[A13] [GUI] Enhanced Tabs || NEW WORK TAB BETA!

Started by Fluffy (l2032), September 07, 2015, 07:15:05 PM

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Would you prefer animals and work tabs to be split into two mods?

Yes, and I'm fine if that means I have to install a third common dependency mod.
65 (27.1%)
Yes, but I don't want to have to deal with a third dependency mod
50 (20.8%)
No, it's fine as it is
125 (52.1%)

Total Members Voted: 240

Exende

let me be the first to say it is beautiful, I've been using the enhanced tabs and really wanted to change individual priorities to each selection of a job (person A wants to cook on the stove more than butcher while person B does the opposite) and now I can!  In your vid it says some things don't work yet, have you fixed this or should I wait?

joaonunes

Quote from: Fluffy (l2032) on May 16, 2016, 03:24:22 PM
I'm in the process of overhauling and consolidating my various tab mods. The work tab is now done, and is the first to be released as part of the new Fluffy Tabs mod. It's fresh of the press, but I wanted to show it off and/or get some feedback, so here goes;

Fluffy Tabs - Download

And for a quick (well, ~10 minutes - it's a big mod!) overview of what it can do and how to use it, watch this;
https://www.youtube.com/watch?v=3hO8CtsYH2o

(I do apologize for the crappy audio - I need to buy myself a decent microphone)

Let me be the first to say.... HOLY SHIT!!!
I can't really express how impressed I am at that tab.

Damn...

I don't care if it might have any bugs or errors, I'm going to install it right now!
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joaonunes

#92
You should add the new work tab to the main post, even though it's still in a beta stage. It's a really awesome idea and that way it should also be easier for people to notice the new tab.

Sorry for the double post :/


EDIT: Fluffy Tabs is incompatible with Combat Realism!! Maybe it works when the load order is Tabs first and then CR but when Combat Realism is loading first it's mechanics are not working.
Can anyone test this further?
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Exende

testing this it says ModHelperDef is invalid, is this a problem?

1000101

Quote from: Exende on May 16, 2016, 09:42:27 PM
testing this it says ModHelperDef is invalid, is this a problem?

Does it say why it's invalid?

And generally, yes, it's a problem as CCL will stop processing and not run if there is "invalid" data supplied to it.
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

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Exende

#95
ModHelperDef :: Fluffy_Tabs :: Fluffy Tabs ::
   Unsupported 'minCCLVersion' requirement (v0.13.2) maximum supported version is v0.13.1.1
   Fluffy_Tabs-13.0.1.0 :: ModHelperDef is invalid

^that's what it says

I'll try to switch the order around, I think this message broke some other part of my other mods so maybe I'll see if it works in other orders

Fluffy (l2032)

@Exende;
I may have done a derp and required a newer version of CCL that isn't in public release yet. I'll try and fix that ASAP, I think it should work fine with 13.1.1.

@Joanunes;
Any particular error message or faulty behaviour? I can't really see why this would conflict with CR.

Wivex

#97
Skipping the mentions of how good your mods are (cause you know that already) i have a proposition how to implement individual workType priorities for each pawn.

Looking at the method of choosing the workgivers for assigning jobs (and their order)  in JobGiver_Work class, TryGiveTerminalJob mathod:

List<WorkGiver> list = this.emergency ? pawn.workSettings.WorkGiversInOrderEmergency : pawn.workSettings.WorkGiversInOrderNormal;

we can see how that list and in what order is generated. Using the detour you could add a special case here to  check if current pawn (for which workgiver list is generated) has any work presets assigned to it. If so, the priority list is taken from the preset, rather than from defs. Nothing special about that.

joaonunes

Quote from: Fluffy (l2032) on May 17, 2016, 01:54:30 AM
@Exende;
I may have done a derp and required a newer version of CCL that isn't in public release yet. I'll try and fix that ASAP, I think it should work fine with 13.1.1.

@Joanunes;
Any particular error message or faulty behaviour? I can't really see why this would conflict with CR.

I forgot to check the logs, my bad :/ but CR stopped working as soon as I installed the new tab mod, and got working again as soon as I unninstaled it. I loaded this tab mod after ALL mods that edit the interface in any way.
I tried it on an existing save, does that have any problem or do I need a new save to use this mod?

Today I'll do further testing and post some errors if I find them.
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Clibanarius

I don't know if it's JUST me, but when I had the Numbers mod active, the new Fluffy Tabs doesn't actually control work priorities. I was trying to find whichever mod was causing it to not work, and I think that's it.

Clibanarius

Actually, it looks like the problem persisted even without Numbers active. Sigh. Here's my mod order, for what it's worth in helping you out in possibly troubleshooting this:

  <activeMods>
    <li>Core</li>
    <li>Community Core Library</li>
    <li>EdBModOrder</li>
    <li>RW_Manager-0.13.0.3</li>
    <li>RW_FluffyRelations-0.13.0.1</li>
    <li>RW_EnhancedTabs-0.13.0.1</li>
    <li>HaulPriorityLiteNoUnforbid</li>
    <li>EdBColonistBar</li>
    <li>EdBPrepareCarefully</li>
    <li>EdBInventory</li>
    <li>Pawn State Icons</li>
    <li>AutoEquip</li>
    <li>Stonecutting Tweak</li>
    <li>LessIncidentTrolling</li>
    <li>Hospitality</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>Apparello</li>
    <li>RW_A2B</li>
    <li>RW_A2B_Selector</li>
    <li>RW_A2B_Teleport</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_MAI</li>
    <li>Miscellaneous_Objects</li>
    <li>Miscellaneous_Robots</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>FastFloors</li>
    <li>T-MoreFloorsFF</li>
    <li>T-CoreCropTweaks</li>
    <li>ED-Plant24H</li>
    <li>ED-LaserDrill</li>
    <li>ED-MoreVanillaTurrets</li>
    <li>BetterCoolers-BetterCoolers1.1</li>
    <li>BetterVents-BetterVents1.1</li>
    <li>Bulk_Meals</li>
    <li>DefenceShield-DefenceShield1.4</li>
    <li>DermalRegenerator-DermalRegenerator1.5</li>
    <li>ED-Embrasures</li>
    <li>ExtendedFabrics-ExtendedFabrics1.2</li>
    <li>More Furniture</li>
    <li>ExtendedStorage-ExtendedStorage1.4</li>
    <li>Glass_N_Lights-13a.3</li>
    <li>M&amp;Co. AlertSpeaker</li>
    <li>M&amp;Co. ForceField</li>
    <li>M&amp;Co. LaserFence</li>
    <li>M&amp;Co. MiningHelmet</li>
    <li>M&amp;Co. MMS</li>
    <li>Medical Training</li>
    <li>MedievalShields-MedievalShields1.7</li>
    <li>PersonalShieldMKII-PersonalShieldMKII1.3</li>
    <li>PowerArmourMKII-PowerArmourMKII1.3</li>
    <li>RoofBomb-RoofBomb1.3</li>
    <li>RTFTJ</li>
    <li>Mad Skills</li>
    <li>TRCaravans</li>
  </activeMods>

skullywag

It would probably be worth adding tabs last, some of the other mods in that list add new work types i think, im guessing fluffys tabs needs to load after to be aware of them.
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Clibanarius

Whoops, that list doesn't even include Fluffy Tabs, which I did have at the very end.

joaonunes

#103
Quote from: Fluffy (l2032) on May 17, 2016, 01:54:30 AM

@Joanunes;
Any particular error message or faulty behaviour? I can't really see why this would conflict with CR.

No error message. You know what Combat Realism does to the weapon mechanics, right? It adds some buttons when the pawn has a weapon equipped and adds the ammo and reload mechanics to weapons. When I install the Work Tab mod Combat Realism is literally disabled, weapons work just like they would in vanilla (no ammo or reload needed).
This is strange because every ammo type and objects are present ingame, I have a stockpile full of ammo and I can both craft and spawn it, but the weapons behave just like in vanilla. Basically what Work Tab does to CR is make it an object pack with no uses xD I could send you a printscreen of what I see ingame but since weapons behave like in vanilla I dont think its needed :P All I see is the DRAFT and "AIM"(?) buttons.

EDIT: I changed the load order several times, and both before and after CR makes no difference

EDIT 2:Here's my load order, maybe it'll help:

    <li>Core</li>
    <li>Community Core Library</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>EdBModOrder</li>
    <li>Stonecutting Tweak</li>
    <li>LessIncidentTrolling</li>
    <li>BalancingAct</li>
    <li>More Factions Spawn</li>
    <li>Recycle</li>
    <li>VeinMiner</li>
    <li>CorePanda v0.13.2</li>
    <li>CheaperComponents</li>
    <li>CombatRealism</li>
    <li>CombatRealism Defence</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>CombatRealism EPOE</li>
    <li>DermalRegenerator-DermalRegenerator1.5</li>
    <li>DESurgeries</li>
    <li>BetterVents-BetterVents1.1</li>
    <li>BetterCoolers-BetterCoolers1.1</li>
    <li>ED-ClosableVent</li>
    <li>ED-ClosableVent-BetterVents</li>
    <li>ED-PoweredVent</li>
    <li>ED-PoweredVents-BetterVents</li>
    <li>ED-ReverseCycleCooler</li>
    <li>ED-ReverseCycleCooler-BetterCoolers</li>
    <li>ED-LaserDrill</li>
    <li>ED-Plant24H</li>
    <li>ED-Shields</li>
    <li>AllowTool</li>
    <li>Apparello</li>
    <li>AutoEquip</li>
    <li>Patch_CombatRealism+AutoEquip</li>
    <li>High Caliber</li>
    <li>High Caliber (Combat Realism Patch)</li>
    <li>Mad Skills</li>
    <li>Medical Training</li>
    <li>Mending</li>
    <li>RimPharma v2.14</li>
    <li>RW_FluffyRelations-0.13.1.2</li>
    <li>SkilledBuilderOn</li>
    <li>Soda Brewing v1.60</li>
    <li>Vegetable Garden v3.6a</li>
    <li>ADDON_Soda Garden v13</li>
    <li>TargetPractise</li>
    <li>T-CoreCropTweaks</li>
    <li>T-ExpandedCloth</li>
    <li>T-ExpandedCrops</li>
    <li>T-MoreBedsVanilla</li>
    <li>T-MoreFloors</li>
    <li>ReinforcedConduit</li>
    <li>HaulIT</li>
    <li>Fences</li>
    <li>Darkness Revamp</li>
    <li>Bulk_Meals</li>
    <li>Additional Joy Objects v3.10</li>
    <li>BrainMod v1.10</li>
    <li>RW_Blueprints-0.13.0.1</li>
    <li>RT_Fuse-A13-1.0.0</li>
    <li>M&amp;Co. AlertSpeaker</li>
    <li>LT_ADogSaid</li>
    <li>Hospitality</li>
    <li>EdBInventory</li>
    <li>EdBColonistBar</li>
    <li>RW_MedicalInfo-0.13.0.1</li>
    <li>kNumbers-0.4.3.1-A13</li>
    <li>RW_Manager-0.13.0.3</li>
    <li>RW_EnhancedTabs-0.13.0.1</li>
    <li>Pawn State Icons</li>
    <li>More Furniture</li>
    <li>Trade-12</li>
    <li>SmallWalls_Full1.9.1</li>
    <li>Quarry v1.30</li>
    <li>Expanded Power v1.10</li>
    <li>EdBPrepareCarefully</li>
    <li>ExtendedMedicine-ExtendedMedicine1.2</li>
    <li>CrashLanding</li>
    <li>DohEasyAgronomy</li>
    <li>Synthmeat</li>
    <li>Trait Pack</li>
    <li>Fluffy_Tabs-13.0.1.0</li>
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Grogfeld

So I didn't played Rimworld for few days and just started to watch your video about new features and had to pause on 4:04 with a big "O! Sh....T!!" and a big smile on face. Man Dwarf Therapist is such a useful tool but I'm just amazed that your mod is so similar. Just BRAVO! And you heard my prayers about surgeon! <My little eyes... I'm a Dwarf, I don't cry it's just allergy>... And the time schedule... <I need a grog, give me some rum. Need a drink.>

Urist Grogfeld is taken by a fey mood!
...
Urist Grogfeld, Brewer has created Fluffigh Tilesh McGrog, a limestone barrel!

Cheers!