RimWorld

RimWorld

TD Find Lib
180 Comments
oscarmdsh69 11 Jul @ 2:04pm 
1.6 update coming?
Asteroid 25399 10 Jul @ 12:00pm 
@noszbytouj completely agree. I miss Ctrl+F and Custom Alerts soooo much.
noszbytouj 6 Jul @ 4:47am 
@Nuker1110 Ctrl F is on a whole different level compared to vanilla; doesn't even come close to what the mod can offer
Nuker1110 5 Jul @ 6:38pm 
@nosz for "Ctrl F" searching the map, press Z. It's vanilla now.
noszbytouj 30 Jun @ 12:36pm 
I know that there's still time for 1.6, but damn, playing without this (and custom alerts, ctrl f, and everyone gets one) is like being thrown back to the dark ages. Take your time, but fingers crossed for release sometime soon :)
晓山alreShan 25 Jun @ 7:07am 
@CrazyBlot Why you need it? Isn't there a white letter to notice you have orbital trader available?
CrazyBlot 25 Jun @ 5:29am 
Hello. Looking for possibility to alert myself when orbital trader in range. Perhaps we have such possibility with this mod?
2498timmy 16 Jun @ 5:47pm 
Will this be updated to 1.6?
DondarfSnowbonk 22 Apr @ 10:22pm 
Should TDS Bug Fixes be placed above or below this in the mod list? Being a dependency makes me think before, but the fact that it's a bugfix makes me think it should be placed lower (and low in the order).
twystd 11 Apr @ 4:34pm 
perfect, thanks to both of you!
Uuugggg  [author] 9 Apr @ 8:34pm 
Yea, ctrl-drag a filter to copy it (with the caveat it can't be placed next it itself because underlying code didn't handle that)
晓山alreShan 9 Apr @ 6:01pm 
@twystd
filter place[1], filter place[2], filter place[3],
hold "ctrl" and drag to one filter interval ( filter place[+-2] )
twystd 9 Apr @ 5:32pm 
when i add a filter to a search, the list of filters closes after i add one

would it be possible to have a hotkey such as shift or alt that keeps the list of filters open after i add it?

for example if i want to quickly add 5 gene filters to a single search, instead of needing to click add new filter > expansion/mod > biotech > gene and then repeating five times, ideally i'd be able to navigate to the gene filter and then hold a button and left click five times to add five gene filters to the search
CurtimusPrime92 11 Feb @ 2:18pm 
can you add a Health Condition -> Sickness search option for "developed immunity"

like i want to make a filter with

Health Condition [Sickness(Any)]

on one line, then the next line have

NOT Health Condition [Sickness(Developed Immunity)]

to filter out pawns who are sick but achieved immunity before sickness overtook them
Davai 3 Feb @ 11:02pm 
Oh, thank you for your help, will try it soon!
Uuugggg  [author] 3 Feb @ 1:35pm 
Aye, its doable:
1. Create a Custom filter
2. Click the "thing as Thing" button, select Pawn
3. Paste this in: GetComp LoadoutComponent.Loadout.elements.Tag.name
4. Click "Contains" to change to "is"
5. Write in your Tag name.

Slightly better would be to change that 'name' to 'uniqueId' but the mod doesn't tell you Tag's IDs easily. That can be found in the savefile though.
Uuugggg  [author] 3 Feb @ 1:14pm 
That sort of thing might be handled with the custom filter
Davai 3 Feb @ 9:02am 
Hello there! Love this mod. Is there any chance you will add support for Compositable Loadouts mod? Wanna configure bills to search who uses specific loadout tags and make clothing for them. Compositable Loadouts has their own "X per tag" bill configuration, but it only allows to select one tag and I want to select multiple and maybe add additionl filters from your lib.
Uuugggg  [author] 9 Jan @ 11:26pm 
Yea it's Numbers. Shieeet I looked at this nearly 2 years ago : https://github.com/Mehni/kNumbers/issues/54
BlazingSun 9 Jan @ 11:00pm 
I've narrowed it down to the "Numbers" mod. It seems like that mod alone is what's causing the slider issues. I'll disable that mod for now, but I'm curious what it's doing that's interfering with the sliders. The sliders in the workbench, such as for quality, work fine even with Numbers installed.
Uuugggg  [author] 9 Jan @ 5:08pm 
I'd say 1) it seems to work fine 2) is some other mod is causing this? 3) I did quite a lot of work to get the UI working with draggable items (most of TDS Bugfixes) so that's not too surprising nonetheless
BlazingSun 9 Jan @ 4:34pm 
I'm having an issue where the sliders are very difficult to use. Whenver I try to change the value of a slider, such as plant growth percentage, the value resets after I let go of the slider. I think the click and drag motion is trying to reorder the filters, which resets the value once I let go. If I click on the slider I can change the value but with very little control. Any ideas on how to fix this?
Carxofing 7 Aug, 2024 @ 8:41am 
@Sir Rolin ok. I'll try it. Thanks
Sir Rolin 6 Aug, 2024 @ 1:23pm 
@Carxofing no not before core or their dlcs.
bleistift2 14 Jul, 2024 @ 7:25am 
> Is there a filter to find things that shouldn’t be outside? I’m trying to find things that will deteriorate because they’re unroofed.

Found it: Location → Deteriorating
Carxofing 13 Jul, 2024 @ 8:32am 
in the mod list should i put it at the top like harmony? i added some mods and it won't start rimworld. I am looking for where the problem is with prepatcher and it's very very slow.... :steambored:
Proxyer 23 Apr, 2024 @ 10:35am 
Thank you for your reply.
Uuugggg  [author] 23 Apr, 2024 @ 9:59am 
Re: LoadFolders: The error "Found no TD_Find_Lib.ThingQueryDef named Query_CAIFOW" shows that it's NOT loading that Def. Seems that any translation files for the mod-dependent parts also need to be broken up, and placed inside the CAIFOW folder, with their own loadfolders to match
Uuugggg  [author] 23 Apr, 2024 @ 9:50am 
Weird, okay fixed that.

For the record he the message is :

Hello This is TD ; Too many of you guys are not using the "Listing:" Setting in their searches, so I'm popping this message up as a sort of forced tutorial:

Firstly, it's now named "Searching Through: Everything" to make that a little clearer.

For MOST searches you'll want to set that to something else, like "Searching Through : Everyone" because you don't want to search through every tree on the map when you're only looking for a cat, right?
Benteveo 23 Apr, 2024 @ 9:19am 
Had the same problem, in the first load save GUI goes grey only showing the "tutorial" message, had to alt+f4. Opened again and it was fixed
Bunkier 23 Apr, 2024 @ 3:38am 
the notification you've added when loading a save breaks the GUI when loading the save for the first time, after a reload it fixes itself. here's the log https://gist.github.com/HugsLibRecordKeeper/079226ba63d85ca7ecaf2233d23eafbb
Proxyer 23 Apr, 2024 @ 12:19am 
for Winodws OS;LoadFolders.xml

<?xml version="1.0" encoding="utf-8"?>
<loadFolders>
<v1.5>
<li>v1.5</li> <!-- remove ModSupport in 1.5 -->
<li IfModActive="DerekBickley.LTOColonyGroupsFinal">LTOColonyGroups</li>
<li IfModActive="Nowano.RimWorldRealFoW">RealFOW</li>
<li IfModActive="Krkr.rule56">CAIFOW</li>
<li IfModActive="Ludeon.RimWorld.Royalty">Royalty</li>
<li IfModActive="Ludeon.RimWorld.Ideology">Ideology</li>
<li IfModActive="Ludeon.RimWorld.Biotech">Biotech</li>
</v1.5>
</loadFolders>
Proxyer 23 Apr, 2024 @ 12:10am 
So for Windows OS, copy the workshop folder to the Mods folder. And the mod will not work properly unless, remove the directories in <li>/</li> and ModSupport/* from LoadFolders.xml.
Proxyer 23 Apr, 2024 @ 12:02am 
Ludeon explains that "Forward slash is used to accomondate OS other than Windows." and recommends the use of <li>/</li>, but this means that on systems other than Linux, the version is ignored and the mod is loaded exclusively. Since it ignores conditions such as "IfModLoaded", it only causes errors.
Proxyer 22 Apr, 2024 @ 11:57pm 
Of course, the same goes for DLC; even if disable DLC in the mod list, all DLC compatible parts will always be loaded. They continue to be recorded in the form of translation errors at the start of the game.Ex; Royalty DLC disable in mod list, but logging ; translations missing "ThingQueryDef: Query_Royalty_Title.label" and all .
Proxyer 22 Apr, 2024 @ 11:50pm 
Hi Uuugggg.
Due to "<li>/</li>" and "<li>1.5</li>" in LoadFolders.xml, all ModSupport is being loaded regardless of whether there are any mods or not.
For example, it loads CAIFOW and always logs errors like the following:

Found no TD_Find_Lib.ThingQueryDef named Query_CAIFOW to match Query_CAIFOW.label (TDFindLib_CAIFOW_ThingQueries.xml)

Just like with DLC, if don't have a separate mod-enabled folder in root folder, they will always be loaded even if there are no mods in mod list.
Uuugggg  [author] 22 Apr, 2024 @ 9:00pm 
... That *should* be fixed. Steam will be very stubborn to update this mod so if it's not immediately fixed I blame Steam.
Uuugggg  [author] 22 Apr, 2024 @ 8:57pm 
Mkay that's fixed .

Also for the good of the people, I have made it more explicitly clear that you guys need to set the top-level category of the search.
TG_Bottousai 22 Apr, 2024 @ 7:20pm 
It started working again after a while without any reload or change.
Here is one of the searches:
https://pastebin.com/vffjC53M
Uuugggg  [author] 22 Apr, 2024 @ 6:38pm 
I could use the xml if you can ctrl-C one of those searches ;; or a save file with like a custom alert set up.
TG_Bottousai 22 Apr, 2024 @ 6:20pm 
https://gist.github.com/HugsLibRecordKeeper/2ad3bf309c891ef57cfc6a22479e57a6

Got this error and can't quite tell what's causing it.
It's broken my custom alerts that have been working for the last couple of days, and it throws an error if I use Ctrl-F to search for health conditions.
Uuugggg  [author] 18 Apr, 2024 @ 9:39am 
Re: TheJc: Expansion content is not at all supported right now

Re: venomalger21: Yea, first-game default searches was broken and is fixed.
DogShet21 15 Apr, 2024 @ 1:28pm 
--- End of inner exception stack trace ---
at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor(intptr)
at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (System.RuntimeTypeHandle type) [0x0002a] in <eae584ce26bc40229c1b1aa476bfa589>:0
at (wrapper dynamic-method) Verse.StaticConstructorOnStartupUtility.Verse.StaticConstructorOnStartupUtility.CallAll_Patch3()
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch6 (string)
(wrapper dynamic-method) Verse.StaticConstructorOnStartupUtility:Verse.StaticConstructorOnStartupUtility.CallAll_Patch3 ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_5 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
DogShet21 15 Apr, 2024 @ 1:28pm 
at TD_Find_Lib.HeldQueries.Clone (TD_Find_Lib.IQueryHolder newParent) [0x0001d] in <3da452b5000646f38621521b0cbfc05b>:0
at TD_Find_Lib.QuerySearch.CloneInactive (System.String newName) [0x00030] in <3da452b5000646f38621521b0cbfc05b>:0
at TD_Find_Lib.QuerySearch.Clone (TD_Find_Lib.QuerySearch+CloneArgs args) [0x0001b] in <3da452b5000646f38621521b0cbfc05b>:0
at TD_Find_Lib.SearchGroup.Clone (TD_Find_Lib.QuerySearch+CloneArgs cloneArgs, System.String newName, TD_Find_Lib.ISearchStorageParent newParent) [0x00023] in <3da452b5000646f38621521b0cbfc05b>:0
at TD_Find_Lib.DefaultSearches+<>c.<get_CopyLibrary>b__12_0 (TD_Find_Lib.SearchGroup g) [0x00000] in <3da452b5000646f38621521b0cbfc05b>:0
at System.Linq.Enumerable+SelectListIterator`2[TSource,TResult].ToList () [0x0002a] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
DogShet21 15 Apr, 2024 @ 1:27pm 
at TD_Find_Lib.HeldQueries.Clone (TD_Find_Lib.IQueryHolder newParent) [0x0001d] in <3da452b5000646f38621521b0cbfc05b>:0
at TD_Find_Lib.QuerySearch.CloneInactive (System.String newName) [0x00030] in <3da452b5000646f38621521b0cbfc05b>:0
at TD_Find_Lib.QuerySearch.Clone (TD_Find_Lib.QuerySearch+CloneArgs args) [0x0001b] in <3da452b5000646f38621521b0cbfc05b>:0
at TD_Find_Lib.SearchGroup.Clone (TD_Find_Lib.QuerySearch+CloneArgs cloneArgs, System.String newName, TD_Find_Lib.ISearchStorageParent newParent) [0x00023] in <3da452b5000646f38621521b0cbfc05b>:0
at TD_Find_Lib.DefaultSearches+<>c.<get_CopyLibrary>b__12_0 (TD_Find_Lib.SearchGroup g) [0x00000] in <3da452b5000646f38621521b0cbfc05b>:0
DogShet21 15 Apr, 2024 @ 1:27pm 
Hello Im getting this error can u help me.

Error in static constructor of TD_Find_Lib.ModStartup: System.TypeInitializationException: The type initializer for 'TD_Find_Lib.ModStartup' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
at TD_Find_Lib.ThingQueryMaker.MakeQuery (TD_Find_Lib.ThingQueryDef def) [0x00055] in <3da452b5000646f38621521b0cbfc05b>:0
at TD_Find_Lib.ThingQuery.Clone () [0x00000] in <3da452b5000646f38621521b0cbfc05b>:0
at TD_Find_Lib.ThingQueryCustom.Clone () [0x00000] in <3da452b5000646f38621521b0cbfc05b>:0
at TD_Find_Lib.ThingQuery.MakeClone () [0x00000] in <3da452b5000646f38621521b0cbfc05b>:0
TheJc 15 Apr, 2024 @ 8:15am 
(Part 2)

This is a screen of my search: https://imgur.com/a/sceFq0f

And this is the code: https://pastebin.com/xQpYvXhC

Sorry for the links, but there's a character limit for comments.

Here I already am not getting the expected result. The one selected on the screenshot is the only visible creature, the other 4 (please ignore the dead ones) are fulli invisible and were never visible.

If I select them from the finder I can get to select the invisible ones, but outside of it I cannot do that. Not even with dev+god mode enabled, only way for me to select those invisible creatures it's by using the finder list.

Is that how it should be? As long as I can select something even if just via your finder then that pawn is "selectable" for the filter purposes?

If yes, then I would like to request a way to exclude invisible creatures, or to be taught how to do so.

Thank you!
TheJc 15 Apr, 2024 @ 8:13am 
Hello! Maybe it's too soon since Anomaly just came out so you may or may not yet have to understand if there are new things, still here I am.

I can't find a way to exclude invisible sightstealers from my searches.

Since I don't know if you checked Anomaly yet: sightstealers have a permanent hediff that makes them invisible till they get near to a pawn (or a detector). When they are near they become visible, but they don't lose the hediff, and the go back to invisibility as soon as they are not downed and no one is around them for a while.

By toying around with the search options I found the "selectable" paramenter which looked perfect since invisible sightstealers cannot be selected by the player, but either it doesn't do what I think it should do, or it's not working for me.

(There is a character limit so I have to split my comment)
that squirrel guy 8 Mar, 2024 @ 2:26pm 
Nothing shows up when pressing crt f, bug?
水之笔记 15 Feb, 2024 @ 5:51pm 
Thank you so much!