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Messages - EdB

#196
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.
#197
Quote from: FluffyChief108 on July 20, 2015, 08:47:54 PM
So, I downloaded the Mod for Alpha 11B. I Unzipped it. It's IN my actual Mod Menu, yet no matter what I do, when I start a new colony (on a new world, no less) that little thing for 'prepare carefully' never pops up. Help?

This is the most common cause of this problem:

Quote from: EdB on September 21, 2014, 12:30:45 PM
The most common problem that people run into is that they double-extract the mod folder from the zip file.  If the "Prepare Carefully" button is 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/EdBPrepareCarefully" directory, NOT in a "Mods/EdBPrepareCarefully/EdBPrepareCarefully" directory.
#198
Quote from: Vas on July 14, 2015, 02:27:52 AM
Think you could add a tool to your mod that exports the prices of everything?  In a tabbed txt format or even a choosable format?  Would make it much easier for updating and making external character creation tools.  :P  Especially with mods.  Be able to export a list after adding a bunch of mods and such.

It's unlikely that I'll create a tool like this (I just don't have time to do it).  I will consider including the source code for the cost calculator with the next release so that it's more obvious how I'm computing the point costs.
#199
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.
#200
Quote from: Vas on July 13, 2015, 10:00:15 PM
I'm having a bit of a problem here, I'm trying to diagnose your mod to figure out how much exactly each thing costs and it's not stable.  Sometimes a skill point costs 25, sometimes 30.  It's random.

For example.  This colonist who has all things disabled except construction.  At zero, he costs 750 points.  So no skills no clothing, nothing.  He costs 0.
+25, +30, +25, +30, +25, +25, +30, +25, +30, +25, +25, +30, +25, +30, +25, +25, +30, +25, +30, +25
That's level 1 to level 20 in order.

It's probably a fraction that's getting rounded and then multiplied.  I'll have to double-check the math.
#201
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.
#202
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?
#203
Quote from: Kaballah on July 05, 2015, 10:43:26 PM
Quote from: EdB on July 05, 2015, 03:25:13 PMHold down shift while dragging to make the numbers change more quickly.

This works?  I thought I had tried this a few times and it didn't look like it helped, thanks for confirming it at least.

Yes.  You can also hold shift while clicking on the arrows to change the number by increments of 10 instead of increments of 1.
#204
Quote from: Havan_IronOak on July 05, 2015, 06:55:23 AM
I do seem to have a problem with Naming My characters. The name boxes don't seem to work based on where the cursor is pointing. And for some bizarre reason typing in a last name of MacDonald seems to always results in a last name of MacDonadl. I was sure that it was my typing but I tried it three times with the same result.

Also, any way to allow typing in max and min ages? The clicking becomes a lot when I want to bring the max age down from 952 years to something less Methuselahan.

I wish I could figure out what was going on with the text input widget.  I'm using the UI code from the vanilla game for text input, but it seems like it sometimes just will not work properly.  I never know if it's a random problem in the vanilla game or if it's something that I'm doing wrong.  I've tried a handful of times to fix it, but no success.  Sometimes it works right, sometimes it doesn't.

Keep in mind that you can click-and-drag on the age numbers to change them.  Hold down shift while dragging to make the numbers change more quickly.
#205
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.
#206
I've released a new version, 1.9.4, that is compatible with the Alpha 11b release of the game.  I've also added a French-language translation (thanks to kaptain_kavern!) and a Ukrainian-language translation (thanks to Rascher!)

The point system was adjusted a bit to match changes in the game.  You may notice that the point values of presets that you saved in earlier versions do not match the values in this version.  Unfortunately, this cannot be avoided.

Please let me know if you see any new bugs or issues.
#207
Quote from: EdB on July 04, 2015, 04:06:38 AM
You can expect an 11b release within the next day.

The Interface and Mod Order mods are now available for 11b, but there were some changes in Alpha 11b to the way that the market value for colonists is computed.  This impacts the way that the point values are computed in Prepare Carefully which means that I need to take a balancing pass on those calculations.  Balancing is difficult, and I hate doing it, so it's going to take me a little bit longer to finish.  It should still be released sometime today.
#208
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.
#209
I've released a new version, 1.5.2, that adds support for Alpha 11b.  It also adds a French-language translation provided by kaptain_kavern (thanks!)

Usually the mod-loading code in the vanilla game changes very little between releases, so this mod is easy to update.  This time around, there were changes to that code, and I needed to make some adjustments to match those changes.  Please keep an eye out for bugs and let me know if you run into any issues.
#210
You can expect an 11b release within the next day.