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SerenityBun 3 hours ago
the developer is alive, but guys... seriously. stop begging for 1.6 that hard.
this is not the typical "i'll just have a few small things" mod. this mod is much more complicated and even for the anomaly update, took 1-2 weeks after anomaly release to actually function, even longer than that to not have the FPS issues it had back then.
cut the dev some slack and just be patient.
* No bars at all if i load Color Coded Mood Bars (mood, hunger, sleep)
* No mood bar if I load your mods first
Everything works fine in your mods if i disable Color Coded Mood Bars
Problem is I use Custom portraits in a way I can't see Color Coded Mood Bars inner mood bar, so I have no more mood indicator, but I want their great icons along with full size portraits and your mood bar :)
I'll cross post this on Color Coded Mood Bars workshop as I don't know where the problem sits
While I love the style and function of this mod and appreciate the effort this must take, it's pretty much the only feature that I really miss from other colonist bar mods I've tried.
From the error log and disassembly of the dll, I think it's referring to RenderColonist.DrawWorkItems, the line where there are two floats are computing:
float num2 = Mathf.Clamp(item.def.graphicData.drawSize.x, 0f, 4f);
I've set a null condition check for item.def.graphicData in the decompiled code, and after resolving disassembly errors and recompiling the binary, this fixed the issue.
Do you mind taking a look at it when you have time? Thank you so much!!
Otherwise great mod!
I would look into LTO Colony Bars. Tons of features with bars. All resize-able and customizable.
should be a vanilla feature of the game. right-click+drag.
Thank you for your advice. But I don't plan to post my code to Github now, because I'm not very good at Github.
However, if my code is making the game extremely slow, I would like to improve it. I'd appreciate it if you could tell me how to improve it in a thread or something instead of a comment.
I have only one question. I think that you are not able to play the game if the game slowed down by 450ms.
I am not very good at English, so I could be mistaken.
It's just the color coded mood bars mod did something with the last update and is now bloating my log which is why I am glad that I can deactivate it without loosing functionality thanks to your mod. ^^
Thank you using my mods. "Incompatible Mods" is no not new, I wrote it when this mod was released. At that time, there were many "Mood Bar" Mods which makes mood bars colored released by different authors. and I thought that I could not make compatible to them. So, I was a little surprised to see your comments.
Example:
[CMColorCodedMoodBar] 1
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
ColoredMoodBar13.Main:LogMessage (string,ColoredMoodBar13.MessageType)
ColoredMoodBar13.MoodCache:GetPawnTextureRectCG (UnityEngine.Vector2)
ColoredMoodBar13.MoodCache:Update (UnityEngine.Rect&,Verse.Pawn,Verse.Map,bool&,RimWorld.ColonistBar,object)
ColoredMoodBar13.MoodPatch:DrawColonist
...
I have a small issue with your mod however, same as @veiimas. The name of Pawns draws over the work items and you cant really see them. If you could add a slider to manipulate the potions of the Pawn names/work items or a setting to disable pawn names all together, that would be great.
@veiimas suggestion would make both mods mentioned above incompatible with yours, as they use the potions below the pawn names.
Also the mod works totally fine, anyone having the hud disappear probably has some mod conflict.
I was having the same issue randomly until I went ahead and just removed RimThreaded.
Thanks for your reports. Maybe, I have fixed it.
Root level exception in OnGUI(): System.MissingMethodException: UnityEngine.RenderTexture RimWorld.PortraitsCache.Get(Verse.Pawn,UnityEngine.Vector2,Verse.Rot4,UnityEngine.Vector3,single,bool,bool,bool,bool,System.Collections.Generic.Dictionary`2<RimWorld.Apparel, UnityEngine.Color>,bool)
at (wrapper dynamic-method) RimWorld.ColonistBarColonistDrawer.RimWorld.ColonistBarColonistDrawer.DrawColonist_Patch2(RimWorld.ColonistBarColonistDrawer,UnityEngine.Rect,Verse.Pawn,Verse.Map,bool,bool)
at RimWorld.ColonistBar.ColonistBarOnGUI () [0x0012f] in <42407eb24a9d4d5ea4f2744625360de3>:0
at (wrapper dynamic-method)