Adds icons on the items based on their properties.
This addon sets indicators on the item icons based on their properties, instead of them being part of the texture. They will automatically change if you install any addon that changes their stats, thus being compatible with any food/drinks/meds/artefact/upgrade kit rebalance out there.
Additionaly, DII offers an MCM menu where you can customize size, spacing, amount of indicators and toggle them on or off. DII is also a framework, from which you can add your own indicators to items, the file contains a readme guide for adding indicators based on item section and an example made for the Food Poisoning mod that shows how to add new property indicator.
Addon includes a FOMOD installer and as so - it is highly recommended to use MO2. While addon does work without MCM, icons won't show up in the main menu without it and a lot of features utilize it, so it is highly recommended to use it.
Installer includes a patch for Food Poisoning addon, patch adds indicators on items that reduce the toxines.
Addon should be compatible with any icon pack that includes a version without indicators on icons.
Maids's Vanilla HD Icons work best for this because they include a patch for DII.
16/07/2022 - 1.0.1 - Temporary fix for weird bug with option corruption until the real cause is found.
12/07/2022 - 1.0.0 - Initial release.
Maid - idea, all the assets, very active testing
RavenAscendant - referenced and used some parts of code from rax_icon_layers.script
very very based!! OwO
🎀 𝒜𝑀𝒜𝒵𝐼𝒩𝒢 🎀
******' a!
16/07/2022 - 1.0.1 - Temporary fix for weird bug with option corruption until the real cause is found.
Друг! Ты гений и машина! Спасибо
Woooooooooooo!
Godlike
this is why i love Maid, Haruka and Raven. i have no wods left to say.
Харука ты просто лучший, каждый аддон просто мастхев. Ты и тебе подобные доказывают что люди и моддеры в частности могут что угодно. Есть небольшая идея, думаю ее не сложно реализовать: сделать переключатель в МСМ, который бы ставил пустой индикатор первым, таким образом не загораживая встроенный в иконку индикатор (хотя бы один), например уровни улучшения (стрелочки как в некоторых модах) или принадлежность мутанту у мяса мутантов (сейчас улучшенную версию иконок от Мэйда для частей мутантов загораживает индикатор еды в случае с мясом)
Похоже на апгрейдах появляются по 2 индикатора, один на другом. Если выключить в МСМ индикаторы для апгрейдов, то ничего не изменится, а если попытаться передвинуть, в левый верхний угол, то индикаторы будут и сверху слева и снизу справа.
upd: После установки последнего обновления иконок от Мэйд с адаптацией под DII баг прошел.
Kawaiiiii
UWU
👀
damn, when these mods always publishing, and on classic UWUs and other anime people.. and I don't have against of it, stop stalking me!
Oh my god, Thank you!
I am so happy that I did not put indicators on my stuff yet because I changed many things but dread the work to implement all indicator symbols. Would be cool to be able to choose between different indicators. I really like the ones from cr3pis.
Firstly, a really amazing addon guys, obviously one of the new fundamentals and a 10/10.
Now that things are working my end, I'd like to pass on some (hopefully constructive) feedback as someone who'd worked with design quite a bit.
I have only one suggestion really: work on the icons' visual design and semiotics itself.
PROBLEMS
First part of the problem is that the icon design feels a bit lo-fi and cartoony and could use a sharper and cleaner set.'Alternative icons' addon is a good example you could use as a base for a uniform icon set across different mods - the color/shape semiotic there is not fully fleshed out but the icons themselves (color version) are really good - very clean and sharp.
The second part is that you're mixing context and content a bit with a lot of colors and shapes which can make things quite busy and confusing on the overall.
SOLUTIONS
Anomaly has a LOT of information to convey that mostly splits between 'effect' [content] and 'target' [context]. Because of that I'd suggest you simplify your color and shape semiotics. For example:
1. create order of importance, so that if a med has too many effects, only display 3 most important ones rather than 3 first ones that come in order (I think you may already be doing this).
2. give every effect icon a square backdrop, ie. 75% color fill + thin opaque color outline.
3. use three basic colours for the backdrops/outlines:
- [blue] = [good] (ie. decrease hunger, add health)
- [red] = [bad] (ie. increase hunger, remove health).
- [gray] = [neutral] (ie. info only)
4. don't give the actual icons inside any colours and only use clear and fundamental shapes, or give them 100% opacity colours that only distinguish the most basic category of target, for example:
- [color 1] = [health, bleeding, radiation, toxin, psy]
- [color 2] = [sleep, hunger, thirst, stamina, carry weight]
- [color 3] = [info, category]
That way it's very easy to quickly understand both the effect and the target by shape and set of two colors for every combination of things.
As a little curiosity: Are you familiar with the classic movie Alien? Ron Cobb has famously created an amazing semiotic standard as part of the sign system for the Nostromo. It's not a good reference for Anomaly system at all, and was created as a satirical anti-corporate jab, but an interesting design trivia: Deviantart.com
Top recommendations, would love to see that!
More MCM options for "Consumables" would be nice too, split it up in Medicine & Drugs / Food / Drinks & Cigarettes. Maybe some people would like to only use this for Medicine but not other stuff, options are always good!
beb
Hello. install your complement, and it worked very well, i was able to edit the options in MCM without any problem i closed the game to edit a canteen icon from the Cr3pis package which i didn't like, and install the version of canteens from Maid's Vanilla HD Icons 4.2.7 which It was updated, and then when I reloaded a game after the one that had saved the MCM changes, this error occurred. I couldn't start this save. Any idea what it could be?
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] ...anomaly-1.5.1\gamedata\scripts\icon_overlayer_mcm.script:483: attempt to perform arithmetic on local 'scale' (a string value)
! [SCRIPT ERROR]: ...anomaly-1.5.1\gamedata\scripts\icon_overlayer_mcm.script:483: attempt to perform arithmetic on local 'scale' (a string value)
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...anomaly-1.5.1\gamedata\scripts\icon_overlayer_mcm.script:483: attempt to perform arithmetic on local 'scale' (a string value)
stack trace:
if i start a new game the plugin works perfectly, but i cant play my save game
Try deleting dph_mcm_save_storage.script from MCM (back it up in case something else breaks), it has a critical bug currently.
I tried, but it didn't work
Make sure to also clear entries that start with dii/ in axr_options.ltx
it doesn't work either, i keep getting the same error during loading screen
The Icons do not show up on all mutant food, the standard cooked version and the meat does have symbols but the _a and _b version do not.
It's intended, since cooked foods have their own layers by default - if I add mine they will overlap.
Is there a way to enable them? I just moved or for some removed the layer icons.
When awe wou mawying mwe?
Now
Hi, any idea why this happens?
I.imgur.com
Hey mate, I'm having zero mod conflicts but indicators won't show up. I'm thinking an UI overhaul mod might be the culprit. Do you agree or do you think it might be something else?
that happend to me too
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Hi there, love the mod but I have a problem of the indicators overlapping, is this a known issue?
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nothing changed when i applied it on mo 2, icons still remain the same
Hello. Nice mod. How should I configure vanilla GAMMA 0.9.1 to enable your mod because currently it looks like icons have own indicators that overlaps with your mod? Thanks!
Haruka, i have this crash when opening the inventory
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 257
[error]Description : fatal error
[error]Arguments :
1 : [Lua] d:/efp\gamedata\scripts\icon_overlayer_mcm.script(394) : collect_properties
LUA error: d:/efp\gamedata\scripts\icon_overlayer_mcm.script:394: attempt to compare number with string
Check log for details
stack trace:
When you re-view a recipe that has already been read, the indicators begin to change their size.
Imgur.com