RimWorld

RimWorld

Useful Marks
439 Comments
Kathanon 28 Oct @ 10:40pm 
I'm happy to see that you are using the functionality of Float Sub-Menus. When using it by including the DLL with your mod, please do add kathanon.FloatSubMenu to the loadAfter element of your About.xml.

Because of how the loading of DLLs work, if anyone else uses a newer version of the DLL than you do, and your mod is loaded first, then your version of the DLL will override theirs.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.
Moonshrooms 28 Oct @ 6:08pm 
Hey there! Getting a bug where setting a marker using Faction removes the parameter. Here are my logs: https://gist.github.com/HugsLibRecordKeeper/97463fd84958e66507e23a1d64d23a6c
talent ♿ 27 Oct @ 10:54pm 
лучший в колонии работает не корректно: у пешки без страсти к горному делу 10, значок не отображается, у пешки горное дело 9 но страсть 2лвл - отображается якобы у этой пешки лучшее в колонии горное дело, хотя сухие цифры говорят обратное
talent ♿ 27 Oct @ 10:48pm 
Мод очень крутой, но не хватает в фильтрах функции "НЕ", сейчас только И/ИЛИ, и инвертирвование, но в случае с навыками инвертирование делает не не а худший/лушчий, что подразумевает вообще другую логику и долгоиграющий фильтр для большой колонии сложно/невозможно сделать
Moonshrooms 27 Oct @ 8:39pm 
Would it be possible to make it so that enemy tags don't interlap with prisoners? :) As it stands, if your captured prisoner is of an enemy faction, they'll stay tagged with enemy tags AND prisoner tags, and it'd be helpful to have the two categories completely separated!

Secondly, LOVE the mod, absolute A++ and very useful, thank you for all your hard work!
Ideaguy 27 Oct @ 9:47am 
I really wanted to try this mod out but I had to freeze my save so it would not break. Is there anyway to make this work with 1.4? I tried to load it in and I could not get the icon to appear in the pawn's gizmo stuff.
Monbland 25 Oct @ 4:15am 
LTO Colony Groups Compatble?
Lucas182 21 Oct @ 5:50pm 
colonist bar changes don't work with the Colony Groups mod. The in-world changes work fine.
Shinzou 21 Oct @ 11:58am 
Great and indeed useful mod, but since i added many of my own icons as marks i notices that i can't reach the uppermost in the selection window... could we either get a scroll bar or a variable for columns for the selection window? (or both?)
ArabuXD 19 Oct @ 4:29pm 
Any way to make this work with vanilla traits expanded, for the critical passion ? Just asking, Great mod. Totally changed the way i play this game
:steamthumbsup:
IncensusFENIX 14 Oct @ 8:30am 
Кстати! и еще ОЧЕНЬ не хватает сохранения настроек меток между колониями!
IncensusFENIX 14 Oct @ 8:25am 
Доброго дня! а возможно добавить в фильтрах авто назначения навики от 8, или ручной ввод требуемого уровня?
Visoth 7 Oct @ 6:48am 
Is there any possibility of getting longer title character limits? I believe the current limit is 15 or 16 characters long. Would be great to have something longer like 30+
billywitchdoctor.com 6 Oct @ 4:56pm 
I agree with the post below me: I wish there were some global icon settings that applied to every save file. This mod is great & I love being able to specify icon parameters for like 50 different things in the menus. However, all that work customizing the icons goes out the window once I start a new run.....

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.
Клиф 4 Oct @ 4:17am 
Thanks you for the great mod, very handy, would it be possible to add import/export feature so that we could transfer our custom settings to a new colony?
Ronald Hardest 29 Sep @ 9:52am 
Idk if I'm missing something here. I did a fresh install with no other mods just to test it wasn't a compatibility error (only Harmony and this mod, latest RW version).

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.
Sisco++ 28 Sep @ 4:35pm 
Suggestions:
- 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.
Sanakara 27 Sep @ 12:05pm 
hello. what a wonderful mod. I would wish for:
- 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
papikara 27 Sep @ 9:05am 
Every time I create a new world, I'm re-creating the settings I made in the previous world, is there a way to solve this?
iF 26 Sep @ 9:36am 
@Apex Auto mark by specific hediffs might do the work
Indigo 25 Sep @ 5:55pm 
Any chance to add a simple RGB slider to make our own colors? Thanks.
Doctor Sex 23 Sep @ 7:56am 
kills TPS kinda
Apex 21 Sep @ 7:13pm 
Is there a way to set up auto tagging for enemy pawns with bionics? I don't want to click through a 40 man raid to see who has a bionic limb that I should prioritize lives to be disassembled later.
Knight 20 Sep @ 6:17pm 
I have this weird issue where when I make a new mark that isn't an auto one, it shifts all of the ones down, so for example, if a character has the Guard and Psyker mark, and I make a new one, the Psyker mark would "fall" off and I have to select it again
Aera 20 Sep @ 6:15pm 
Is there a way (or could one be added) to be able to auto-mark hostile animals (Scaria/manhunters/insects)? The automated settings don't seem to actually apply to them (even though the option to allow marking non-humans is enabled).
Lucius 19 Sep @ 11:48pm 
finally i can stop naming people shit like cookPlantsMine lmfao
pfe 17 Sep @ 5:06am 
Is it possible to add corruption need when the ideology requires it as part of a precept? The main issue with that precept is it requires a significant amount of micro management in large colonies. It would be nice if a mark could be auto applied when it gets below a certain threshold or above to datamine who should join the incantation or not.
Jyanwoods 16 Sep @ 8:02pm 
When prisoners are directly turned into ghouls, the ghouls are treated as neutral or allied factions.

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).
Monbland 16 Sep @ 7:06am 
Есть поддержка LTO COLONY GROUSP?
Doitmok 16 Sep @ 4:17am 
10명이상 마크깔면 의외로 틱 많이 잡아먹어서 중요한 캐릭 몇몇한테만 달아둠
落魄的投资 15 Sep @ 1:58am 
Hi, author:
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.
Delgore 14 Sep @ 2:56pm 
@SmithsonianDSP
Thank you for the tip! ( i saw the same sugestion on the other mod comment section, maybe they are working on it?^^)
Старый Лох 13 Sep @ 11:14am 
Судя по скриншотам мод делал наш слоняра
SmithsonianDSP 13 Sep @ 8:35am 
@Delgore : I was just trying to diagnose the same issue after realizing it was working for me with both mods but no longer was. I figured out that having CM Color Coded Mood Bar after Colony Groups and before Useful Marks enables compatibility between the two mods.
spincrus 12 Sep @ 1:19pm 
Icons don't scale with the text when zoomed out. Can such an option be added? Great mod, thanks!
Jan2607 12 Sep @ 7:56am 
The one you marked as a wizard, what exactly makes her a wizard? Is there a mod for it or did you just name your psycaster that way?
Delgore 11 Sep @ 8:40pm 
Hello, thanks for your mods, i tried some of them and they are realy helpfull/wellmade! I have a suggestion for compatibility mods: maybe you could see if there is something to do for Colony Group. This is also a great mod, sadly none of the features from Usefull Mark are visible on the colonist bar... (only on map)

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!
5tratz 11 Sep @ 9:57am 
I was going to do this myself, but it makes sense that you have it in your mod. Psycasters do not automatically show you which is which, especially during a raid. Knowing which enemy is a psycaster earlier could be very helpful. Having a marker next to their name, like the (drug pill) does for those taking drugs, would be a huge benefit.

A perfect example of showing such would be this: https://youtu.be/WFL6hnUjiOk?t=818
Andromeda  [author] 9 Sep @ 9:18am 
@Makazy you have a separate section for skills only
Makazy 9 Sep @ 8:32am 
Hi, awesome mod! really a must have, thanks for the hard work. I have can of a request, I made some rules to put colored stars under pawns depending on their skill level with their equiped weapon, it works well but there is an edge case, i.e a pawn has a ranged weapon with good skill in shooting but his melee skill is greater than shooting, then his good shooting is not aknowledged because the condition is not "Shooting >= 10" but "Shooting >= 10 and Shooting > Melee". Would it be possible to get a "Skill >= 10" only? here is a screenshot: https://imgur.com/a/rGiE4rW
iF 7 Sep @ 5:33am 
Best auto mark mod ever, but I'm struggling to marking disabilities, the hediffs that lack limbs will not be fix by prosthetics.
BadNerd 6 Sep @ 10:21am 
I'm not sure if I'm missing something. Is there anyway to save the custom / overwritten marks for new colonies? i have to redo my marks every game. Still love this mod but it would be nice for it to be persistent.
zero 5 Sep @ 5:19am 
play with multiplayer beta in GitHub will have red word
ligma male #2 4 Sep @ 11:11pm 
Amazing mod. Can you add male/female icons and a condition for incapable of violence?
Seawhite 4 Sep @ 5:00pm 
hi, i don't know if you said this somewhere but, how do you share the config for others?
dominiq_PL 3 Sep @ 11:47am 
@XDelphi yes i think you are right! thanks!
XDelphi 3 Sep @ 11:38am 
@dominiq_PL I think it's Regrowth's Boiling biome (add-on mod).
dominiq_PL 3 Sep @ 10:31am 
hey can somone tell me from what mod/dlc the picture of this mod was taken? I really like that light red backround
Indigo 1 Sep @ 6:52pm 
Any way to add or change colors? Looking for a basic bright blue color and it has some near it but not exactly it. Maybe a color wheel or simple RGB slider?

Mod kicks ass btw, thanks!
BRSaura 1 Sep @ 4:05am 
Just so you know, when you start to have +15 pawns on the map it starts to eat perfomance, even if you lower the update rate, just like any HUD mod really that needs to do constant checks.