海狸浮生记 Timberborn

海狸浮生记 Timberborn

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TImprove 4 UI [U7 ✅]
   
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116.298 KB
4 月 28 日 下午 12:01
9 月 21 日 下午 7:11
24 项改动说明 ( 查看 )

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TImprove 4 UI [U7 ✅]

在 Luke ✞ Jesus Saves ✞ 的 3 个合集中
Luke's U7 Compatible Mods
97 件物品
Non-gameplay mods
27 件物品
TImprove
6 件物品
描述
Another TImprove mod and this time it's for your Timberborn UI! If you don't know yet, TImprove enhances your Timberborn experience by providing various quality-of-life improvements without altering any game mechanics. This mod focuses on the UI/UX aspect of the game with many features requested by the community.

The only feature the is enabled by default is Scrollable Entity Panel which will replace that mod. You can enable or disable features in the Mod Settings: Menu (Esc) or Main Menu -> Mods -> Setting button next to the mod name.

Note: you can see the features in the screenshots.

- Scrollable Entity Panel: When you have many mods that add stuff to the entity panel (the panel on the right), you can't see all of them anymore. This mods add a scroll to that panel. Do not use with the Scrollable Entity Panel mod. Can only be modified in the Main Menu. Works in Map Editor.
- Remove Path Highlight: Paths are no longer highlighted when you select a building. You can still see it when selecting a path.
- Highlight Power Network: When you select a building, the power network it is connected to will be highlighted (instead of just the immediate building neighbors).
- Tool description location: Choose a location for the tool description panel (the one in the middle when you are building). Game default: center. Someone requested it because it takes too much space in the middle of the screen while building. Works in Map Editor.
- Auto-expand material counters: Close all material counters (top-left corner) on start. Automatically expand any counter when you hover over them.
- Never hide unlocked counters: Never hide unlocked material counters even when you have 0 of that material.
- Highlight similar objects: When you select an object, all objects of the same type will be highlighted. You can also select "Highlight similar objects color"
- Highlight Tubeway path: Highlight the whole tubeway path connected to the selecting one when you select a Tubeway Station, normal/solid Tubeway. Use the same color from the "Highlight similar objects color" option.
- Highlight & Select Material Buildings: Hover over a material counter to highlight all buildings that are containing that material. Clicking it will cycle through those buildings. Holding Alternate key (default: Shift) to cycle through them in selecting district only. Note: only works for buildings that actually contain the material (> 0).
- Disable Shadows: no more shadow. May improve performance.
- Add buildings' debuff info (for example, Injury or Bee Sting chance.).

- Disable the pause icon on top of buildings: show an option on each pausable building so you can disable them. You can uncheck this option if you don't like the option clustering the UI.


Other features
- If you use More Naming to rename Zipline Station or Pylons, the UI now shows the custom name.
- Dev mode's hotkeys are now visible in the Keybindings panel, for example, you can now change the keybind for Dev's Fast Speed (4).

Management Panel

From v7.2.0, this mod adds features to the management panel (top-left button or pressing F1 to F8). See screenshot for demo.
- Add a Swap location button to move it to the right. Saved with your game. Click again to move it back.
- Workplaces tab (F3): added Beavers and Bots filter for workplaces.

Please suggest any features you would like in the comments or on the official Timberborn Discord server: https://discord.com/channels/558398674389172225/1366490328785489960

===
Mod source code and donation: https://github.com/datvm/TimberbornMods

Credits:
- YosemiteSam for many suggestions.
- Queen Isabralda of Irondam for Highlight Tubeway path feature idea.
- Akinare: bug report and I18n.
- RogueVector (Reddit): Highlight & Select Material Buildings.
- OldGamer: "Exit to menu" button for New settlement dialog box
- Acalc79: Dev mode's hotkeys rebinding.
- Bones: Disable pause icons on buildings.

v7.10.1: Added an option to disable the pause icon on top of buildings. If you don't like the option clustering the UI, you can disable it in the mod settings.
v7.10.0: Dev mode's hotkeys are now visible in the Keybindings panel.
v7.9.3: The description box is now centered if the material list is too long. Screenshot[discord.com].
v7.9.2: Zipline Connections uses custom name (by More Naming mod).
v7.9.1: The description box should not go indefinitely wide any more.
v7.9.0: Added an "Exit to menu" button for New settlement dialog box (when you start a new game).
v7.8.2: Added a scrollbar to the recipe list (for my incoming mod).
v7.8.1: "Add buildings' debuff info" is now a setting option that is enabled by default, you can disable it in the settings. Also fixed tooltip issue when moving "Tool description location" to the right.
v7.8.0: Show building's negative effect (like Injury or Beesting chance). See screenshot for demonstration.
v7.7.1: Fixed a crash when loading Map Editor with this mod.
v7.7.0: Added "Highlight & Select Material Buildings" option.
v7.6.0: Added Disable Shadows option.
v7.5.0: Removed Highlight Power Network as it's added to the game. Should work with Jun 2nd update.
v7.4.2: "Highlight Tubeway path" should™️ work for modded Tubeway Stations and Tubeways (not tested for modded ones yet)
v7.4.1: Fixed "Highlight Tubeway path" not working without "Highlight similar objects". Also moved the color option up.
v7.4.0: Added Highlight Tubeway path. Changed the default color "Highlight similar objects color" to light blue instead of pink.
v7.3.0: Added Highlight similar objects.
v7.2.1: Buildings with range like Lumberjack Flag or Farmhouses no longer get their range disabled when Path Highlight is hidden.
v7.2.0: Added improvements for Management panel.
v7.1.2: Auto-expand material counters nows automatically expands when you try to build stuff as well so you can see the materials needed (it also auto closes). You can now also click on a material counters panel to keep it open.
v7.1.1: Added Never hide unlocked counters, suggested by AlwaysMetal
v7.1.0:
- Added Auto-expand material counters.
- Added District Centers to the exception of "Remove Path Highlight" so you can see the Builder Range.
49 条留言
BoNes 9 月 22 日 下午 12:31 
Thank you very much for adding my suggestion (hiding pause icons) :steamthumbsup:
Luke ✞ Jesus Saves ✞  [作者] 9 月 21 日 下午 7:13 
v7.10.1: Added an option to disable the pause icon on top of buildings. If you don't like the option clustering the UI, you can disable it in the mod settings.

I forgot to update the credit last time:
- Acalc79: Dev mode's hotkeys rebinding.
- Bones: Disable pause icons on buildings.
Luke ✞ Jesus Saves ✞  [作者] 9 月 21 日 下午 3:17 
v7.10.0: Dev mode's hotkeys are now visible in the Keybindings panel.
Luke ✞ Jesus Saves ✞  [作者] 8 月 30 日 下午 9:28 
v7.9.3: The description box is now centered if the material list is too long. Screenshot [discord.com].

Thanks for reporting, I was busy with another big mod with modification to TimberUI so I waited until now to fix.
Akinare 8 月 25 日 上午 7:25 
Maybe another bug: If the building requires multiple materials (4 or more, which means material description panel is long), its tool description panel will maintain a narrow width (consistent with the default width in the game) and be located on the left side https://imgur.com/a/RObof6O , while it would have the same width as the material description panel without Timprove UI.
Luke ✞ Jesus Saves ✞  [作者] 8 月 11 日 下午 11:19 
v7.9.2: If you use More Naming to rename Zipline Station or Pylons, the UI now shows the custom name instead of just the building name.
Luke ✞ Jesus Saves ✞  [作者] 8 月 6 日 上午 2:16 
v7.9.1: The description box should not go indefinitely wide any more.
Akinare 8 月 4 日 上午 5:36 
Because some modular buildings have multiple functions, their tool descriptions can be quite lengthy, as is the case with the original District Crossing in the game.
Or could you set up a switch so that when the function is not enabled, the tool description remains unchanged, and when it is enabled, a game restart is required to use the function?
Luke ✞ Jesus Saves ✞  [作者] 8 月 3 日 下午 7:09 
Yep unfortunately... is there an issue where the text is unusually long? I could put a hard limit to the size if it's an issue I guess.
Akinare 8 月 3 日 上午 4:48 
Maybe a bug: After enabling this mod, the tool description text doesn't wrap automatically.
Maybe it's related to 'Tool description location'?