RimWorld

RimWorld

Numbers (1.6 Temp)
115 Comments
veoba 4 hours ago 
So Mehni at last updated his mod. But in case you manged and improved not little - what you gonna do?
amm90 25 Aug @ 1:28pm 
maybe is Dubs Bad Hygiene i dont know
amm90 25 Aug @ 12:47pm 
opened 20 fps closed 240
DawnsGlow  [author] 25 Aug @ 11:56am 
@amm90 : You are not supposed to keep it open when playing. Does the fps drop happen when it's closed ?
amm90 25 Aug @ 9:06am 
My fps drops from 240 to 20 just when I open it in an initial colony, I'll have to disable it.
DawnsGlow  [author] 24 Aug @ 6:29am 
@jucardi @Martin : I’ll check into the colonist bug and the new equipment column. I don’t have a timeline yet for when I’ll work on it.

@Krypt : yes, I shouldn't had changed the packageid of the continued version. Changing it back now will be more disruptive because some mods are using the new package id.

@Pholith : Please post the logs. Check the instructions in bug report section of description.

@NOT SUGAR @whymemutted : The tab is not supposed to be kept open during gameplay, calculating the values is expensive. I don't intend to improve performance any time soon.
whymemutted 24 Aug @ 1:33am 
@NOT SUGAR same problem
NOT SUGAR 23 Aug @ 6:04am 
OPEN IT,110 FPS → 20 FPS,WHY???
Martin 22 Aug @ 8:50am 
jucardi's idea would be amazing. Maybe it can also have its own label like "Equipment+"
jucardi 21 Aug @ 7:22pm 
Hi there, suggestion, in the Equipment column, could you show next to the gear icon one colored letter with the quality of the item followed by the durability?

- red "A" for awful
- white "N" for normal
- green "G" for good
- blue "E" for exceptional
- purple "M" for masterwork
- orange "L"

E.g:

[icon] A (50%)
Pholith 21 Aug @ 10:54am 
On my game I can't close a column, right clicking on it sort it like the left clic
Krypt 21 Aug @ 10:08am 
Package id of this mod is not "menhi.numbers". This breaks mod compatibily for every mod trying to interact with it.
Martin 20 Aug @ 5:30am 
Bug report: Colonist tab - A colonist that has been imprisoned is still wrongly shown as a colonist. In the vanilla tabs he is not shown as a colonist.
CrimsonKnight 18 Aug @ 4:35pm 
You're the goat! :praisesun:
DawnsGlow  [author] 18 Aug @ 5:39am 
@CrimsonKnight : In the latest update, the tooltip will now show the full job when hovered.

@DeathKnight : Unwavering Loyalty should be in the latest update. The column is called Unwaveringly loyal.
CrimsonKnight 14 Aug @ 11:00pm 
Hauling jobs mostly. Try to pick up pants for instance and it will read something like
|Current Job.....................................|Queued Job............................|
|Hauling flak pants (22) to inve|Hauling boulder to invento|
DawnsGlow  [author] 14 Aug @ 12:29pm 
@CrimsonKnight :No, the columns aren’t resizable, and I don’t currently have plans to add that feature. Can you specify which jobs cut-off ?
CrimsonKnight 13 Aug @ 2:20pm 
Is there a way to resize columns in the numbers display? It cuts off current and queued job if the job is too long. Maybe a toggle-able option would be nice. Or even for queued jobs to show all the jobs queued when hovered, not just the number of jobs. Thank you for keeping this mod updated!
DawnsGlow  [author] 13 Aug @ 1:50am 
@Ditto : Unstable branch can sometimes break saves in unrecoverable ways. I'd recommend having multiple autosaves and checkpoint saves (that you never overwrite).
DawnsGlow  [author] 13 Aug @ 1:46am 
@Ditto :)
Ditto 13 Aug @ 1:11am 
@DawnsGlow
Can confirm unstable branch working - I can use that.
Thank you very much for your time and testing.
DawnsGlow  [author] 13 Aug @ 12:36am 
@Balthazad : Strip was already present in Numbers. I added the extract skull designation in the latest update. The two addons should not be necessary anymore.
DawnsGlow  [author] 13 Aug @ 12:35am 
@Ditto : I switched to the latest unstable version of rimworld and the error doesn't happen there. Can you check if this issue happens in the unstable version (in steam) ?
Balthazad 12 Aug @ 2:33am 
could you eventually just continue the skulls extraction addon? from what i can see in the modlist, the only issue is the different name of the numbers mod, to be exact the (1.6 temp) seems to be the issue, like, if that wasn't there, it'd be working cuz it'd find it. anyways, thx! :)
Ditto 11 Aug @ 10:27pm 
@DawnsGlow
Absolutely, and thank you for interest in fixing it <3
https://we.tl/t-7fdlVOWo1N
Link from
"https://wetransfer.com/"

DLC active on this save:
Core, Royalty, Biotech, Odyssea

And mods:
Harmony
Numbers (1.6 temp)
Standalone Log Publisher
DawnsGlow  [author] 11 Aug @ 1:44pm 
@Ditto :I was not able to reproduce the issue on my end. Could you please upload your save file somewhere like Google Drive, OneDrive Dropbox or any other cloud storage and share the link ?
Ditto 11 Aug @ 12:06pm 
Hi DawnsGlow
Thank you for answer - I tried your update but same error :(
Also new colony work it seems, but no longer my save file after I added the Biotech DLC

I tried "Standalone Log Publisher" but any upload form didnt work, so I copy to clipboard and put in here:
https://sharetext.io/1d3d97a5

If you need any other information to troubleshoot let me know, thank you for awesome mod and your time.
DawnsGlow  [author] 11 Aug @ 11:29am 
@DeathKnight : In the next update, probably.
DeathKnight. 11 Aug @ 9:39am 
@DawnsGlow Do you think it would possible to add a stat that shows if the pawn is unwaveringly loyal or not?

Toxic Buildup is gonna be quite useful stat to have. Thanks for the patch
DawnsGlow  [author] 11 Aug @ 8:13am 
New Update Changelog:

- New Stats: Toxic Buildup, Caravan carrying capacity
- New Designators: Extract Skull (Credits to Marek15 for original code)
- New Table: Wild Men (Must be enabled in settings)
- Fix: Remove Abilities Button from Animals, Wildlife and Corpses Table causing the game to crash
- Fix: Psycasting preset trying to add all abilities instead of only the castable ones, causing the table to grow very big
- Fix: Hide reset button in main menu since it requires a loaded save to work (previously caused a null reference exception when used without one)
DawnsGlow  [author] 11 Aug @ 7:54am 
@ziplock9000 : It's from some other mod that are looking for the old numbers mod. I think it will work fine, if it has been updated to 1.6.
DawnsGlow  [author] 11 Aug @ 7:52am 
@King Jellybean : In the next update, there will be an option in settings to have Wild Men tab (it's disabled by default). It's basically almost all columns of colonist tab + some columns from wildlife tab. Let me know if you need other columns. Btw, which mod are you playing with ?

@Turambar @Luv N Hugz |UwU| : Toxic buildup and Caravan Carrying Capacity will be added in new update.

@Balthazad : Strip already exists in Numbers, Extract skull will be added in next update.
DawnsGlow  [author] 11 Aug @ 7:52am 
@Lorebot : Putting wild men in guests is a bit unintuitive. The guests tab also doesn't have tame and other animal related columns.

@juako @Imperium : I have never played anomaly, I'll see what I can do, after I finish an anomaly run, which might take a while.

@Ditto : This mod works fine with biotech. Can you upload logs ? See How to Report Bugs Section above.

@CrimsonKnight : Not really. Which jobs cause it to overlap ?
Balthazad 9 Aug @ 3:22pm 
i hope this is working with the 2 addons, since those were what i used it most for^^
gonna link them here just in case there's some coding work necessary
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2731360343
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2732280441

thx for the update o7
Ditto 9 Aug @ 2:06pm 
I have also tried Rimsort with all my previous mods and only harmony and this mod.
Still the same.
Is this mod really in conflict with the Biotech DLC? I don't understand.
Ditto 9 Aug @ 2:03pm 
I play with this mod on 1.6 with Royalty and Odyssea enabled for long time.
Now I wanted to also try Biotech DLC, but after enable that DLC the "Wildlife" tab and "Numbers" tab no longer open.
I tried remove ALL other mods.
Only "Harmony" and this mod was enabled, but still not working.

Anyone else experience this?
ColossalFossil 8 Aug @ 6:26am 
@CrimsonKnight - I would highly suggest using UI Not Included: Customizable UI Overhaul along with the UI Not Included: Numbers Addon . The UI Overhaul allows you to customize all of the tabs and create your own custom tabs. The addon allows you to assign this mod to any custom tab you create.
CrimsonKnight 8 Aug @ 3:22am 
Is there a way to expand or shrink tabs? I like putting current and queued jobs next to each other, but their content overlaps
Luv N Hugz |UwU| 5 Aug @ 9:57pm 
Mass Carry Capacity (for animals) would be great, so that I can look for wild animals with big storage
ziplock9000 5 Aug @ 6:10am 
Not showing. Even when sorted with RimPy Mod Manager. It complains a dependancy is missing. "Numbers (mehni.numbers)
Imperium 4 Aug @ 10:08pm 
Is there a way to display captured entities? If not, would be a useful feature. Keep up the good work!
juako 4 Aug @ 6:56pm 
@DawnsGlow unfortunately i wasnt able to find it even with help from reddit. but i do remember how it looked like. it showed you relevant stats such as containment, escape interval, bioferrite production etc. And it had toggles for study, release, execute which was super useful for anomaly
King Jellybean 4 Aug @ 1:59pm 
I'm using the mod where you can grow wild men... So I commonly have a lot on my map.

I know that's my doing, I was just trying to figure out if there was an easy way for me to throw their stats on screen.

I like the idea of adding them to the visitors list, if at all possible.
Turambar 4 Aug @ 10:36am 
Another value that would be useful is the Toxic buildup amount, especially when managing a toxic fallout.
Lorebot 4 Aug @ 5:03am 
Couldn't Wild Men just be put on the Guests tab? It's not a huge deal to just click them and look at their Bio directly imo since they're so uncommon, but it would make sense to me if they were considered a 'Guest' by the mod.
DawnsGlow  [author] 4 Aug @ 4:38am 
Thank you everyone for the kind words.

@King Jellybean : Animals don’t have traits or many of the other stats used by the mod, so adding them could lead to problems later. As for wild men, I could include them as a pawn type, but since they rarely appear, in very few numbers, it’s probably not worth adding them.

@juako : let me know if you find it. can you share what it looked like ? I might try to add it.
juako 3 Aug @ 10:49pm 
@DawnsGlow sorry, i dont remember which old version i had. but i definitely remember there being an entities tab, i can even see it in my old screenshots and recordings. maybe it was a different mod. i'll try asking in reddit
King Jellybean 3 Aug @ 5:51pm 
I force added traits in by editing a saved preset in the numbers.xml file, but I can't figure out a way to enable adding more in on the fly.
King Jellybean 3 Aug @ 5:35pm 
Is there any way for me to be able to add more of the colonist stats to the wild animals list? Mainly, I'd like to see the traits or certain skills of wild men.
Luv N Hugz |UwU| 3 Aug @ 1:47pm 
Big thanks!