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Because of how the loading of DLLs work, if anyone else uses a newer version of the DLL than you do, and your mod is loaded first, then your version of the DLL will override theirs. The only way to avoid this is to use dependencies instead, but adding the loadAfter entry will at least fix it when at least one of the other involved mods uses a dependency for Float Sub-Menus.
This of course also applies to Nice Bill Tab and any other mods you have that include the Float Sub-Menus DLL.
Secondly, LOVE the mod, absolute A++ and very useful, thank you for all your hard work!
Other than that one minor complaint, this is a 10/10 mod. I use it so I can quickly identify the skills of pawns at a glance in the top bar, and being able to see status buffs of drugs & weather is invaluable.
All I want is pawns with melee > shooting to show the sword icon next to them. This pawn has 8 melee 1 shooting, but it's still failing the check.
https://i.imgur.com/7jdzVsT.jpeg
Love the mod, btw. Fantastic concept, and I love the pixel art.
- Need a new condition for detecting "Has natural meditation focus type" under the "auto apply" section. Should probably just go ahead and add an entire category for "Meditation focus types" in general to list all focus types.
- It would be nice if the mods default settings included some more pre-configured marks for enemies, such as:
- Holding rocket launcher (doomsday or triple, etc).
- Holding grenades.
- Holding incindiary weapon.
- Has advanced armor (Recon or above).
- Has armor-type implant (Stoneskin, etc).
- Has any other advanced bionic implant (above prosthetic-tier).
These are general enough to not be specific to personal preference, while providing information which usually affects what the best approach for a combat scenario is.
Obviously we can already set these things up ourselves, but it would just be nice to have them as defaults as it can be tedious to have to configure it all.
- hotkey: to switch set marks on/off by desire.
- more icons.
- possibility to save mark presets.
unfortunately "icons on colonist bar" seems not to work for me (CE 1.6). Likely RimHUD or sth. else is conflicting.
https://imgur.com/a/kmWyc54
To work around this, I tried adding to the existing mod settings (a pawn with a specific trait for hostile, neutral, and allied factions) by combining them with an AND condition that includes all possible factions in the mod settings. This removes the ghoul markers, but after saving and reloading the game, an error occurs and the second condition fails to load (presumably because a duplicate faction condition was used).
Your MOD "Useful Marks" seems to be incompatible with another MOD "Trait Rarity Colors",causing Traits to have no color at the start of the game.
Thank you for the tip! ( i saw the same sugestion on the other mod comment section, maybe they are working on it?^^)
I've tried changing orders and it didn't help. Also tried a mod with similar features (job in bars) and this one shows up. Have a nice day!
A perfect example of showing such would be this: https://youtu.be/WFL6hnUjiOk?t=818
Mod kicks ass btw, thanks!