Cities: Skylines

Cities: Skylines

144 oy
Klyte's Framework 1.1
   
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309.760 KB
9 Eyl 2019 @ 18:57
18 Nis 2020 @ 11:06
5 Değişiklik Notu ( görüntüle )

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Klyte's Framework 1.1

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This mod provides some basic features for those that don't know how to code but need some advanced features for your assets. The first feature is the translation framework from my recently mods, but more can come depending of community needs and/or my mods evolution.

New in 1.1

- Texture Atlas editing: add, remove or edit any image used in the game interface, You can export the original sprites and impoort them replacing with a new image.
- Inline text-in-sprite: allows to create shields with a custom background, if the UI item is allowed to process markups.

All features details are at GitHub: https://github.com/klyte45/KlyteFramework
This mod is actually a simple wrapper from the new Commons Includable library. More info about the features can be found at CI's page on github: https://github.com/klyte45/KlyteCommonsIncludable

Be a Patron: https://www.patreon.com/klyte45
14 Yorum
Madisonian 19 Şub 2021 @ 14:13 
Is there a way to set the UI priority order of menu tabs using this mod? I created a tab for industrial roads with a custom icon but want to change where it appears in the list of tabs.
LemonsterOG 14 Kas 2020 @ 7:00 
@Klyte45 -- Even though it's a moot point now, I thank you for replying with the information. :smileyflag:
Klyte45  [yaratıcı] 13 Kas 2020 @ 16:31 
@LemonsterOG This mod is required there to load additional sprites and localization into the game. Won't break at all, but can cause some visual glitches in menu (tabs without description and/or image). When I was talking about 5th gen I was referring to my collection with those mods. If you never heard of, so you shouldn't worry about this technical info

Anyway, the information was removed because it become obsolete after latest mods updates
LemonsterOG 2 Eyl 2020 @ 9:58 
@Klyte45 -- I see in the description (quickly boldly) that this is not a dependency for your 5th generation mods. How can a user know if one of your other mods is 5th generation? I'm asking because I see that this mod is a dependent of your Heathrow Pods. asset. (Which, by the way, look aMaZiNg.) I guess I'm wondering is this mod actually a required dependent of those pods (because maybe they're not 5th generation) or this mod is required because the pods are 5th generation? How do we/I know? Thanks so much.
KennethFN 23 Ağu 2020 @ 9:25 
With this i can change the grass s´rites? Would love a mod that could do that so i can easily replace all grass
Klyte45  [yaratıcı] 11 Tem 2020 @ 18:10 
KF is not related. This log just means there's no translation for these languages, no relation with stacktrace.
surf2explore 11 Tem 2020 @ 16:40 
at CargoTrainAI.StartPathFind (uint16,Vehicle&) <0x00233>
at CargoTrainAI.SetTarget (uint16,Vehicle&,uint16) <0x00193>
at BuildingManager.ReleaseBuildingImplementation (uint16,Building&) <0x0047b>
at (wrapper dynamic-method) BuildingManager.DMD<DMD<ReleaseBuilding_Patch1>?509491840..ReleaseBuilding_Patch1> (BuildingManager,uint16) <0x00045>
at BuildingManager.UpdateData (SimulationManager/UpdateMode) <0x0011f>
at (wrapper dynamic-method) SimulationManager.DMD<DMD<Managers_UpdateData_Patch2>?-723309696..Managers_UpdateData_Patch2> (SimulationManager/UpdateMode,single,single) <0x00105>
at LoadingManager/<LoadSimulationData>c__IteratorB.MoveNext () <0x00bdf>
at AsyncTask.Execute () <0x000a8>

Does this have to do with this mod ? How can I solve it ?
surf2explore 11 Tem 2020 @ 16:40 
KFv1.1 Could not find resource: Klyte.Framework.commons.UI.i18n.nl.properties
KFv1.1 Could not find resource: Klyte.Framework.UI.i18n.fr.properties
KFv1.1 Could not find resource: Klyte.Framework.UI.i18n.es.properties
KFv1.1 Could not find resource: Klyte.Framework.commons.UI.i18n.es.properties
KFv1.1 Could not find resource: Klyte.Framework.UI.i18n.ru.properties
Simulation error: Object reference not set to an instance of an object


surf2explore 11 Tem 2020 @ 16:40 
Boa Noite,

My last 2 saves crash while loading.

The error is :
KFv1.1 Could not find resource: Klyte.Framework.UI.i18n.en.properties
KFv1.1 Could not find resource: Klyte.Framework.UI.i18n.pt.properties
KFv1.1 Could not find resource: Klyte.Framework.UI.i18n.ko.properties
KFv1.1 Could not find resource: Klyte.Framework.commons.UI.i18n.ko.properties
KFv1.1 Could not find resource: Klyte.Framework.UI.i18n.de.properties
KFv1.1 Could not find resource: Klyte.Framework.commons.UI.i18n.de.properties
KFv1.1 Could not find resource: Klyte.Framework.UI.i18n.cn.properties
KFv1.1 Could not find resource: Klyte.Framework.commons.UI.i18n.cn.properties
KFv1.1 Could not find resource: Klyte.Framework.UI.i18n.pl.properties
KFv1.1 Could not find resource: Klyte.Framework.commons.UI.i18n.pl.properties
KFv1.1 Could not find resource: Klyte.Framework.UI.i18n.nl.properties
Madisonian 10 May 2020 @ 19:25 
Since the documentation is somewhat lacking in this regard, here's instructions on how to create a custom menu and UI icon like in the Personal Rapid Transit pack...create a folder called kf_imageFiles in the Content folder of your workshop upload (where the crp files also go) and put 32x22 pixel pngs in that folder called %SubBarUICategory.png, %SubBarUICategoryFocused.png, and %SubBarUICategoryHovered.png, replacing UICategory with whatever category name you set in modtools. Can also be used to replace vanilla icons with local copies in your Assets folder.