RimWorld

RimWorld

Riminder
33 Comments
Anarcho  [author] 3 Jul @ 11:02pm 
@Tyrant - yes, in the process of doing it at the moment. There has been some improvements in the Rimworld API that I am hoping to replace some of the more costly methods with. But I should have an update for it out soon.
Tyrant 3 Jul @ 1:48pm 
Hello, do you plan on updating this to 1.6?
Lunasulpix_TTV 28 Jun @ 4:44am 
Yep seems to have fixed it on a quick glance! Thanks
Anarcho  [author] 26 Jun @ 7:59pm 
@Lunasulpix - thank you for raising the issue, I found the problem and implemented a fix that improved performance significantly in my testing. Let me know if this has improved it for you. If you still see performance degradation, let me know.
Anarcho  [author] 24 Jun @ 2:52pm 
Thanks - I will see if I can figure out why and recreate the problem.
Lunasulpix_TTV 24 Jun @ 1:48pm 
It's a very noticeable decline in performance- I'd have to double check if there's any error logs but as I can't seem to figure out the cause of it and it happens seemingly random I doubt there's much to go off
Anarcho  [author] 24 Jun @ 3:53am 
@Lunasulpix - that's interesting. Are there any error logs? I will try and check on the weekend and add the Analyser to see if I can reproduce the same problem. Is it a noticeable decline in performance or just what Dubs is recording?
Lunasulpix_TTV 19 Jun @ 7:30am 
Hey it seems there's some performance issues caused by this mod according to Dub's Performance Analyser. On some occasions when starting a new colony the game will run at 3TPS & FPS without any sign of improving over a couple minutes. I'm not sure what's causing this since the mod behaves fine when added to other saves or even sometimes doesn't cause any problems when starting a new one (Same mod list across the board so mod conflict is unlikely)
Anarcho  [author] 15 May @ 3:32am 
@pactman - cheers, probably from Leroy Jenkinsing a merge conflict.
pactman 15 May @ 2:02am 
Looking at the source code, there are two places where "PatchAll()" is called.
Anarcho  [author] 13 May @ 11:52pm 
Been working on an ideology ritual auto reminders feature. Will track pre-requisite information on rituals - I.E not just time based, but whether specific furniture or roles are not available, but will show and remind on cool downs, etc.

I also have plans to make it easier for other mods to extend reminders in other mods.
Anarcho  [author] 9 May @ 11:00am 
@Mr. Gator, should be on the main bar on the right side called “reminders”
Gator 9 May @ 10:04am 
so if the key bind doesnt work how do i bring up the UI?
Anarcho  [author] 9 May @ 10:00am 
@nguyenanh2132 yep I will have that in the next release, I’ve added custom ranges, that allow you to offset or create your own occurrences. I was hoping to have it out tonight, but ran into a bug I’m still working on.
nguyenanh2132 9 May @ 8:03am 
Can I suggest adding reminder beyon yearly? Every 2, 3 or 5 years for example?
Anarcho  [author] 8 May @ 4:05pm 
@VitaKaninen - thanks for letting me know. I realised my mistake later, and the new update I am working on fixes things and polished a lot of stuff.
VitaKaninen 8 May @ 3:09pm 
Looks like they need to be tweaked a bit.
Currently they are:

Weekly:Day * 7;
Monthly:Day * 30;
Quarterly:Day * 90;
Yearly:Day * 60;

Should be 7, 15, and 60, with monthly removed from the list.

I would recommend just having a text entry box where the user can input the number of days or hours between reminders, since weekly isn't really used in Rimworld either.
InvitedRhino683 8 May @ 2:59pm 
What is the difference between "monthly" and "quarterly"? Given that months and quarters are the same because theyre "quadrums".
Anarcho  [author] 8 May @ 7:07am 
@nguyenanh2132 You are very welcome. I should have a pretty decent update out soon with some new features (tending auto reminders), as well as fixing some bugs and some annoying stuff. Tending auto reminders have a lot of display info - i.e bleeding out and when, immunity progress, etc. Will be done before the weekend.
nguyenanh2132 8 May @ 6:45am 
thank you very much, this mod is insane qol!
Anarcho  [author] 8 May @ 2:33am 
@鸭蛋卖鸭蛋牡蛎卖牡蛎 - thanks for letting me know. I’ll add that fix in the next release in a day or 2 :)
Hi again,

Thank you so much for your recommendation, it was very helpful!

Additionally, after using your mod, I've found a small issue with the "trigger after" feature. Its adjustable duration is currently 0-6 days, but many in-game events or timers are longer. For instance, for a "Torment Sphere" (10-day timer), I'd like to set a reminder, but the "+" button for "trigger after" is unresponsive past 6 days.

My workaround is using "frequency" for >10 days, then carefully adjusting with the "-" button to the needed time. A difficulty is, if "+" is accidentally pressed during this, the duration resets to 6 days.

I was respectfully wondering if you might consider extending the "trigger after" time range?

Thank you for your time and effort on this mod! I apologize if my explanation is complicated; I hope it's clear.
Anarcho  [author] 7 May @ 10:56pm 
@鸭蛋卖鸭蛋牡蛎卖牡蛎 - An 'always on notepad' is a good idea, but might be a bit out of scope for this mod. There is a checklist mod called 'simple checklist' that is always on screen and this might fit what you may need. If you are looking for more features then what that can provide, let me know and I can possibly see if it fits into this mod via enhancing already planned features.

Thank you for the kind words.
Hi there,

I've been waiting for a mod like this for such a long time! I've always hoped for something with this kind of functionality but could never quite find one, so thank you so much for creating and sharing it!

On a related note, I was wondering if it might be possible to implement a feature like a permanently visible notepad? It wouldn't matter if it were on the right side of the game interface or collapsible like the current feature. The reason I ask is because I often have fleeting thoughts while playing – little reminders like "I should remove X mod for my next playthrough," or "I want to try Y race mod for my next start." It would be wonderful to have a way to jot these down directly in-game.

Of course, this is just a suggestion, and it's completely okay if it's not feasible or something you'd like to implement.

Thank you again for all your hard work and for sharing this mod with the community!

translated by gemini
Anarcho  [author] 7 May @ 5:28pm 
@Ianman100806 - i have removed keybindings this morning, so shouldn't interfere with drafting.
Anarcho  [author] 7 May @ 5:46am 
@Ianman100806 - I didn’t think of drafting, apologies. I’ll do a quick fix tomorrow morning and remove keybinds until I put my thought into it and when I do the next release I’ll make it customisable. If it’s too annoying right now, you can change it in the def in the mod folder.
Anarcho  [author] 7 May @ 5:42am 
@VitaKaninen - I’ll add that one to my list and take a look.
lanman100806 7 May @ 5:34am 
Ability to change keybind would be good. For me it's just using R which is same as draft
VitaKaninen 7 May @ 5:11am 
Nice!

Do you have the capability to add other reminders such as for gene extraction? The wiki says it is a random amount of time from 12-20 days, and I would love to have it automatically check and set up a reminder when a pawn gets out of the extractor to remind me when they are ready to go back in.

Also, for things like the psychophagy ritual which is 15 days, or other rituals with a cooldown.
Anarcho  [author] 7 May @ 1:23am 
I am in the process of adding medical tend reminders, where the frequency is defined by medical tending. These reminders get added automatically when a pawn is injured or contracts a disease (you can turn this off in the mod settings, and still add the reminders manually via right click floating window).

Displays information like medical tend quality.

Should have it out in a day or two with some bug fixes that were causing console errors.
Kardek 6 May @ 3:27pm 
Awesome and good luck, subscribed to see how it goes :)
Anarcho  [author] 6 May @ 6:19am 
@Kardek - I did have similar ideas to that, but not that specific use case or auto adding. I might look into that though and see what I can come up with.
Kardek 6 May @ 6:13am 
What would be super duper would be to be able to track in game events and auto add (subject to preference) those to the list in some nicely presented way (eg medical tend for an infection or duration on a buff etc etc) :)