Started by theubie, September 15, 2016, 02:44:58 AM
v1.1.2 -Fixed duplication bug when exiting and re-entering the config screen -Fixed ignored colonists still being rerolled -Fixed issue with skills checks that would return a false passed check to the display screen. This was cosmetic only.v1.1.1 -Made skill checks be based off Index rather than label which can be borked because of translations -Moved X behind numbers when a skill is disabled completely so you can still read the number -Added a new colonist state: ignored. Colonists set to ignored will not be rerolled and their stats won't count in the check -Changed colonist locked state: Locked colonists will not be rerolled, but their stats will count towards your checks -Changed the position of the Bypass Check box so that it doesn't look as much like a close X in the corner of the window -Added check for each skill loaded from config file to see if it exists in the DefDatabase. If not, it loads it, but ignores it. This should fix issues where people have added a mod with a new skilldef, had verifystart run which saves that skill in the config file, then later remove the mod.v1.1.0 -Updated for Alpha 16v1.0.3 -Made the warning display screen pretty by making it an even table. -Color coded the warning display screen to show which skills aren't meeting criteria. -Added tooltip to show which pawn has the highest skill on the warning display. -Clicking a skill will jump to the pawn with the highest skill on the warning display. -Added a button to show the warning screen without having to attempt to drop. -Color coded the button to show the warning screen based on the current colonists: -Red: One or more skill's threshold is not met -Green: All skills meet all set thresholds -Yellow: Skill thresholds are currently bypassed -Added bypass option to allow you to drop with skills that don't meet your set thresholds. -Added current version number to the about.xml so it will show up in the in game mod screen.v1.0.2 -Code refactor in preparation for a compatibility mod for edb's Prepare Carefully mod. -Removed needless file handling procedure for settings -Moved config button from bottom middle to top right of screen in preparation for a compatibility mod for edb's Prepare Carefully mod. -Converted clunky and wonky input boxes to more usable up/down arrows -Removed accidently dropped squeaky hammer from code -Added Version that is compatible with edb's Prepare Carefully mod.v1.0.1 -Initial Release
Quote from: Adventurer on September 15, 2016, 01:33:12 PMA couple suggestions. I'd like a way to 'check now' without clicking on start game, and I'd also like a way to start the game even if I don't meet one of the requirements I set, like a 'start anyway' button on the prompt that comes up.Great mod.
Quote from: SpaceDorf on September 15, 2016, 06:08:16 PMMust have it .. Thank you for thinking of another Quality of Life Improvement nobody thought of yet.
Quote from: Nommy on September 16, 2016, 12:18:25 AMLooks very handy. A couple of ideas:Use a table to list what skills didn't meet requirements with two columns 'Highest' and 'Wanted' so it's easier and quicker to see how short you are. Ideally I'd want to see a table of skills and colonists color coded and stuff so you can see which skills didn't meet expectations, what skills everyone has and maybe some stats like totals for each skill or average and maybe total points overall would be interesting. But just formatting what you've got like a table into two columns with spaces would be easier to read I think.Auto reroll? (so you can make a coffee while it finds a nice start)A line telling people what Prepare Carefully does with a link.Nice mod though, thanks.
Quote from: theubie on September 16, 2016, 12:28:04 AM1 & 2 are not unreasonable requests. I'll look into how easily I can incorporate them (i.e. I'll put it on my to work on list). 1 is probably the easiest to implement, although I've got some under the hood changes that will take some thinking on how to do it right.
Quote from: theubie on September 16, 2016, 12:28:04 AM3...not exactly sure what you're saying there. Prepare Carefully is another mod's work. Are you suggesting I advertise another person's mod in game in my mod?
Quote from: Nommy on September 16, 2016, 01:37:43 AMNo not in game, just a little heads up in the description here would be nice I thought.E.g 'My mod let's you reroll more easily but if you want more control Prepare Carefully mod allows you to manually adjust all aspects of a colonist including their skills.' or something. I'd understand if you didn't want to since it's not your work but it would be helpful for anyone who found this first and was looking for finer control rather than just a more streamlined way of re-rolling.
Quote from: theubie on September 16, 2016, 01:51:37 AMAh, that makes much more sense to me now. I have no problem cross promoting another relevant mod on the forums. Next time I am monkeying around with the base post I'll try to remember to add something about it in there.