![]() It does not depends on any other mod to function. The base mod can be loaded anywhere after the game's core mod. You can run this and the game core just fine.Įither download the zip file and unzip its contents into your mods folder, or if you're using Steam find this mod in the Steam workshop and subscribe. This mod does not depend on any other mods. Added Version that is compatible with edb's Prepare Carefully mod. Removed accidently dropped squeaky hammer from code Converted clunky and wonky input boxes to more usable up/down arrows ![]() Moved config button from bottom middle to top right of screen in preparation for a compatibility mod for edb's Prepare Carefully mod. Removed needless file handling procedure for settings Code refactor in preparation for a compatibility mod for edb's Prepare Carefully mod. Added current version number to the about.xml so it will show up in the in game mod screen. Added bypass option to allow you to drop with skills that don't meet your set thresholds. Yellow: Skill thresholds are currently bypassed Green: All skills meet all set thresholds Red: One or more skill's threshold is not met Color coded the button to show the warning screen based on the current colonists: Added a button to show the warning screen without having to attempt to drop. Clicking a skill will jump to the pawn with the highest skill on the warning display. Added tooltip to show which pawn has the highest skill on the warning display. Color coded the warning display screen to show which skills aren't meeting criteria. Made the warning display screen pretty by making it an even table. This should fix issues where people have added a mod with a new skilldef, had verifystart run which saves that skill in the config file, then later remove the mod. Added check for each skill loaded from config file to see if it exists in the DefDatabase. ![]() Changed the position of the Bypass Check box so that it doesn't look as much like a close X in the corner of the window Changed colonist locked state: Locked colonists will not be rerolled, but their stats will count towards your checks Colonists set to ignored will not be rerolled and their stats won't count in the check Moved X behind numbers when a skill is disabled completely so you can still read the number Made skill checks be based off Index rather than label which can be borked because of translations Fixed issue with skills checks that would return a false passed check to the display screen. Fixed ignored colonists still being rerolled Fixed duplication bug when exiting and re-entering the config screen
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