RimWorld

RimWorld

Pawn quick info
120 Comments
Yet another amazing mod by you, this and the bill tab rework are from now on the mods to have 24/7
WJSabey 29 Aug @ 8:06pm 
This is great though I can't make out what the numbers it's showing when I hover over a power building are. On the left it has the current grid excess, but on the right it has a large negative number that doesn't correspond to anything I can make out.
Alpaga 18 Aug @ 4:38am 
Hi,
I love this mod !
However sometimes the Pawn Info overlay overlaps some base game thing. For instance, if I use the Convert action from Ideology, hovering above a pawn portrait give me text information about by how much I’ll convert.
Pawn Info masks that (I’m using the 1s delay to be quick)

Do you think it’d be possible to incorporate those base game tooltips in the UI of your mod ?
ましろ 16 Aug @ 11:18pm 
[Ref 775AB1B5]
at RimWorld.SteadyEnvironmentEffects.FinalDeteriorationRate (Verse.Thing t, System.Boolean roofed, System.Boolean roomUsesOutdoorTemperature, Verse.TerrainDef terrain, System.Collections.Generic.List`1[T] reasons) [0x00082] in <cb53cd4422904947932d33f561ad8d15>:0
at RimWorld.SteadyEnvironmentEffects.FinalDeteriorationRate (Verse.Thing t,

https://gist.github.com/HugsLibRecordKeeper/11cf4f3b5bd01ec40202ef3021fd728f
Boogie Zero 14 Aug @ 2:31pm 
Hello, great mod! Unfortunately, you have the wrong DPS calculation for weapons.

Your calculation (likely):
damage * burst count / aiming time

Correct calculation:
damage * burst count / (aiming time + ranged cooldown + burst time)

In RimWorld, the stat for the burst fire rate is in rpm, for example, a weapon with 400 RPM and 3 burst count would be:
60 sec / 400 RPM = 0.15 sec per shot
For a burst of 3, there are only 2 delays, so the burst time is 0.3s.

I was initially confused by the numbers, but it should be a simple fix. I hope it helps :)

I would also love to see the "All" option for "equipped weapon is shown for".

Anyway, have a great day! ;)
Ghojo 17 Jul @ 8:46am 
Thank you for this mod, you are a true wizard ... or witch, whatever applies. :)
IncensusFENIX 11 Jul @ 3:56pm 
odyssey comp?
KIRILOCS 11 Jul @ 12:41am 
Спасибо за мод дружище!
Triobian 10 Jul @ 9:45pm 
I would love an option to disable the skill display for the player. I prefer using rimhud to see colonist stats. What would also be AMAZING is options for where to display the pop up info. I would love to have this on permanently off in a corner for quick reference without it blocking all the stuff immediately around the pawn. I love the quick and easy way to see what body parts are armored, what body parts are injured, and the general health of the pawn
Slinkerdeer 4 Jul @ 11:33am 
Have you implemented or maybe consider implementing a stat thing showing what the minimum and maximum comfortable temperature is?
月空 24 Jun @ 11:16am 
Can we set it so we directly see the pawn's Traits?
Tokey 24 Jun @ 12:51am 
Love the mod, it makes checking out raids so much easier.

Could we also get a compatibility patch for Yayo's Combat 3 Continued? https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2854006492
DaemosZythaer 21 Jun @ 7:30pm 
This is so incredibly intuitive and helpful! SUCH A GOOD JOB!!
CRPT 12 Jun @ 1:11pm 
THANKS FOR 1.6 !
Shrimp God 8 Jun @ 5:03am 
Works perfectly now! Thanks for the very prompt update!
Andromeda  [author] 5 Jun @ 11:27am 
@Shrimp God, patchet for Vanilla Skills Expanded and Alpha Skills. The icons might be a bit messy, but it works correctly nonetheless
Shrimp God 4 Jun @ 11:35pm 
Awesome mod, if it ever gets updated, a compatability fix for Alpha Skills would be awesome. Any skills using Alpha Skills passions end up showing like 16 stars covering up the words on mouseover. Small issue I know, maybe I will try and learn how to fix it myself but right now I have no idea how to go about that.
Siydge 24 May @ 11:40pm 
Awesome mod, I'm a sucker for good UX designs, and this is a prime example of good UX Design. Thank you
LapisAzure 22 May @ 8:39pm 
I'm using this mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3290742314 (Hidden Enemy Bio) to hide the skills and traits of raiders in the Bio page, but this mod shows the skills anyway in the popup. I think it would be cool to also hide the enemies skills in the popup if that other mod is installed as well.
RedEmber 23 Apr @ 8:58pm 
Hi, it looks like there's only the option to see the weapons of "All except player", but no option to see the weapons of All including the player too?
BucketFred 12 Feb @ 10:52pm 
Loving the mod ! One request if I can ask? Any way to add the Trait from the Bio tab when I look at a pawn? Thanks !
Vox Ludorum 8 Feb @ 3:12pm 
First off, this is extremely helpful. I find myself rummaging through menus all the time just to find out something about a pawn, simply because I keep forgetting which menu its in!

I love the setting to delay the popup by a second, however is there a way to apply this to hovering over the colonist bar at the top as well?
Andromeda  [author] 22 Nov, 2024 @ 2:25pm 
@unknown dude, this gene is not in alpha genes. Idk where it comes from
Andromeda  [author] 20 Nov, 2024 @ 10:00am 
@unknown, cannot find any gene in alpha genes that totaly disables mood. What exacly name of this gene? Looks like wrong mod
Anyway, it tested with pawns with disabled mood like androids and it works fine
unknown 20 Nov, 2024 @ 3:27am 
Hello, I don't know English. Below is the translation software description.
In the<Alpha Genes>mod, there is a gene option that disables mood. Once this gene is added to a character, an error message will appear, which will be placed last. I don't know if this is an error caused by your mod<Pawn quick info>not being able to retrieve data. I hope you can make this mod compatible with this issue when you have free time. Thank you for your effort. Thank you

Alpha Genes: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2891845502
Tec 18 Nov, 2024 @ 2:16am 
@Andromeda Suggestion - Add a changable hotkey to toggle the info instead of just shift. When your holding down shift to select multiple pawns, especially on the colonist bar, it really gets in the way.
corvaz_vice 19 Oct, 2024 @ 9:24pm 
The option to be able to leave the current job of the colonists all time activated would be exquisite, could you? this mod is amazing
irrelevantredundancy 11 Oct, 2024 @ 4:46pm 
@Andromeda - No dissatisfaction here, I love the mod. I came across it when I was just starting to play, and I've been using it since. Sometimes I just geek out and dig into a mod and it's behavior.
Andromeda  [author] 3 Sep, 2024 @ 11:06pm 
@Sharky Wrong mod to report
Sharky 3 Sep, 2024 @ 10:03pm 
I think i either may be missing something, or am not understanding it, but im running into an issue where when i try to draft a colonist, i cant actually command them to go anywhere or to pick something up. i tried with holding shift and such like it says above, am i just missing how to do so?
Andromeda  [author] 24 Aug, 2024 @ 7:38am 
I have worked on optimization, and it should now be significantly better during idle times.
If you are still dissatisfied with optimization, disable "Enable item tooltips" and "Enable building tooltips" options in the mod settings. This should significantly improve performance.
Church.exe 11 Aug, 2024 @ 4:39pm 
It looks like the issue has to do with zooming in/out, zoomed all the way in to a single blade of grass it takes about 1ms, zoomed completely out to the entire map it takes 4.4. I'm using Simple Camera Setting for zooming so maybe that's part of the issue? (haven't tested, I'm just guessing based on the performance impact being based on zoom level)
Church.exe 11 Aug, 2024 @ 4:32pm 
I'm not sure if this is a mod conflict or not but for some reason this mod is having a pretty severe performance impact even when not being used. On a relatively simple crashpod start on 900 target TPS (smart speed's max mode) it takes up 60% of the time used by Harmony Patches according to dubs performance analyzer, but it actually looks like it takes up more than even that. (it's average is ~4.4ms and the average ms/update that I'm seeing is ~4.6ms, I'm guessing the disparity is caused by statistical stupidity of some sort.)

The pack I'm testing right now is fairly heavily modded so I wouldn't be surprised if there is some slowdown, but for an unused UI element to be taking up 17x more resources/time than second place (VFECore.Pawn_DrawTracker_Patch:Postfix) seems like that's more of a mod-conflict than general slowdown. I wouldn't know enough about Rimworld modding to start on tracking down what the issue is but it definitely seems like something somewhere is going wrong.
Timou 2 Aug, 2024 @ 7:01am 
This is a great idea to make Shift key a toggle instead of holding it !
Maple38 27 Jul, 2024 @ 5:53pm 
Cool mod but the config is so horrible that I can't use it because I can't disable stuff (like, why is there no way to have the "show current job" totally disabled???)
9 Jul, 2024 @ 11:04am 
Great mod, I use it as an alternative to RimHUD so I don't have to deal with a lagspike everytime I select a pawn.
May I suggest an option to make the Shift key a toggle instead of holding it?
Johnny Silverman 23 Jun, 2024 @ 1:58am 
"I'll make a proper patch when I understand what this mod is about."

As far as I'm concerned in vanilla the bionic limbs have an HP stat that's basically same as vanilla. Elite Bionics Framework seems to mainly do one thing - it gives various modded (and vanilla too I believe) artificial limbs a bonus to HP, which actually makes sense when you have metal arms and legs.
Braincell 22 Jun, 2024 @ 12:11pm 
For now, the unmodified max HP is returned.
The detected mod comes from: PawnQuickInfo
Braincell 22 Jun, 2024 @ 12:10pm 
@Andromeda

EBF still throws this error

some mods using unmodified GetMaxHealth() method, which violates the EBF protocol. The author(s) of the involved mod(s) should adopt the EBF to clarify their intentions
Andromeda  [author] 10 May, 2024 @ 4:34pm 
@Renegaiden fixed
Andromeda  [author] 10 May, 2024 @ 3:46pm 
Fixed minor bugs
added display (with possibility to disable) of prosthetic organs
added some integration with androids from Vanilla Expanded
Testing Elite Bionic Framework. I'll make a proper patch when I understand what this mod is about.
lol 10 May, 2024 @ 11:28am 
Mentioned in Best Mods • Vanilla UI collection.
Renegaiden 23 Apr, 2024 @ 10:50pm 
Moderate incompatibility with the Elite Bionics Framework. That mod effectively allows body parts (usually bionics) to have greater max hitpoints. Doesn't seem to play nice as of 1.5, since having the mod present will have otherwise healthy (no hediffs) pawns display severe damage to the entire body including all organs.

No red lines or anything in the console from what I can tell. 1.4 *used* to yield an error from EBF since this mod hasn't adopted their framework, but that's not present anymore and likely wasn't an issue anyways.
Johnny Silverman 16 Apr, 2024 @ 6:09am 
Honestly one of the best recent mods

So much needed information at a glance!

Definitely becoming a staple in my mod lists, good job
Andromeda  [author] 15 Apr, 2024 @ 12:27pm 
I'll check it out. It's probably a floating bug in some other mod. I often encounter problems with hastily updated mods nowadays
Farbott 15 Apr, 2024 @ 12:10pm 
Decently extensive list, maybe its compact hediffs? Not sure how those two would collide very much though
Andromeda  [author] 15 Apr, 2024 @ 10:19am 
Can't reproduce on 1.5
Tried with [NL] Dynamic Portraits, RimHUD, UI Not Included: Customizable UI Overhaul, CM Color Coded Mood Bar, Job In Bar
What mods are you using?
Farbott 14 Apr, 2024 @ 4:45pm 
Weird bug I found, if you have a pawn selected on the hotbar and mouse over another one it causes the GUI to vanish until you quit it
Al120 13 Apr, 2024 @ 5:07pm 
Hm, figured it would thanks for the heads up.
Porknelius 12 Apr, 2024 @ 6:32pm 
Just a heads up: Using this comes with a big performance cost