little more balanced this time around.
#184
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.  I'm not really sure what I'm going to do with pets yet in Prepare Carefully.  Obviously that has the potential to be a big change to the mod.
#185
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.
#186
Quote from: kahlzun on August 14, 2015, 10:28:54 AM
Does anyone have a download for 1.9.3? Still playing on 11, haven't updated yet.

I've attached the download to this post.  You need to be logged into the forums to see the link.

[attachment deleted due to age]
#187
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.
#188
Due to issues with Dropbox downloads, I've decided to move the mod download to Nexus Mods.  The file size is small, so you should be able to download it without logging in over there.
#189
Quote from: losten on August 10, 2015, 07:28:08 PM

With the next alpha, will the colonist bar become "colonist and pet bar"?

I've been wondering that myself.  We'll see how pets work and if it makes sense to include them in the bar.  My initial thinking is that they will not be included, but it depends.
#190
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.
#191
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.
#192
Quote from: tirramissu on August 09, 2015, 04:57:38 PM
Hi.
Adding this mod to game does nothing:(

Did you double-check that you didn't double-extract the mod?  In other words, you should have an "Mods/EdBInterface" folder and not a "Mods/EdBInterface/EdBInterface" folder.  This is the most common cause of the "mod doesn't do anything" problem.

If that's not it, are you running with any other mods?
#193
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.  I've added a big new feature that might interest those of you who like big colonies.
#194
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.

[attachment deleted due to age]
#195
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.