RimWorld

RimWorld

Custom Alerts
120 Comments
a7492 Mar 25 @ 8:53am 
I know this mod probably cannot add a new field to the game objects. But maybe some sort of HashMap<ThingID,List<Label>> stored in a field managed by the mod?
a7492 Mar 25 @ 8:50am 
I will add that in general, many applications in general that involve searching/filtering/sorting of items often include some sort of "tagging" feature for users to manually tag items. Then the presence or absence of specific tags (or marks, as I called them) becomes a powerful new search filter that could be adapted for a variety of use cases.

Basic example would be "labels" in gmail. Sure, you can assign labels automatically via gmail filters. But the ability to manually assign labels too is also there and commonly used.
a7492 Mar 25 @ 8:45am 
I have a search that finds downed wild animals around the map for me to butcher. Useful for the very early game, when I rely somewhat on scavenging remains from animals killed by another animals.

Sometimes an animal corpse is too far away from the center or is close to rotting. So it would nice to be able to simply "mark" such a corpse manually to ignore it from the search.

I realize technically I could probably include filters for area (filter to include only within a certain area close to the center) and also something related to corpse rotting. But in general, sometimes some decisions are best judged on a case by cases basis. So I just thought it would be nice to be able to suppress individual alerts individually, manually, by some sort of marking.

Just an idea. Not necessary, mod still great even without this.
晓山alreShan Mar 22 @ 5:21pm 
@a7492
Are you talking about specific pawn?
Custom, thing.ThingID
this can do, but you have to find the ID

If you are meaning race or a type of thing, then use Specific thing
Uuugggg  [author] Mar 22 @ 5:10pm 
I'd wonder what alert you're thinking of that excludes a specific something that can't be a filter of some sort
a7492 Mar 22 @ 5:08pm 
Is there a way to manually mark items or entities to exclude them from all searches/alerts?
mistersoja Dec 26, 2024 @ 7:41am 
10/10 Mod, love being able to get as specific as I want
Lunertic Sep 17, 2024 @ 7:38pm 
Specifically I'm trying to create an alert that shows when items over $1000 are on quest maps so i remember to loot them. I don't need to be alerted if those are on my own colony map because they're already in my storage.
Lunertic Sep 17, 2024 @ 7:36pm 
Is there a way to restrict alerts to only temporary maps such as those created for encounters or quests? Or like an inverted maps selection, so it searches maps other than those selected so I could exclude my own colony map but automatically search quest maps. The best way I can do this right now that I can find is creating a zone, setting it to cover my entire colony map, then searching for things not in the zone on all maps.
一口吞掉龙猫 Sep 5, 2024 @ 8:33pm 
抱歉,不是该mod问题,重新排查了一遍,是纹理扩展mod和其他mod冲突导致的
晓山alreShan Sep 5, 2024 @ 1:25pm 
@一口吞掉龙猫
顺带一提,Custom Alert和Ctrl F依赖TD Find Lib,而TD Find Lib又依赖TDS Bug Fixes。
你有可能是少模组了。
晓山alreShan Sep 5, 2024 @ 1:22pm 
@一口吞掉龙猫
Custom Alert和Ctrl F都是这个模组作者做的,不该如此。
附上Hugslib logs,可以让模组作者确认问题出在哪。
Rxz Aug 9, 2024 @ 1:16am 
Ahh got it, thanks
Uuugggg  [author] Aug 7, 2024 @ 2:14pm 
Alerts only search for things on the map.

Research % is not a thing on the map.
Rxz Aug 7, 2024 @ 7:45am 
Is there a way to alert when Research reached 95%? thanks~
CrazyBlot Aug 7, 2024 @ 12:24am 
The best. Close a lot of UX holes in Rimworld. All developers miss can be fixed with that powerful tool! Respect to @Uuugggg
gRaveyard Aug 6, 2024 @ 7:07pm 
gotcha, thanks!
Uuugggg  [author] Aug 6, 2024 @ 11:39am 
gRaveyard Aug 5, 2024 @ 11:10am 
Or, even just any bill at all.
gRaveyard Aug 5, 2024 @ 11:09am 
Is there a way to check for specific bills? I made myself a custom alert that tells me to hook my colonists up to have their hemogen extracted, and it's working fine. The last thing I could check for to exclude pawns from the alert is whether I've already got that bill on them.
Uuugggg  [author] Jul 29, 2024 @ 10:13am 
Yea the search is on individual things. That'd be another chunk of work to make that happen.
Corvus Jul 29, 2024 @ 1:38am 
Is there a way to trigger an alert when I have a colonist that has the convert ability off cooldown AND when there are one or more colonists that are not following the colony's ideoligion? It seems like the only way to do that would be with two separate searches unless I'm missing something
Uuugggg  [author] Jul 21, 2024 @ 12:32am 
Such a thing is a little too complex, to actually compare values to each other.

(That's on the todolist that'll never actually get done.)
Lord Asriel Jul 20, 2024 @ 11:34pm 
Hi there! May I request your help for 2 different but same-target searches? I have no clue how to do them.
One is for pawns which have a % infection/illness/whatever that will kill them that is higher than the immunity for it.
Another is for pawns who, even though the immunity is higher, the gain rate of the disease is higher than the immunity.
Luv N Hugz |UwU| Jun 27, 2024 @ 8:32am 
Big sad, but I understand. Thank you for the information. Still love this mod, of course. ♥️💕
Uuugggg  [author] Jun 26, 2024 @ 9:22pm 
Rituals are a thing that are too bizarre in code to handle here
Luv N Hugz |UwU| Jun 26, 2024 @ 6:31pm 
Is it possible/can someone point me to, how to set an alert for a ritual off cooldown? In this specific example I'm talking about the "Tribal Gathering" from VFE - Tribal
Eugen May 28, 2024 @ 9:30pm 
some bugs will make UI under screen disappear when attacking
Kvothe214 May 10, 2024 @ 8:12pm 
any way to make it so I can find someone with the unstoppable gene?
lol May 10, 2024 @ 10:53am 
Alert idea: wealth threshold. As in Wealth Alert mod https://steamcommunity.com/sharedfiles/filedetails/?id=2658117697
krzarb May 9, 2024 @ 3:50am 
Hey again Uuugggg, that alert template you created will find all plasteel that is in any zone, but does not include plasteel that is stored in shelving as well. Is there a way to include plasteel on shelves, perhaps in a filter group? My other thought was just to search for all plasteel in the home area instead.
krzarb May 9, 2024 @ 1:42am 
Thank you!
krzarb May 8, 2024 @ 4:31am 
Hey Uuugggg, thanks for this awesome mod. Just wondering, how would you go about making an alert for when a particular resource across all stockpiles drops below a certain threshold, say for example when I have less than 200 plasteel? I feel like there's probably a way to do this but after trying for a while I haven't managed to hit on it yet.
SeoHyeon Apr 24, 2024 @ 4:00am 
This mod is a one of the ultimate QOL mods :)
Arganot Apr 20, 2024 @ 6:51pm 
I did manage to find a list of sorts for vanilla alerts. If you run rocket man it has a list in there.
Uuugggg  [author] Apr 17, 2024 @ 2:45pm 
Yea, that requires a little more than custom alerts can do ( I didn't go for literally custom C# )

Okay well, it's simple enough, and I already added RealFOW, so this CAI FOW filter is in now.

That being said. Any filter will realistically need "And is visible through CAI FOW" But that's what you do when you're heavily modded right?
Arganot Apr 6, 2024 @ 11:51am 
Well that is a few. There a layman's way for us to look at them?
Uuugggg  [author] Apr 6, 2024 @ 10:18am 
Perhaps not. But just looking at the names of Alerts in the game code, there's 130 alerts.
Arganot Apr 6, 2024 @ 9:35am 
Is there a list of all vanilla+DLC alerts anywhere? I have used so many alert mods I don't remember which ones are base anymore. This mod is going to clear several mix/match/overlapping mods from my collection so thank you.
Uuugggg  [author] Apr 4, 2024 @ 1:56pm 
Searching is limited to map items, yea, things like caravans and elsewhere is on a giant todo list
Arohan Apr 4, 2024 @ 1:43pm 
Hello Uuugggg. First of all thank you for this wonderful mod, I've already created a bunch of custom alerts for my needs and no longer need other mods which do the same. I have a question, is there a way to search if there are still faction traders and/or orbital traders on the map? According to the wiki, orbital traders are an event so it would be great if possible to search for active events. Thanks for the help!
Uuugggg  [author] Mar 27, 2024 @ 9:40pm 
I suppose I might note that’s a 1.5 update because I’m not about to put effort into backporting things
Uuugggg  [author] Mar 27, 2024 @ 2:01pm 
For some reason I made this not use private fields.

"There really oughta be an accessor for any field you'd want to filter on"...

So I guess not, so I've added a thing, you can enable godmode to find private fields. Set godmode, THEN create the query. Godmode after you're already typing in 'holdFire' is too late.
晓山alreShan Mar 27, 2024 @ 1:14pm 
I want to set a alert for turret that is in hold fire . Any idea? :waxquail:

I tried to find difference from in-game Debug inspector , and found <holdFire>True</holdFire> . However I can't find it out in Custom (advanced) search. Help pls -------
Uuugggg  [author] Mar 27, 2024 @ 11:16am 
The vanilla alert system already processes them every second or so. That's what this uses.

Performance reasons should really be handled by making cleaner alerts. Unless you're alerting about 1000 things... It should be doable.

The delay for custom alerts is a separate thing - it always has to *process* that there's X things, but it only *alerts* you about them if they exist for 10+ seconds. e.g.
FrozenSnowFox Mar 27, 2024 @ 3:11am 
How often is a "regular interval" when it comes to processing alerts? Does setting an alert to wait X seconds delay the processing interval or just not show the alert until that duration is past? If it simply doesn't show the alert until X seconds has passed could you consider adding an option to specify the processing interval per alert? For performance reasons it'd be great to be able to set some less important alerts on much longer processing intervals.
Uuugggg  [author] Mar 14, 2024 @ 12:33pm 
That'd be another chunk of work on the todo list that's basically never getting done, to handle this and many other uhm details on how that'd work
noszbytouj Mar 14, 2024 @ 6:30am 
Is it possible to return an int value from comp instead of found count in %n? I'm trying to list contents of a pipe network from Vanilla Nutrient Paste Expanded (and deep vats submod) like this:

Specific thing: XXL nutrient paste vat
NOT thing as Building.GetComp<CompResource>().PipeNet.Stored
0 - 20

and it works and displays alert when there is less than 20 meals in storage

but what I wanted to do is to get the meals count in the alert title like
"%n meals left in the pipe system" and then set for example "Show when < 100" on the alert list

is it possible?
Uuugggg  [author] Mar 7, 2024 @ 11:04am 
I started writing ritual filter alongside the other ideoligion filters. but rituals were confusing AF in the code so... nope.