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Messages - EdB

#421
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.
#422
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.

#423
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.
#424
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.
#425
Just did a quick release to update to Alpha 8.
#426
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!

#427
The first alpha 8 release is available.  Two things to keep in mind:

  • Unfortunately, presets saved in Alpha 7 do not fully load in Alpha 8.  It can't be helped.  They will partially load, and you'll see a list of warnings explaining what failed if you open the console.  You're definitely going to lose the following, but there may be more:

    • What was called "metal" in Alpha 7 is now called "steel," so that will be lost.
    • All backstory identifiers changed in Alpha 8, so backstories will be lost.
    • Bionic arms are installed on the shoulder now, which causes a recipe mismatch.  Those will be lost.
  • I changed up the way that points are calculated.  They are still based on the market value of items and colonists, but I'm making more adjustments to account for what feels to me like unbalanced values in the vanilla game.  For example, that plasteel knife that you start with has a market value of over 1,150 silver.   That's the same value as almost 20 pistols (at 60 silver each).  That just seems wrong to me.  I don't think that I necessarily got the balancing right with this release, but it's a start.  I'll likely tweak it in subsequent releases.

Still working on the interface mod.  If you're waiting for that, it probably will not be ready until sometime tomorrow.
#428
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.
#429
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.
#430
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.  The prepare carefully mod is not as bad as the interface mod.  I have a working build, but I need to fix melee weapons so that you have the option of choosing their material, and it looks like the "market values" that I'm using to compute the points have changed quite a bit, so I'm going to need some time to balance that out and choose a new point limit.  I do expect to have a new release sometime this weekend.

Apologies for the delay and thanks for the patience.
#431
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!
#432
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!
#433
I did a new release that includes a couple of changes:

  • Re-worked the buttons that you click to change the order.  I think the new approach improves usability.  The buttons are now much easier to click.
  • Added a couple of warnings if you try to do something that you probably shouldn't (like disable all mods).
For mod-makers who are curious about how the mod works, I've included complete source code with lots and lots of comments.
#434
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:

  • Copy-and-paste storage settings for stockpiles.
  • Context-specific buttons for when a stockpile is selected: add stockpile, remove stockpile, etc.
  • A toggle button for the colonist bar.

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.


  • Change the order of colonists in the colonist bar or change whether or not colonists appear in the bar.
  • Change the priorities of your crafting tables.
  • Organize your colonists into squads, displayed in the colonist bar.
  • Grouping colonists and then binding your selections to a keyboard shortcut.

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!
#435
Quote from: mastergub on November 23, 2014, 04:26:25 PM
I notice some duplicate rows, such as "Assassin", "Bounty hunter", "Mercenary", "Space marine" & "Test subject".
And "Abondoned child" a childhood backstory as well as an adulthood backstory.

Is that normal/desired ?

Yes, this is normal.  You'll notice that the duplicates have different descriptions and skills.  Often the childhood and adulthood backstories are meant to be tied to a specific unique character--mixing and matching them via the mod isn't really how they're meant to be combined.