RimWorld

RimWorld

Colonist Bar Adjuster
110 Comments
Yxklyx Sep 17 @ 4:28pm 
Love this mod!
Syrus  [author] Sep 13 @ 1:32am 
I'm confused, but happy to hear that, I guess!
TNTsquid Sep 12 @ 7:33pm 
GOATed mod, was looking everywhere for something like this so I can see what weapon the top row of colonists has equipped. (it would get hidden under the bottom row of colonists)

Thank you so much, you've saved my marriage.
Syrus  [author] Aug 19 @ 12:22pm 
Version 1.6.3
Fixed offsets not allowing for negative values
GiPSyFiSH Aug 19 @ 8:40am 
Can't put negative value in offset
redpopsackle Jul 19 @ 11:05am 
Yay, thank you! the original is so tiny... I missed this mod, too
VelxraTV Jul 13 @ 11:51pm 
gotta say thanks for updating this. I have really missed it! lol
ChrisB Jul 13 @ 5:33am 
thanks!
Syrus  [author] Jul 12 @ 1:21pm 
Version 1.6.1
Small change to when settings are applied
Syrus  [author] Jul 12 @ 9:52am 
Update to 1.6
Removed HugsLib dependency
Reworked settings accordingly
digy Jul 12 @ 8:40am 
thanks for your mod any plan for 1.6 update?
Koterism Jul 10 @ 2:56pm 
Agree, we need 1.6
(By the way, it is good work, I really love your mod)
XYM04689733 Jul 4 @ 7:34pm 
pls1.6
Criz Jun 27 @ 6:21am 
love the mod, been using it, will it be updated to 1.6?
masoria Jun 6 @ 2:40am 
amazing mod, tyvm!
Syrus  [author] Apr 23 @ 9:42am 
Sorry, but hiding colonists is beyond the scope of this mod - beyond what I intended to do with it, at least
Narriax Apr 23 @ 5:47am 
this mod is exactly what i needed, thank you!
FentyPops Feb 26 @ 10:51am 
I second midnightwave's plea for the ability to hide colonists on the bar. Please, and thank you ahead of time.
midnightwave Jan 7 @ 6:36pm 
yes, please add the ability to hide colonists on the bar, that would be great for city colonies
Lord_Eol Dec 2, 2024 @ 3:27pm 
Any possibility you can add "hiding" colonists as well.
orangelightning235 Nov 11, 2024 @ 4:47pm 
Again, this is the only mod I had installed, idk what happened but it could just be my PC is terrible, I started a new save and it seems to be fine now
Syrus  [author] Nov 6, 2024 @ 11:23am 
Works fine for me, not sure what may cause it for you. Do you have any other mods that modify the colonist bar?
orangelightning235 Nov 5, 2024 @ 5:46pm 
so, experiencing a bit of a problem, I don't know if it has something to do with your mod or not, but I have a large colony, and I believe there would've been a second row with the next person, however, the bar just vanished and no amount of settings I change within the mod helps, the colonist bar is just gone, anyone else ran into this?

P.S. this is the only mod I have that messes with the colonist bar.
sou Nov 2, 2024 @ 11:08pm 
I really needed this kind of mod. Thx!
John Dark Soul Oct 18, 2024 @ 8:04am 
Yo omg didnt know this thx so fucking much
Syrus  [author] Oct 18, 2024 @ 7:58am 
It's a base game feature: just right click and drag to change the colonist order
John Dark Soul Oct 18, 2024 @ 7:52am 
Can you change the order of the colonosts and if yes, how?
Cat Kraken Jul 20, 2024 @ 1:24pm 
thank u :3
Syrus  [author] Jul 20, 2024 @ 1:00am 
Every mod affects performance.
This mod's impact should be very minor though
Cat Kraken Jul 19, 2024 @ 5:30pm 
does this affect performance?
麻奥萨玛 Jul 4, 2024 @ 10:34pm 
nice mod
graublau May 18, 2024 @ 1:50pm 
RimSort complains about a HugsLib dependency, even though there's none shown here -- does it need Hugs or not?
lol May 10, 2024 @ 10:31am 
Mentioned in Best Mods • Vanilla UI collection.
Syrus  [author] Apr 12, 2024 @ 3:06pm 
Version 1.5.0
No functional code changes -- tested and was working without issues
Hykal Apr 10, 2024 @ 12:30am 
1.5?
Tonic Apr 9, 2024 @ 9:55pm 
hello, could i request a feature? i would really like a minimize option then when minimized its just a little gizmo with some basic overview info, ie the number of idle, injured, drafted colonists, and maybe number of mental breaks and low mood or something. that way if you have a lot of people in the colony you can have a larger colonist bar but only when you need it (sorry for repost i accidentally deleted my comment)
Dragon Fire 813 Mar 2, 2024 @ 9:18am 
His rewrites the most of the bar's code to make it preform better especially with larger colonies.
Along with pawns per row and row count, his shows various mood and relationship status. So the only thing your does that his doesn't is the offsets and margins, which still worked.
Syrus  [author] Mar 2, 2024 @ 8:48am 
Two mods modifying the same thing can certainly cause issues.
It's usually mod conflicts when things don't work without there having been any game or mod updates tbh.

Hope it works fine for you now!
Dragon Fire 813 Mar 2, 2024 @ 8:33am 
I think I found the issue: I have "Owl's Colonist Bar (dev)" mod as well which does the same thing as your mod. Forgot I had it in my list.
Dragon Fire 813 Mar 2, 2024 @ 12:16am 
After more fiddling I found that the offsets and margins settings are the only ones that do anything.
Even after a full game restart.
Dragon Fire 813 Mar 1, 2024 @ 10:13pm 
My mod list is large (314 as of today) and I added this mid play through.
Dragon Fire 813 Mar 1, 2024 @ 9:59pm 
So the "amount per row" settings aren't changing anything. I set max per row to 12 (from 20) and I have 16 pawns, but a second row wasn't made. I have 5 other pawns in a caravan (total pawns is 21), would that affect it?
Dragon Fire 813 Mar 1, 2024 @ 9:17pm 
Does it need a game restart for changes to take effect?
Dragon Fire 813 Mar 1, 2024 @ 8:48pm 
Was just looking for a mod like this. Thanks
bolphen Jan 10, 2024 @ 2:28pm 
Awesome! Thanks for your effort~
Syrus  [author] Jan 7, 2024 @ 2:46pm 
Version 1.4.3
Reduced mod size by removing git-, obj-, & .vs-files, etc.

---

@bolphen
Finally got around to doing it, sorry it took so long!
I went with moving the mods to a different folder and copying all relevant files via a batch-script.
Also excluded the .vs-folder - it includes settings like currently selected configuration (Release/Debug), but it also can get quite big, so...eh.
Reduced the mods to less than 1 MB each.
bolphen Dec 27, 2023 @ 1:47pm 
No problem :)

Btw I'm not sure what is the most common way to do it, but you could set up another directory elsewhere with git, and use .gitignore to exclude the obj folder (you are already doing it for github), and then clone/sync it to the Mods folder.
Syrus  [author] Dec 23, 2023 @ 4:15pm 
Ah, how did I not find that! That's good to know. I remember trying different things to get that dll to not be included, but it never worked. Guess that gives me reason to go through my mods and finally get rid of Harmony. Don't get why this exclude option is not available from Visual Studio itself and instead requires messign with the project file...
Anyway, thank you!

Now I just need to figure out how to specifically exclude certain folders from the workshop upload...
bolphen Dec 23, 2023 @ 7:02am 
Also you mentioned Harmony being automatically added to the output folder. I believe the solution is to add the "ExcludeAssets" tag for Harmony

<ExcludeAssets>runtime</ExcludeAssets>

See here [learn.microsoft.com].
bolphen Dec 23, 2023 @ 6:35am 
I'm not 100% sure, but I think including the Harmony dll makes the game use that particular copy for the mod, instead of the user-installed version of Harmony, which could be more updated. Also manually deleting it doesn't seem to cause any issues.

As for the source file: I'm not talking about the source code (in fact as a fellow modder I really appreciate it when mod authors include them), i'm talking about the obj folder, which contains a bunch of temporary files generated during the compilation that are completely useless for users.

With these deleted the mod folder is well under 300kB, instead of 7.7MB as listed. Of course a few MB itself is not an issue, but that accumulates the more mods you install.

Anyway, I'm not trying to pick a fight here, just giving my opinion. You decide of course what to do with your mods :)