海狸浮生记 Timberborn

海狸浮生记 Timberborn

TImprove 4 UI [U7 ✅]
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'?
Luke ✞ Jesus Saves ✞  [作者] 7 月 23 日 上午 3:31 
v7.9.0: Added an "Exit to menu" button for New settlement dialog box (when you start a new game). Idea credit: OldGamer
Luke ✞ Jesus Saves ✞  [作者] 6 月 30 日 上午 7:35 
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.
Luke ✞ Jesus Saves ✞  [作者] 6 月 28 日 下午 10:59 
v7.8.0: Show building's negative effect (like Injury or Beesting chance). See screenshot for demonstration.
OldGamer 6 月 11 日 上午 6:51 
Hi Luke,

Would it be possible to include an option to relocate workers to the nearest housing to their workplace? In many games, I have workers who live on the other side of the map and waste a lot of time commuting when there are houses built practically next to their workplace.
Luke ✞ Jesus Saves ✞  [作者] 6 月 9 日 上午 11:25 
Ahh that sounds right. It's true I use the PublicOutputInventories part of code only :P I can probably add Input inventory as well but I wonder if it's actually useful (for example, a quirk would be it highlights Logs if you are building a building with Logs because it's technically Inventory in the game as well).
Akinare 6 月 9 日 上午 10:13 
Something interesting. If a material is the output of a workplace, that workplace will also be highlighted, but input not. Is this feature implemented based on some game's internal interfaces?
Luke ✞ Jesus Saves ✞  [作者] 6 月 6 日 上午 11:58 
v7.7.0: Added "Highlight & Select Material Buildings" option: 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.

Credit: https://www.reddit.com/r/Timberborn/comments/1l3vwew/qol_idea_clicking_on_the_icon_of_a_resource_in/
Luke ✞ Jesus Saves ✞  [作者] 6 月 4 日 上午 10:43 
Sorry I may need a visual explanation here. I am not really sure what you are asking about.
YosemiteSam 6 月 4 日 上午 10:37 
Is it at all possible to have your fabulous overlays toggle with a UI switch- in the way that water, grid and storage can be toggled?
Luke ✞ Jesus Saves ✞  [作者] 6 月 3 日 下午 12:14 
v7.6.0: Added Disable Shadows option.
Luke ✞ Jesus Saves ✞  [作者] 6 月 2 日 下午 12:46 
v7.5.0: Removed Highlight Power Network as it's added to the game. Should work with Jun 2nd update. Please update to the latest TimberUI as well.
Cockadoodledoo 6 月 1 日 上午 3:05 
Thx, the moveable tooltip is king.
Vas 5 月 29 日 下午 8:36 
Odd, my water sources came back this time. I think there was a glitch in updating one of the mods and I updated it a second time and my water sources came back. Okay then... The mod in question was Dirt. I can't see it being related to me trying to remove Configurable Growth.
Vas 5 月 29 日 下午 8:28 
No, cause nothing has changed since I played yesterday prior to these three updates. I don't understand. I suppose I can use dev tools to put the water sources back in but I have no idea what strength they originally were...

I played last night, I saved the game. I turned off one mod before closing the game (without saving), everything was fine, went to bed. I woke up, started the game, all water sources are gone. I deleted the auto saves to go back to my good save because for some damn reason the game saves on load because stupidity I guess, I restored the mod I deleted, I loaded the good save which shown the mod was no longer missing but shown these three mods as updates, all my water sources still gone. I don't understand the problem.
Luke ✞ Jesus Saves ✞  [作者] 5 月 29 日 下午 7:49 
All 3 mods you listed are UI-only and none of them actually affects gameplay. Must be something else. Likely No Build Restriction.
Vas 5 月 29 日 下午 7:11 
Save File destroyed. Somehow when three mods updated, my water sources get deleted on game load. This is one of them. TimberUI is the other, and "Dirt" is the third.
darkdroider 5 月 29 日 上午 7:49 
works now, thank you.
Luke ✞ Jesus Saves ✞  [作者] 5 月 29 日 上午 7:27 
v7.4.2: "Highlight Tubeway path" should™️ work for modded Tubeway Stations and Tubeways (not tested for modded ones yet)
darkdroider 5 月 28 日 下午 7:35 
ok
Luke ✞ Jesus Saves ✞  [作者] 5 月 28 日 下午 7:27 
Unfortunately I don't know which name that object uses. My mod can only scan known names, so in game it's the Tubeway, Solid Tubeway and Tubeway Station. Someone can give me the name of the prefab and I can add it.
darkdroider 5 月 28 日 下午 6:58 
Hello... Taking as a basis another mod, the "Tubeway Levee" which solves the problem of flooding when using the Tubeway... However, it blocks the "Highlight Tubeway Path" function... Nothing too inconvenient, but would it be possible to remove this restriction? Thanks
Luke ✞ Jesus Saves ✞  [作者] 5 月 28 日 下午 2:01 
Sorry no as the logistic to be compatible with both EXP + stable is too much. I will not update until it's live.
avuremybe 5 月 28 日 上午 10:56 
Hello! Are u gonna update ur mod to be compatiable with experimental branch?
Luke ✞ Jesus Saves ✞  [作者] 5 月 24 日 上午 10:50 
v7.4.1: Fixed "Highlight Tubeway path" not working without "Highlight similar objects". Also moved the color option up.

Sorry I missed that one. Thanks for reporting!
Akinare 5 月 24 日 上午 3:30 
Highlight Tubeway path can't work without Highlight similar objects. Is this a bug?
Luke ✞ Jesus Saves ✞  [作者] 5 月 23 日 上午 11:12 
v7.4.0: Added Highlight Tubeway path. Changed the default color "Highlight similar objects color" to light blue instead of pink.

Thanks to a Discord user for this suggestion.
YosemiteSam 5 月 16 日 下午 6:56 
THANK YOU!!!!!
Luke ✞ Jesus Saves ✞  [作者] 5 月 12 日 下午 1:24 
7.3.0: Added 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"
YosemiteSam 5 月 12 日 上午 9:20 
This mod has made such an improvement to playing- funny how it's the little things in a UI that make a big difference. Thank you.

One thing I struggle with is finding the same type of building, especially 1x1s like lumber flags and food gatherers. Is there a way to make these behave like power- if you click a type of building, all the same type have a colour hue added so you can see them easily? Same for tools, if I pick a building it would be great if the map showed me where existing ones were already placed. It would be even more amazing if their combined area of affect would also show up.

If you can/when you can... Thank you!
Luke ✞ Jesus Saves ✞  [作者] 5 月 6 日 下午 1:18 
v7.2.1: Buildings with range like Lumberjack Flag or Farmhouses no longer get their range disabled when Path Highlight is hidden.
Luke ✞ Jesus Saves ✞  [作者] 5 月 6 日 下午 12:05 
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.
Luke ✞ Jesus Saves ✞  [作者] 5 月 2 日 上午 11:47 
Do not use this mod together with Scrollable Entity Panel, both provide the same feature.
鸡【蛋柿】子 5 月 1 日 下午 11:54 
订阅之后 仓库无法选择对应的物品
YosemiteSam 4 月 29 日 下午 6:50 
Darn it- I of course mean top left. The settlement panel. apols for my left/right blindness.
YosemiteSam 4 月 29 日 上午 9:59 
A-Mazing on the menus, thank you!! The added auto open when building is a great idea too.

Yeah my description was rubbish, sorry. I mean when you press top right to get the panel that has the beavers/workplaces/power/storage etc. It just masks everything behind it that i want to see at the same time. Hope that's a bit clearer...
Luke ✞ Jesus Saves ✞  [作者] 4 月 28 日 下午 11:22 
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
Luke ✞ Jesus Saves ✞  [作者] 4 月 28 日 下午 1:34 
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.

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As for your 2nd request, I am not so sure which one are you mentioning. The top-right panel are time/weather info and you can't close them?
YosemiteSam 4 月 28 日 下午 12:13 
So happy to be able to move that tool description! Power network highlight is very welcome too.THANK YOU!

Would it be possible to make the top bar menus for materials/ingredients/food auto hide and only pop down when hovered over? They get so long in later game and get right in the way. Open/closed/auto would be amazing options.

Also, the fact you can't see any useful data when using the details panel [top right] and have to keep closing it to see anything is annoying- can that window be movable, or somehow less clunky at all?

Thanks so much for this and all your mods- they really enhance this game. :steamthumbsup: