RimWorld

RimWorld

801 ratings
Job In Bar
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
790.195 KB
May 5, 2020 @ 3:27pm
Jul 20 @ 6:19pm
40 Change Notes ( view )

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Job In Bar

In 3 collections by Dark
My 1.3 must-haves
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Mods I like a lot
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Description
Puts a colonist's Job title (and more) In the colonist Bar below their name. Extremely useful for organizing your colony and remembering which pawn is good at what at a glance.
(Yes I know the name is somewhat confusing, the mod has expanded and improved a lot over the years. This mod does not let your pawns have a job bartending).



A colonist's job is either their backstory (childhood/adulthood) or a custom player Title. You can give a pawn any title you want to using the rename dialog from the Bio menu. Alternately, the pawn's backstory will be put there instead.

I made this mod because I needed to organize my colonists and I missed Pawn Badge, which never updated to 1.1 (There have been fan-forks since then, but not when I made this mod). Vanilla RimWorld already has a system for entering custom job titles for colonists, and I always wondered why it didn't show in the colonist bar to help organize and specialize.

Features
  • Adds label(s) under a pawn's name in the Colonist Bar (top of the screen with pawn portraits).
  • Label for: Current job title/backstory
  • Label for: Royal title
  • Label for: Ideology specialist role
  • Label for: Current task (only on mouse hover, for performance reasons)
  • Customizable colors for all labels
  • Customizable color for a pawn's name label (including over their sprite in the world)
  • Automatically arranges the currently equipped weapon icon (if any)


Compatibility
100% safe to add/remove from an ongoing save.

  • RimWorld 1.4, 1.5, and 1.6 support all features of the mod.
  • RimWorld 1.3 is mostly supported. There are a few features that are unavailable or trimmed down, but the mod should be fully functional otherwise.
  • RimWorld 1.2 is no longer supported. You can find old versions of the mod in the changelog if you still want to use this on 1.2 for some reason.
The latest version of the mod has been primarily tested on the latest version of RimWorld (1.6 unstable as of the time of writing).


Should be 100% compatible with any mod except mods that replace the colonist bar. Mods that modify the vanilla colonist bar should be 100% compatible.


Compatibility with other mods:
COMPATIBLE:
  • Colony Groups: Has a built-in patch to be compatible with this mod.
  • [AV] Show Utility Apparel: Compatibility patch to correctly adjust the positioning of the utility apparel icons it adds just like vanilla's weapon icons.
  • CM Color Coded Mood Bar: Works perfectly fine together and recommended. Includes a built-in compatibility patch for this mod and I have personally played with them both for many hours with no issue.
  • Automatic Job Titles: Works perfectly fine. Only issue is that some of the job titles it generates can be too long and get truncated.
HAS ISSUES:
  • Useful Marks: [MINOR INCOMPATIBILITY] Also includes a similar feature to draw a pawn's title under their name in the colonist bar. No major issues using both at the same time though, just recommend disabling the job title in either this mod or theirs.

If you encounter issues, you can disable specific Harmony patches in the mod's settings to narrow down the cause. Be careful disabling patches, it's a brute-force way of finding/fixing issues and the mod has not been fully tested with patches disabled.



Performance
Text rendering in Unity is a relatively expensive operation in terms of performance, so this mod will inherently have some impact on performance. In my testing I have never noticed any difference whatsoever, I suspect you would need a colony with 100+ pawns before you had any problems and the UI scaling would break long before that.
If you do experience any performance impact from this, it will only be to lower your FPS, not your TPS/game speed. This mod does not perform any of its logic on tick.

Additionally, you can now disable specific Harmony patches in the mod's settings. If you don't want certain mod features or if you suspect that one of this mod's patches is causing performance issues, you have that option.



Reporting bugs/problems
If reporting a bug, you need to include the relevant part(s) of your Player.log! Without seeing the log I cannot help you. If you cannot access the log ingame you can find the Player.log file and open it directly (look online for how to find it).
Bonus points if you troubleshoot by seeing if the problem persists with no other mods running, and even more bonus points if you try disabling specific patches in this mod to narrow it down.




Source
https://github.com/JTJutajoh/RimWorld.JobInBar
I grant permission to update this mod for future versions of RimWorld if I do not.
Popular Discussions View All (2)
49
Sep 13 @ 10:49am
PINNED: Bug Reports and Suggestions
Dark
11
Jan 15 @ 5:41am
[Dark.JobInBar] failed to check if a pawn's job should be drawn or not. (Was the pawn deleted?)
Winter
282 Comments
shady Sep 28 @ 12:22am 
hardly works and when it does it shows the wrong stuff
Gabe Knight Sep 2 @ 3:39pm 
Heyo.
Same here, I have both Colony Groups and Job In Bar
And my dudes have no job below their name, plus what they are currently doing is bugged. IE: one is researching and it's written that he's walking.
Grimmas Aug 9 @ 3:30pm 
I have a similar issue, where the job titles won't show up. First I had many issues with displaying stale info but most were solved by making sure Colony Groups was loaded after Job In Bar. Currently for whatever reason the game thinks my colonists are guests so the toggle for guests also hides job titles from colonists.

I know it's a mod conflict because it works fine without my 500 other mods, but I haven't been able to isolate it. It seems unrelated to VFE Tribals and Hospitality, which were my two biggest suspects.
Critical32 Aug 7 @ 3:51am 
thank you )
Dark  [author] Aug 6 @ 11:42am 
Okay, I will look into that thanks
Critical32 Aug 6 @ 9:36am 
I'm using a translator, sorry if it seems rude. I like both modes and would really like to use them together.
Critical32 Aug 6 @ 9:31am 
It is written that it is compatible with Colony Groups, but when the two are used together, the function that displays job in bar after save/load does not work.

Unfortunately, no error log is generated. Removing the colony group from the save will fix the issue.
Gorilla_GT86 Jul 21 @ 5:05am 
Thank you so much for fix, I've checked that it works perfectly!
Dark  [author] Jul 20 @ 6:20pm 
Okay, that should be fixed, thanks for pointing it out to me! I added an extra 2px to the top and bottom of all labels and it looks correct to me now. Let me know if characters are still being cut off after this update.
Dark  [author] Jul 20 @ 6:07pm 
@Gorilla_GT86, I can look into that for sure, I wasn't aware that was an issue