RimWorld

RimWorld

Moody
flango 24 Apr, 2018 @ 12:40pm
Custom icons or mod compatibility
There is a problem that bugs me out that is related to mod compatibility.

I play with lots and lots of mods (and so do many other players), and there are more different "jobs" for pawns like "Watching prisoners", " Using bathroom", "Maintaining an object" but these jobs don't have any icons so they're just stuck with [?] icon in the Moody tab.
The mod needs some kind of icon compatibility with other mods or "User-friendly" custom icons option as if like making their own custom icons for jobs from other mods in a shape of something like a patch or an add-on, so the user doesn't have to access the mod's root .DLL files to change up the code.

For example:
• "Bathing in ***" [bath icon]
• "Maintaining ***" [wrench icon]
• "Hauling items" [default "backpack" icon]
• "Watching prisoner" [eye icon 👁]

These improvements would really help both the player side understanding the jobs correctly and the modding community making their own Moody-compatible icon add-ons (if possible)
I hope the developer will notice that issue and try to do something about it.
< >
Showing 1-6 of 6 comments
Giant Space Hamster  [developer] 24 Apr, 2018 @ 3:02pm 
Unfortunately a best-case scenario here would require individuals or other mod creators to generate the icons just for cross-compatibility even if I add the support in Moody. I'm not terribly optimistic that this will happen. It would likely only benefit a handful of people, which is probably not worth the amount of work it would take. I'll add it to the feature backlog for consideration but it's not on the short list.
flango 24 Apr, 2018 @ 9:26pm 
I understand that this is not your main priority but as the time goes maybe you will find a workaround about this.
Also what about the individuals generating the icons? I don't really get it.

If I had a Visual Studio, I would try messing with the code to at least fix the problem on my side and if it will work, I may post it as something like an unofficial compatibility update, I guess, or contact you. I don't really know. I think that its not that hard to draw the icons, designate them with Texture2D (I think) and make them as modded job icons in the code, as i saw in the code itself.
Last edited by flango; 24 Apr, 2018 @ 9:36pm
flango 25 Apr, 2018 @ 12:17am 
ok, so i got the editing part to work.
isn't it just the repetitive code of
public static readonly Texture2D TEXTURE_CUSTOM NAME = ContentFinder<Texture2D>.Get("UI/Icons/Jobs/CUSTOMJOB", true); ....... else if (def == JobDefOf.CUSTOMJOB) { texture2D = JobSummaryColumn.TEXTURE_CUSTOM_JOB; color = Color.get_COLOR(); }
or am i missing something?

Edit:

WELL, i can edit it right, but i can't compile it because i don't have Unity or something to convert the project to .DLL, dammit.
I can at least upload the edited .CS files and someone could compile them, i dont know
Last edited by flango; 25 Apr, 2018 @ 12:56am
tg9 2 Jun, 2018 @ 12:38pm 
Originally posted by i have crippling depression:
ok, so i got the editing part to work.
isn't it just the repetitive code of
public static readonly Texture2D TEXTURE_CUSTOM NAME = ContentFinder<Texture2D>.Get("UI/Icons/Jobs/CUSTOMJOB", true); ....... else if (def == JobDefOf.CUSTOMJOB) { texture2D = JobSummaryColumn.TEXTURE_CUSTOM_JOB; color = Color.get_COLOR(); }
or am i missing something?

Edit:

WELL, i can edit it right, but i can't compile it because i don't have Unity or something to convert the project to .DLL, dammit.
I can at least upload the edited .CS files and someone could compile them, i dont know

I dont make mods. I use mods. I dont know how to make mods. But i can give suggestions. I would search google with something like .DLL converter.
flango 2 Jun, 2018 @ 10:35pm 
Originally posted by TheGster:
I would search google with something like .DLL converter.
You think I didn't?
Last edited by flango; 2 Jun, 2018 @ 10:35pm
AngleWyrm 12 Dec, 2019 @ 3:21am 
Another up-vote for cross-mod icons; Hygene
< >
Showing 1-6 of 6 comments
Per page: 1530 50