RimWorld

RimWorld

Playlist Mod
99 Comments
Aleksey  [author] 13 hours ago 
Gotcha, I'll look into implementing it again. I'd also like that feature to be in place. Maybe 1.6 changed something since its version of Unity updated. I'll keep you posted here.
Guineatown20806 13 hours ago 
@Aleksey I can't check right away as Music Manager doesn't have a picture of this on its workshop page. But as I remember, Music manager does have this feature and it works. I just don't use it, because I prefer the UI of Playlist.
Aleksey  [author] 14 hours ago 
That's because setting a song's time does not work in RimWorld/Unity. I actually have the feature there, but it's commented out because setting AudioSource.time just doesn't work properly. I've tried using samples instead and I get the same result. Basically, what happens is that you can seek the song and bar moves where it should, but the song's timestamp isn't updated correctly. It seeks to somewhere at the start of the song, regardless of where you chose to seek to. Very annoying and I've not figured out a fix for it.

Curious, does Music Manager let you do it? Does it work properly?
Guineatown20806 18 hours ago 
I like this one a lot more than music manager by fluffy. The UI and song list looks way better. There is only one thing that bothers me, why can I not go to a specific part on the song, like song is 2:40 min long and I can't got to the 1 min mark or so. I can only start a song at 0:00 and then play it from there. Why can't I click on the white progress bar and jump to the respective section? If that feature is not going to get added. Can we at least get a speed up option? Like playing the song faster or jumping a configgurable time (10 sec default) forward or backwards on the track.
Aleksey  [author] 19 Jul @ 6:58am 
No worries! Happy to help. Sure, you can do that.
Rigeios 18 Jul @ 11:35pm 
thank you so much for your help, i was able to make all the music mods i wanted with the original ogg files i converted! i'd like to ask your permission to post them to the workshop with a link to here and or the mod generator if that's alright
Aleksey  [author] 18 Jul @ 3:47pm 
Important: I'm changing the way I accept bug reports now, in order to add more structure to them. Now, we'll be using the Issue Tracker on BitBucket for each of the repos. Check the mod description or Bug Reports thread for links.
Aleksey  [author] 13 Jul @ 2:17pm 
I've recompiled the mod for 1.6 now that it's official. There was a bug opening the mod settings window before that should be fixed now.
Aleksey  [author] 28 Jun @ 11:45am 
The mod has been updated for 1.6 now.
AzoorFox 17 Jun @ 8:19am 
UPDATE WHEN???????????
Aleksey  [author] 6 Jun @ 6:43pm 
No worries! Glad you're enjoying it.
Kasa 6 Jun @ 6:18pm 
Thanks for that!
The other music mods are not as easily customizable as this one so It's very much appreciated!
Aleksey  [author] 6 Jun @ 2:43pm 
It seems Bitbucket's free account doesn't allow downloads anymore. I've upgraded to a standard plan and now you'll be able to see the downloads again. Just go to "Downloads" on the side and you'll see either the .exe itself or .zip with the .exe inside for you to choose from.
Kasa 6 Jun @ 7:26am 
I'm not sure where to find the exe for your custom music generator as you're not using the standard github for project and there is no link to the released compiled folder that I can fine.
Aleksey  [author] 25 May @ 2:31pm 
Do any of your additional music mods use the Expanded Music Framework? I've not had this issue.
Claunine 25 May @ 2:34am 
I’ve noticed that after gaming for a while, the player‘s track title changes to "not playing". Unless I click next track, it stays like this, so I can’t tell which track is currently playing even though the music keeps playing normally. I’m not sure if this is an issue with the player itself or caused by the additional Mod music packs I’ve installed
Aleksey  [author] 16 May @ 2:50pm 
Hmm, odd. Let me know if you find out anything else.
Enrico 16 May @ 2:31pm 
Sometimes it works as expected, sometimes it doesn't. Not 100% replicable every time. Not sure what causes it.
Aleksey  [author] 16 May @ 2:23pm 
I'm unable to recreate that issue. It might be a mod conflict, but I'm not sure. I tested opening the game and it didn't show the playlist, and then quitting with the playlist open, which also did not show the playlist upon loading in.
Aleksey  [author] 14 May @ 2:44pm 
I'll see if I can recreate it.

I believe relaxed is 85-105 and tension is 2-5.
Enrico 14 May @ 1:39pm 
I always quit the game with playlist closed.

Can you tell me what the default intervals are so I can put it back to those settings?
Aleksey  [author] 13 May @ 5:40pm 
I've never had that issue. How are you creating it? More details would help. Are you quitting the game with the playlist window open or something? Even so, it shouldn't just show up without you clicking the button in the widget.

It does, but there are options you can set in the Mod Settings section for the mod.
Enrico 13 May @ 4:56pm 
every time i start the game, the playlist opens, despite having it toggled off previously! please save the state.

also, does this mod reduce the time in between songs? not a fan of the constant song spam tbh.
Aleksey  [author] 4 May @ 12:07pm 
Thanks, glad you're enjoying it! I've added that feature for you.
Claunine 1 May @ 5:17am 
Nice mod!Would you consider adding a button to lock the player interface? I usually position the player interface in the top-right corner of the screen, but when there are too many colonists, some of their avatars become covered by it and can't be interacted with
Aleksey  [author] 19 Mar @ 10:46am 
Nice! Yeah, they're going to be pushing an update soon, so hopefully you won't have to wait long before you can use it again.
猫雷Kiss 19 Mar @ 2:59am 
I used the custom music tool you provided to add their music files as local music mods and it worked great! Looks like there should be something wrong in their mod.
Aleksey  [author] 18 Mar @ 5:04pm 
I did some testing and can confirm that Songs of Syx is broken. There's an error in the SongDefs XML. I reported the bug to the developer. Hope they can fix it soon. In the mean time, if you're using Songs of Syx, disable it until they fix the mod.
Aleksey  [author] 18 Mar @ 1:19pm 
I'll test them out, but can you provide more details? Are the songs not showing in the playlist? Are they just not playing at all? I tested a bunch of other music packs that another user provided and they all worked fine, so these should too.
Nishe 8 Mar @ 12:11am 
Super useful mod. Now I can turn music back on without wanting to rip my ears off when certain base game tracks play.
Aleksey  [author] 6 Mar @ 2:02pm 
I've made a small update that ignores songs with a commonality of 0. As of now, that seems to be songs in sequences, which is Anomaly music. That will ensure that Anomaly music doesn't play randomly in the list and you shouldn't have to manually disable them either.

I've continued looking into how Anomaly music plays and it's going to be a pain. Anomaly music plays in sequences, which is different from how all the other music in the game is played. I think I'd have to add something that either lets you manage which songs can play in which sequence or add something that lets you insert songs into sequences, allowing them to play during the different Anomaly events. Either way, that's a huge thing and something that the mod was never designed to do, so I'm not sure how I'm going to address that just yet.
Aleksey  [author] 3 Mar @ 11:44am 
No worries!
[RTB] Sarianos 2 Mar @ 8:38pm 
Well that explains it, seems all the out of place music is from Anomaly, thanks Aleksey.
Aleksey  [author] 2 Mar @ 9:50am 
It should. It pulls those values from the SongDefs themselves, and then you can optionally change which condition a song plays in from the playlist window. That's with all music except for Anomaly's. That music plays differently from the rest of the game's, and I'm still trying to figure that one out.
[RTB] Sarianos 1 Mar @ 11:30pm 
@Aleksey this mod doesn't seem to respect/inherit the conditional triggers for the vanilla music, is this a bug or a limitation?
Aleksey  [author] 27 Feb @ 11:11am 
No worries! Thanks for you help with it.
YeOl'Choppa 27 Feb @ 11:02am 
testing with the track "Noodle Planetfall a" 0:47 long
so far, for timer between songs set to 0 - 0, the following tests were a success:

- start and pause for a time stamp farther in the track than the current paused time stamp
- start and pause for a time stamp before the current paused time stamp

with the timer set to 60 - 60:

- start and pause for a duration lower than the setting
- start and pause for a duration higher or equal to the setting

both tests resulted in the timer firing only at the end of the track, which managed to play uninterrupted, so everything seems to be working nicely now. thank you for taking the time to look into this with me, and for making the best in game track manager in the workshop, of course!
Aleksey  [author] 26 Feb @ 4:59pm 
That should be fixed now. Let me know how it works for you.
Aleksey  [author] 26 Feb @ 2:17pm 
Funny how they both have the same issue. Must be the game intervening while it's paused. Thanks for your detailed testing and results. This will really help in fixing it.
YeOl'Choppa 25 Feb @ 6:56pm 
whew, what a wall of text, apologies for polluting the thread, hope these info bits help you determine what we can do to fix this (and put this bug to rest already if possible, it has been here since the times of the old music manager iirc lol)
YeOl'Choppa 25 Feb @ 6:54pm 
and finally, the last case i've tested is what if the random timer well exceed the length of the track, which resulted in the timer setting getting subtracted by the time you have waited. for the same test as before:

- start track
- pause at 0:10
- wait 30s
- unpause, and the song won't skip!
- 1:30 after unpausing the track the next song will play

so it seems that, if the time stamp exceeds the length of the song (by way of the time between songs settings), it will just subtract the settings value by the time paused. if the time stamp goes before you actually are in the song (by way of waiting longer than <length> - <time at which we paused>), it'll just skip to the next song when unpausing, but, i'll guess since i haven't tested it, if you have settings >0 it'll probably add up to the time stamp calculated from the basic formula of length against wait time.
YeOl'Choppa 25 Feb @ 6:47pm 
but wait, there's more! if you were to mess with the time between songs settings and include any number above 0, the values you've set seem to ADD to the time stamp at which the song skips

say we do the same test as the previous one, but set the random timer to 10 - 10 :

- start track
- pause at 0:10
- wait 30s
- time stamp should be 0:47 - 0:30 = 0:17, but since we have a time to wait between songs it'll actually be 0:47 - 0:30 + 0:10 (in this case) = 0:27
YeOl'Choppa 25 Feb @ 6:44pm 
for example, taking the track "Noodle Planetfall a" which is 0:47 long:

- start track
- pause at 0:10
- wait MORE than 0:47 - 0:10 = 0:37 (pause for >= 37)
- the song will skip immeaditely after unpausing

because, following the first comment's logic 0:47 - 0:38 = song will skip at time stamp 0:09, but we are already past that point, so it skips instantenously.
Aleksey  [author] 25 Feb @ 6:43pm 
Excellent work, thank you for investigating!
YeOl'Choppa 25 Feb @ 6:40pm 
i have repeated the same test with varying wait times between pausing/unpausing, such as 1 minute to 3 minutes, as well as testing other tracks (namely "Fealty" and "Noodle Planetfall a", and the results seem to follow the same logic as before (which is, in short, <track duration> - <time elapsed since pause at the time of unpausing> = time stamp at which the song will skip)

also, we should take note that, if the random timer is still set to 0 - 0 seconds, if we were to wait any time LONGER THAN the duration of the track minus the time stamp at which we paused , the music will skip immediately after unpausing
YeOl'Choppa 25 Feb @ 6:31pm 
after testing around with 3 songs, pausing at certain time stamps, waiting for determined periods of time and unpausing, as well as messing about with the mod's options i managed to conclude both the timer settings and how long the music is paused for plays into what time stamp the track will skip after unpaused.

say for example, the track "Gathering In" which has a duration of 3:42, and in this case, the mod settings have the random timer between peace songs set at 0 - 0 :

- you start the track by either cycling through the playlist until you get to it, or by selecting play in the list menu

- let it play until 0:30 time stamp

- pause it and wait 2 minutes

- unpause it right after said time

- the time stamp at which the song will skip is exactly equal to the total duration of the song minus the time you have paused it for, in my case it resulted in a time stamp of 1:42 (simplifying, 3:42 - 2:00 = 1:42)
YeOl'Choppa 25 Feb @ 6:31pm 
ok, managed to gather some very useful stuff in the mean time. don't know if all of it will fit into one comment so i apologise if it gets too messy:
YeOl'Choppa 25 Feb @ 5:33pm 
what i usually noticed was that this would apply any time after being paused and unpaused, the music would just skip to the next regardless of the amount of time it had been paused for.

i can do some testing later and report back if i have any ideas to brainstorm the cause.
Aleksey  [author] 25 Feb @ 3:51pm 
Did some testing and was able to replicate, but I'm not sure there's a link to the song intervals. I found that it still has the same issue even if you have a 0 song interval, so if it was tied to it, then a 0 song interval would mean an immediate skip, but it doesn't happen that way. I'm going to have to do some more digging.