Cities: Skylines

Cities: Skylines

65 ratings
Asset UI Priority Changer
File Size
0.011 MB
Jun 21, 2015 @ 9:03pm
Jul 8, 2015 @ 3:33pm
2 Change Notes ( view )

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Asset UI Priority Changer

In 1 collection by Snow_Cat
Snow_Cat's questionable Asset Editor mods
7 items
Allows you to change a Prefab's UI Priority in the Asset Editor.

The intended use is to allow mod authors to specify the order in which their items should appear in the group tool strip.

For example UIPriority usage, see:

Note: (2019-06-11) Tutorial removed by author, mod possibly obsolete.
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Evil Dave of Canada Jun 3, 2019 @ 4:54pm 
Those links for the example are dead. You get a Steam Website error.
mjm92150 Jun 7, 2018 @ 2:05am 
I would like to know if is going to work for the latest verions of CS MT (all DLC inclued ParkLife) ?
Snow_Cat  [author] Oct 5, 2015 @ 10:47am 
mew. understood.
GCVos Oct 5, 2015 @ 6:50am 
Yes, I'm affraid they might conflict with one of my other mods but it's hard to confirm which one. I already disabled a lot of them to narrow it down, but haven't been able to solve it yet. For now, I'll just use mod tools to change the UI priority. :)
Snow_Cat  [author] Oct 4, 2015 @ 5:30pm 
Do my other mods (excluding thumbnail copier) fail for you?
Snow_Cat  [author] Oct 4, 2015 @ 11:59am 
There shouldn't be, but I've not tested/used this for some time. Give me a few hours to retest my Asset Editor mods collection .
GCVos Oct 3, 2015 @ 6:51pm 
Thank you for this mod, I'd really like to use this! Unfortunately I've enabled it in the content manager but the editor is unchanged, do I need to do anything in particular to activate this?
Elias Jul 7, 2015 @ 4:35am 
if this one also works, it feels as if you have read my mind. your asset-changer-mods were so desperetely needed by me!!!!!
Leo Mystic Magic Jun 24, 2015 @ 8:15pm 
I just used a method of borrowing an icon from another tab. For example on the recent shipping container stuff I released. I classified them as a large road I believe and publictrainstationbuidling.. whatever the correct name is. So that it would show up in the publictransport section and made a new tab using the large roads icon.
Snow_Cat  [author] Jun 24, 2015 @ 8:11pm 
UICategories are collected from loaded assets, but the (default automatically generated) tab/button sprites/icons are are all loaded from the same predefined texture atlas following the naming convention ("SubBar" + UICategory + {"","Focused","Hovered","Pressed","Disabled"}).

In theory it should be possible to use any arbitairy name for a UICategory-- If there is not some form of error checking (or unhandled exception path) that would prohibit this.

But to get a proper custom icon on the new category's tab you would need to find some way to get the game to load your sprite set into the default's texture atlas, or cause it to load different specified sprites for your custom tab; all while resolving collisions when users download seperately packaged assets of your design laign on the same tab/sub grouping.