RimWorld

RimWorld

Health Display
153 Comments
Neocryptorian 8 hours ago 
Terminator™ ok then my bad :sefacepalm:
Eclipse Sep 13 @ 10:17pm 
is it possible to use together with nice health tab for animal textures only?
KawwaK Sep 12 @ 12:36am 
Hi, great mod. Why bionic limbs are not blue?
Sam_  [author] Sep 11 @ 2:02pm 
Added Warg textures
Terminator™ Sep 11 @ 12:27am 
Neocryptorian, you got it wrong. I asked about independent option to scale Health Display window. With Rimworld UI 1.25x the only solution to place Health Display window on top is to scale it something like 0.75.
Neocryptorian Sep 10 @ 3:42pm 
Terminator™
You know there are some mods that actually let's you change your UI Size below 1.0 if you have issues with the UI being to large on the lowest default settings.

like this one:
https://steamcommunity.com/sharedfiles/filedetails/?id=2882372932
Sam_  [author] Sep 10 @ 2:36pm 
Added Pig and Wild boar textures
Terminator™ Sep 10 @ 12:18am 
With Full HD for scaled UI (like 1.25x) there is not enough space to place this window on top. Can we have an option to scale this window like to 0.5 or 0.75 size on demand?
Terminator™ Sep 8 @ 11:12am 
Can you add support for Nyaron race pls?
{PMAC} Fisherman Dave Sep 7 @ 5:53pm 
yoo i just saw you updated the mod so the peg legs bionics look different. It looks great man keep up the good work :GhostFlowerHappy:
Sam_  [author] Sep 7 @ 9:24am 
There's some information in the mod file itself that explains generally how it all works. You need a RaceTextureDef to define what the mod should look for and then the textures. It's built to be as easy as possible.
Boxcar Hero Sep 6 @ 4:06pm 
If someone did want to incorporate a display for some of the custom races what would they need to do? Is it simply a matter of art assets or is their some form of configuration file that needs set up?
zecher Sep 6 @ 6:47am 
thank you!
Sam_  [author] Sep 5 @ 2:40pm 
Updated to 1.1, I've added a scroll bar to the hediffs, some hediffs sorting, a few ways to shrink the window, and some nice textures for bionic parts and prosthetics
Sam_  [author] Sep 2 @ 8:14am 
you can enable that in the settings.
zecher Sep 2 @ 12:42am 
It would be great if the missing body parts could also be displayed as text.
Paradoxical Sep 1 @ 1:03pm 
Would you consider adding support for Elite Bionics Framework? It throws an error whenever this mod is loaded alongside it, and won't recognize that the maximum health for a part has increased.
Sam_  [author] Sep 1 @ 8:24am 
Not in the main display, it just appears in the hediff list on the side.
elĐeve Aug 31 @ 11:42pm 
i was wondering, does this mod have a visual of human pregnancy? tbh i'm not using biotech pregnancy if you know what i mean so it might not be picking up the actual pregnancy hediff :SG0_OK:
jpinard Aug 28 @ 2:32pm 
So excited to hear more is coming. You totally hit the sweet-spot with this mod :)
elĐeve Aug 28 @ 4:18am 
i didn't mean it to be functional, just a simple shape, i think one of those avatar mods (the pixel art one) used the 'shapes' of the textures of modded hairs so it can fit in their pawns custom avatars
it might me too much work but who knows, good luck if you try going for it
Sam_  [author] Aug 28 @ 3:51am 
It's a interesting idea. Technically it could work using a similar shader to the blueprints since everything has a black outline. But it would be replacing No Data with a very rough outline that does basically the same thing. And it would be about 200 textures instead of one. But I'm open to the idea that No Data is replaced with something better, a question mark or other image.
{PMAC} Fisherman Dave Aug 28 @ 2:51am 
i dont think thatd work for like 99% of them. the world models are very different than their anatomy. none of the characters have arms or legs, same with the animals. the mechs look very different visually too
elĐeve Aug 27 @ 4:24pm 
maybe there can be a way to 'automatize' a simple outline (obviously without organs and bones) from the creature's shapes/textures? i don't really know much about modding and how you made this one so it's just a simple out in the air suggestion
{PMAC} Fisherman Dave Aug 27 @ 4:07pm 
I'm excited for it. I dont know a thing about modding, but I have some good experience with digital art and graphic design, so if you need some help with making the textures I'd be happy to assist. I could help draw out some of the animals or anything, export them to whatever file type you need. Just shoot me a DM if youre interested
Sam_  [author] Aug 27 @ 9:29am 
Yeah there are a lot of animals to add. The next round round textures I'll be focusing on the most common, like farm animals and such. Also the unique ones, like Thrumbos and boomalopes. They are more work, but worth it. Thank you for the donation.
{PMAC} Fisherman Dave Aug 27 @ 3:03am 
this mod is one of my favorite ive ever used. its so visually appealing and actually makes the health tab so much easier to understand at a simple glance. the animals, humans and mechanoids are done really well, I would LOVE to see you keep adding all the different mechanoids and animals to the mod. I also think making graphics for visually different body parts would be cool (like peg legs, drill arms, and other things like that) but hey, no rush. I sent you a quick $15 on your ko-fi to support you brother. keep up the good work
elĐeve Aug 27 @ 2:11am 
this mod is peak
still, can we have like a generic fallback to normal human if it falls to 'NO DATA' from weird xenotypes? or at least make it optional
Sam_  [author] Aug 26 @ 4:41pm 
Thank you. The mod mostly focused on physical parts, like ears and so on, for release, but technically it checks for any genes so it should be easy to add some for all xenotypes.
jpinard Aug 26 @ 2:57pm 
Would it be too much to ask if you could add a physical identifier for dirtmoles like you did for Pigskin's? Maybe mole hands, or extra large (or tiny) eyes? And for Starjacks - could you add something on the forehead?

Thanks so much! Sent you a tip I appreciate this mod so much, something I never do.
jpinard Aug 26 @ 2:45pm 
I have to tell you again how incredible I find this mod. It's done so incredibly well. A million thank you's :)
jpinard Aug 24 @ 1:20pm 
This is so awesome. Thank you for this wonderful mod!
Old Craig Aug 23 @ 11:25am 
Thank you so much!
Sam_  [author] Aug 23 @ 7:08am 
Should be fully savegame compatible. Only data saved are the mod settings.
Old Craig Aug 23 @ 6:15am 
Hello! Is it safe to add and or remove mid game? It looks amazing. I'm sorry if this has been already asked.
jpinard Aug 21 @ 8:54am 
This looks beautiful!
Sam_  [author] Aug 20 @ 8:22am 
It was supposed to sort by severity. But whatever value I was sorting by never work. The next big update I'll improve that whole UI, including a scroll bar, sorting etc. I also want a compact variant toggleable any time that will just have the graphical display. So improvements coming soon.
Darian Stephens Aug 19 @ 10:11pm 
Do you suppose you might be able to sort the hediffs displayed in your health menu?
For example, to place time-sensitive ones, like infections, towards the top where they're visible, instead of a million already-tended bruises, cuts, and burns?
RocketRacoon Aug 18 @ 10:36pm 
Okay, thanks!
Sam_  [author] Aug 18 @ 8:20am 
In both cases those mods will be modifying some part of the Health tab, in the case of Nice Health Tab they are probably replacing it entirely with their own. I'll probably look into compatibility with Nice Health tab soon so it displays animal textures at least.
RocketRacoon Aug 17 @ 2:27pm 
Also, I noticed that I can't use this and Nice Health Tab at the same time. Not sure if it's related to the bellow error, while having Nice Health Tab, your menu just didn't show up
RocketRacoon Aug 17 @ 2:26pm 
I am getting this error when using Elite Bionics Framework, is this something that you ca nfix? [V1024-EBF] Elite Bionics Framework has detected some mods using the unmodified GetMaxHealth() method, which violates the EBF protocol. The author(s) of the involved mod(s) should adopt the EBF to clarify their intentions.
For now, the unmodified max HP is returned.
The detected mod comes from: GTHealthDisplay thanks!
Darian Stephens Aug 15 @ 6:20pm 
With the 'genes regrowing' hediff, your special display always says 50%, no matter how much time passes, or how much time is actually left on the hediff.
Nexor Aug 13 @ 9:09pm 
If you finish all the textures, I'll bet this will become the greatest mod for RimWorld.
Darian Stephens Aug 13 @ 2:51pm 
Is there a way to keep this menu on the top when Compact Hediffs is installed?
I found an option to always move it to the RIGHT, but not a similar one to keep it up top.
I only just added CH, and it's a bit disorienting to have the display suddenly shift. My monitor should have room for it, anyway.
Sven Aug 13 @ 10:55am 
Can i disable the normal vanilla health tab in some way. with this enabled it takes up a large chunk of my screen.
Sam_  [author] Aug 13 @ 8:26am 
@Darian Stephens Interesting, that will probably be because I only checked for hidden hediffs on the hediff list, the actual display handles it separately. Thanks for the report, I'll fix that.

@jimothy69billiams I know it seems completely random for the Bison of all things to have textures. But I first created those textures to then make the Muffalo textures, because it felt right to me that the Muffalo has textures from day 1.
jimothy69billiams Aug 12 @ 10:27pm 
Been using your mod for a couple of weeks, decided to leave this comment when I noticed that you made a health display model for the Bison, and then I spent like 5 minutes going through every animal I have on the map to see if you also made health displays for them. The sadness of seeing "No Data" like 6 times in a row did not overshine the joy of seeing that little bison picture, that was neat, 10/10 mod
Darian Stephens Aug 12 @ 7:37pm 
It seems you may not be hiding hidden hediffs properly in your display.
I just resurrected a pawn, and although they have no hediffs, I can see their brain is yellow in the health display. I suspect this means they have resurrection psychosis, which shouldn't be known yet.
Jetharius Aug 12 @ 6:53pm 
agreed with @Starempire42.