RimWorld

RimWorld

SlaveBar
71 Comments
Catman1226 30 Sep @ 4:10pm 
It is semi-incompatible with Custom Portraits, the button gets covered up but it is still usable.
Ayna 22 Sep @ 8:26pm 
Would it be possible to add a tab for children and babies separate from the colonist's bar?
Meme Dad Kyle 19 Sep @ 3:27am 
Just a heads up this mod causes the pawn UI to become disorganized. I had new pawns and refugees show up in the middle of the lineup as if they were returning to the colony and my colonists being moved to the end of the lineup after getting downed.
Daevinski 8 Aug @ 5:41am 
It's possible to make the bars appear only when populated?
PortiaPendragon 6 Jul @ 2:55pm 
Just a heads up. I clicked to which between the views, and it added 12 colonists. Each time. Before I figured out what was causing it, I ended up with nearly 50 colonists. Once I removed this mod, it didn't happen again.
LowFPSman 28 Jun @ 10:15am 
Ok... dumbest thing if you dont turn on tab for ghouls there nowhere to be found...
Rohzdear 26 Jun @ 2:12am 
@Chief
Yeah, it should be safe to add or remove mid-game.
Chief 25 Jun @ 7:21pm 
Is it safe to add mid-game?
Rohzdear 18 Jun @ 7:07pm 
An excellent addition to the Pawn Bar to allow it to control even more pawns in a efficient and stylish manner.

Question. Would it be possible to make it so that if there isn't a single individual of a type in your colony, the Toggle button will jump that category entirely?
For example, so that if there aren't any Slaves or Prisoners, you can jump directly between Colonists and Ghouls, or any one combination of Pawn types. Would make it much faster to use.
Temmie  [author] 13 Jun @ 2:12pm 
Ah yeah I'll change it so it behaves like vanilla if you have it disabled in the config.
DemonX3 2 Jun @ 10:33am 
Is it possible to have ghouls display in normal colonist bar like vanilla? Apparently disabling ghoul bar just makes ghouls invisible from pawn readout for good
KPLoopy 1 Jun @ 6:43pm 
YAAAASSSSSSSSSSSSSSSSS!!!! If I could send more points I 100% would. thank you!
The Iron Rose 1 Jun @ 4:03pm 
I did not! I tested and it works correctly when "Display Ghouls" is checked.

I would recommend mentioning the need to manually enable this setting for owners of the Anomaly DLC in the mod description.

Thank you for the quick reply!
Temmie  [author] 1 Jun @ 12:52pm 
@The Iron Rose did you enable the ghoul setting in the config? It's off by default.
Nykke 1 Jun @ 3:56am 
i have the same issue as the iron rose :)
keept1down11 1 Jun @ 2:54am 
Thank you mah lord, I can finally have a clean tab.
The Iron Rose 31 May @ 2:42pm 
Unfortunately, ghouls do not appear when cycling through colonist display bars. A colony with no slaves, or prisoners, but one ghoul resulted in all non-colonist displays appearing as empty. I have not tested with one ghoul and one slave or prisoner.
FF5962 29 May @ 6:48pm 
Awesome!! Thanks for the update 1.5
KPLoopy 23 May @ 8:21pm 
:steamsad:
Red Jones 23 May @ 11:49am 
oooh a Ghoul bar and Slave bar would be amazing
Alu 18 May @ 1:11am 
Lol I was looking for something like this, but for ghouls. Gosh is that sorely needed.
KPLoopy 11 May @ 12:38pm 
Please when you can update this wonderful mod. It is a must for big pop runs!
Alnyx 3 May @ 1:29pm 
Will this be updated to 1.5 soon? Or is there a mod that does something similar?
Temmie  [author] 17 Apr @ 1:01pm 
I'd consider working on a mod that does that at some point in the future when I have time, otherwise if anyone else want to try and make that they should go ahead and do so.
Kinevil 17 Apr @ 10:17am 
Is it possible to do something similar to this mod, but with the work/schedule/assign tabs? Colonists and Slaves having a separate tab? Haven't been able to find a mod that can do this. 1.4
Temmie  [author] 15 Apr @ 10:21am 
Yeah i'll probably add that as an option when I update to 1.5
Holarula 15 Apr @ 12:22am 
Ghouls and friendly entities too!
RdngShotgn 12 Apr @ 11:56am 
Could we get an update that does the same thing for our Ghouls and friendly entities from the new Anomaly DLC?
Regar 12 Apr @ 7:50am 
Broken in 1.5
(at least with many other mods)
Sadly it does not throw errors and game just freezes and colony start.
Quarter One 11 Apr @ 4:47pm 
hate to be that guy, but is it good on 1.5?
Tom Jackal 16 Jan @ 1:41pm 
is this safe to remove?
Jordan Davis 26 Dec, 2023 @ 1:45pm 
why was this mod uploaded twice by two different people which is the original
Rukka 25 Dec, 2023 @ 2:31pm 
Is there a way to move the button? It's right in back of one of my colonists and every time I go to click on him, the button thinks I'm trying to click the slave bar button.
Phil McRacken 17 Dec, 2023 @ 10:20pm 
I'm using Nals Custom Portraits to edit the size of the portraits. If the width of portraits is higher than vanilla, pawn portrait can overlap with swap button, or block it out completely. Otherwise they are compatible.
juandale 7 Dec, 2023 @ 7:20am 
Wish we could turn back time, To the good dope days
BLITZKRIEG 16 Nov, 2023 @ 11:50pm 
Slow and buggy
Wolf Renegade 7 Nov, 2023 @ 9:28pm 
This is mod is amazing, would it be possible to make it compatible with Custom Portraits by any chance?
Arky 1 Nov, 2023 @ 6:01pm 
It would be good if we could set the button to a fixed place. That way we would be able to cycle through prisoners, slaves and colonists more easily. That or a hotkey.
Rakerburn 25 Oct, 2023 @ 6:20am 
Thank you for this mod, simple but it sure does clean things up and works great with Owl's Colonist Bar. I could be blind, but is there an assignable hotkey to switch between the bars?
Kirren Cooper 23 Oct, 2023 @ 9:33am 
One addition to this mod that would be sick is a mechanoid bar for colony mechs. Ability to switch through mechs with one click without opening up an awkward window that you have to scroll through.
Narada 19 Oct, 2023 @ 9:34am 
+1 for colony groups :)
Arky 17 Oct, 2023 @ 5:16pm 
Not compatible with colony groups :(
Oubliette 9 Oct, 2023 @ 1:44pm 
Also using Colony Groups. So that's another hand up for the colony groups patch.
Sera 8 Oct, 2023 @ 8:06pm 
Wait so it's not compatible with colony groups? ok i will come back later.
Temmie  [author] 4 Oct, 2023 @ 2:15am 
I'll consider looking into making it compatible with colony groups in the future
szer285 3 Oct, 2023 @ 8:51am 
Every now and then I stumble across mod and wonder how the hell this isn't part of base game. Does wonders with mass prisoners ekhm... harvesting operations when I can just click "next pawn" hotkey :P
hello_moto2901 2 Oct, 2023 @ 2:44am 
you should make this with work Colony Groups
chrisque1 25 Sep, 2023 @ 11:21pm 
@Lobanych no it doesnt
Lobanych 9 Sep, 2023 @ 9:07pm 
Does it work with Colony Groups?
Quarter One 4 Sep, 2023 @ 12:27pm 
Its amazing that i've never noticed how much i needed this mod.
Thank you, feller.