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update to 1.5
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Mehni committed May 13, 2024
1 parent 7d0744b commit 9e2ac68
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4 changes: 4 additions & 0 deletions .editorconfig
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[*.cs]

# IDE0290: Use primary constructor
csharp_style_prefer_primary_constructors = false
3 changes: 2 additions & 1 deletion .gitignore
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# Python Tools for Visual Studio (PTVS)
__pycache__/
*.pyc
*.pyc
1.5/Assemblies/0Harmony.dll
Binary file added 1.5/Assemblies/Numbers.dll
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13 changes: 13 additions & 0 deletions 1.5/Defs/MainTabDefs/kNumbers.xml
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<?xml version="1.0" encoding="utf-8" ?>
<Defs>

<MainButtonDef>
<defName>kNumbersOverviewTab</defName>
<label>Numbers</label>
<description>See every possible stat on every colonist or prisoner in a single table.</description>
<tabWindowClass>Numbers.MainTabWindow_Numbers</tabWindowClass>
<order>20</order>
<defaultHotKey>Z</defaultHotKey>
</MainButtonDef>

</Defs>
361 changes: 361 additions & 0 deletions 1.5/Defs/PawnColumnDef/PawnColumns_Numbers.xml
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<?xml version="1.0" encoding="utf-8"?>
<Defs>

<!-- things you won't find here: dynamically generated columns such as needs, skills, records, capacities, etc -->

<PawnColumnDef>
<defName>Numbers_Age</defName>
<workerClass>Numbers.PawnColumnWorker_Age</workerClass>
<sortable>true</sortable>
<label>Age</label>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_AnimalEggProgress</defName>
<workerClass>Numbers.PawnColumnWorker_AnimalEggProgress</workerClass>
<sortable>true</sortable>
<label>Egg progress</label>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_Milkfullness</defName>
<workerClass>Numbers.PawnColumnWorker_AnimalMilkFullness</workerClass>
<sortable>true</sortable>
<label>Milk fullness</label> <!--- translators: see also MilkFullness in Misc_Gameplay.xml -->
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_AnimalWoolGrowth</defName>
<workerClass>Numbers.PawnColumnWorker_AnimalWoolGrowth</workerClass>
<sortable>true</sortable>
<label>Wool growth</label> <!-- translators: see also WoolGrowth in Misc_Gameplay.xml -->
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_LeatherType</defName>
<workerClass>Numbers.PawnColumnWorker_LeatherType</workerClass>
<sortable>true</sortable>
<label>Leather type</label>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_Race</defName>
<workerClass>Numbers.PawnColumnWorker_Race</workerClass>
<sortable>true</sortable>
<label>Race</label>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_Backstory</defName>
<workerClass>Numbers.PawnColumnWorker_Backstory</workerClass>
<sortable>true</sortable>
<label>Title</label>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_Psyfocus</defName>
<workerClass>Numbers.PawnColumnWorker_Psyfocus</workerClass>
<sortable>true</sortable>
<label>Psyfocus</label>
<modExtensions>
<li Class="Numbers.DefModExtension_NeedsRoyalty"/>
</modExtensions>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_Entropy</defName>
<workerClass>Numbers.PawnColumnWorker_Entropy</workerClass>
<sortable>true</sortable>
<label>Heat</label>
<modExtensions>
<li Class="Numbers.DefModExtension_NeedsRoyalty"/>
</modExtensions>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_PsylinkLevel</defName>
<workerClass>Numbers.PawnColumnWorker_PsylinkLevel</workerClass>
<sortable>true</sortable>
<label>Psylevel</label>
<modExtensions>
<li Class="Numbers.DefModExtension_NeedsRoyalty"/>
</modExtensions>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_Equipment</defName>
<workerClass>Numbers.PawnColumnWorker_Equipment</workerClass>
<sortable>true</sortable>
<label>Equipment</label>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_Inventory</defName>
<workerClass>Numbers.PawnColumnWorker_Inventory</workerClass>
<sortable>true</sortable>
<label>Inventory</label>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_InventoryDropAll</defName>
<workerClass>Numbers.PawnColumnWorker_InventoryDropAll</workerClass>
<sortable>true</sortable>
<label>Drop all inventory</label>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_JobCurrent</defName>
<workerClass>Numbers.PawnColumnWorker_JobCurrent</workerClass>
<sortable>true</sortable>
<label>Current job</label>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_JobQueued</defName>
<workerClass>Numbers.PawnColumnWorker_JobQueued</workerClass>
<sortable>true</sortable>
<label>Queued job</label>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_MentalState</defName>
<workerClass>Numbers.PawnColumnWorker_MentalState</workerClass>
<sortable>true</sortable>
<label>Mental state</label>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_PrisonerInteraction</defName>
<workerClass>Numbers.PawnColumnWorker_PrisonerInteraction</workerClass>
<sortable>true</sortable>
<paintable>true</paintable>
<label>Prisoner interaction</label>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_PrisonerResistance</defName>
<workerClass>Numbers.PawnColumnWorker_PrisonerResistance</workerClass>
<sortable>true</sortable>
<label>Resistance remaining</label>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_Pain</defName>
<workerClass>Numbers.PawnColumnWorker_Pain</workerClass>
<sortable>true</sortable>
<label>Pain</label>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_Bleedrate</defName>
<workerClass>Numbers.PawnColumnWorker_Bleedrate</workerClass>
<sortable>true</sortable>
<label>Bleedrate</label>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_NeedsTreatment</defName>
<workerClass>Numbers.PawnColumnWorker_NeedsTreatment</workerClass>
<sortable>true</sortable>
<label>Needs treatment</label>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_Operations</defName>
<workerClass>Numbers.PawnColumnWorker_OperationDropDown</workerClass>
<sortable>true</sortable>
<label>Operations</label>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_Forbidden</defName>
<workerClass>Numbers.PawnColumnWorker_Forbidden</workerClass>
<sortable>true</sortable>
<label>Forbidden</label>
<paintable>true</paintable>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_Inspiration</defName>
<workerClass>Numbers.PawnColumnWorker_Inspiration</workerClass>
<sortable>true</sortable>
<label>Inspiration</label>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_DiseaseProgress</defName>
<workerClass>Numbers.PawnColumnWorker_DiseaseProgression</workerClass>
<sortable>true</sortable>
<label>Disease immunity margin</label>
<headerTip>Disease immunity margin</headerTip>
<width>80</width>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_Wildness</defName>
<workerClass>Numbers.PawnColumnWorker_AnimalWildness</workerClass>
<sortable>true</sortable>
<label>Wildness</label>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_TameChance</defName>
<workerClass>Numbers.PawnColumnWorker_TameChance</workerClass>
<sortable>true</sortable>
<label>Tame chance</label>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_SelfTend</defName>
<workerClass>Numbers.PawnColumnWorker_SelfTend</workerClass>
<sortable>true</sortable>
<paintable>true</paintable>
<headerTip>Self-tend</headerTip>
<headerIcon>UI/Icons/Trainables/Rescue</headerIcon>
<width>45</width>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_HediffList</defName>
<workerClass>Numbers.PawnColumnWorker_AllHediffs</workerClass>
<sortable>true</sortable>
<headerIcon>UI/Buttons/DevRoot/ToggleTweak</headerIcon>
<headerTip>Hediffs</headerTip>
<width>45</width>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_HediffBadList</defName>
<workerClass>Numbers.PawnColumnWorker_HediffIsBad</workerClass>
<sortable>true</sortable>
<headerIcon>UI/Buttons/DevRoot/ToggleTweak</headerIcon>
<headerTip>Bad hediffs</headerTip>
<width>45</width>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_Faction</defName>
<workerClass>Numbers.PawnColumnWorker_Faction</workerClass>
<sortable>true</sortable>
<label>Faction</label>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_AnimalFilthRate</defName>
<workerClass>Numbers.PawnColumnWorker_AnimalFilthRate</workerClass>
<sortable>true</sortable>
<label>Filth rate</label>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_Meditation</defName>
<workerClass>Numbers.PawnColumnWorker_Meditation</workerClass>
<sortable>true</sortable>
<label>Focus</label>
<modExtensions>
<li Class="Numbers.DefModExtension_NeedsRoyalty"/>
</modExtensions>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_Areas</defName>
<workerClass>Numbers.PawnColumnWorker_AllowedAreaWithMassAssign</workerClass>
<sortable>true</sortable>
<label>allowed area</label>
<width>350</width>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_Traits</defName>
<workerClass>Numbers.PawnColumnWorker_Trait</workerClass>
<sortable>true</sortable>
<headerTip>Traits</headerTip>
<label>Traits</label>
<width>350</width>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_Bandwidth</defName>
<workerClass>Numbers.PawnColumnWorker_Bandwidth</workerClass>
<sortable>true</sortable>
<headerTip>Bandwidth</headerTip>
<label>Bandwidth</label>
<modExtensions>
<li Class="Numbers.DefModExtension_NeedsBioTech"/>
</modExtensions>
<width>200</width>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_Endogenes</defName>
<workerClass>Numbers.PawnColumnWorker_Endogenes</workerClass>
<sortable>true</sortable>
<headerTip>Germline genes</headerTip>
<label>Germline genes</label>
<modExtensions>
<li Class="Numbers.DefModExtension_NeedsBioTech"/>
</modExtensions>
<width>350</width>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_Xenogenes</defName>
<workerClass>Numbers.PawnColumnWorker_Xenogenes</workerClass>
<sortable>true</sortable>
<headerTip>Xenogenes</headerTip>
<label>Xenogenes</label>
<modExtensions>
<li Class="Numbers.DefModExtension_NeedsBioTech"/>
</modExtensions>
<width>350</width>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_GenesRegrowTime</defName>
<workerClass>Numbers.PawnColumnWorker_GenesRegrowTime</workerClass>
<sortable>true</sortable>
<headerTip>Genes Regrowing</headerTip>
<label>Genes Regrowing</label>
<modExtensions>
<li Class="Numbers.DefModExtension_NeedsBioTech"/>
</modExtensions>
<width>80</width>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_Guilt</defName>
<workerClass>Numbers.PawnColumnWorker_Guilt</workerClass>
<sortable>true</sortable>
<headerTip>Guilt</headerTip>
<label>Guilt</label>
<width>50</width>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_Ideology</defName>
<workerClass>Numbers.PawnColumnWorker_Ideology</workerClass>
<sortable>true</sortable>
<headerTip>Ideology and certainty</headerTip>
<label>Ideology</label>
<modExtensions>
<li Class="Numbers.DefModExtension_NeedsIdeology"/>
</modExtensions>
<width>200</width>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_Strip</defName>
<workerClass>Numbers.PawnColumnWorker_Strip</workerClass>
<headerTip>Strip</headerTip>
<label>Strip</label>
<width>50</width>
</PawnColumnDef>

<PawnColumnDef>
<defName>Numbers_Recruitable</defName>
<workerClass>Numbers.PawnColumnWorker_Recruitable</workerClass>
<label>Unwaveringly loyal</label>
<width>50</width>
</PawnColumnDef>

</Defs>
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