Stellaris

Stellaris

OvervUI - Pre 2.2 Research & Strategic Ressources (Outdated)
61 Comments
GaryTheGammarid May 2, 2021 @ 7:50am 
Fixed this mod for 3.*.*.

You can find it here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2474619276

Enjoy!
Tom Funki Apr 26, 2021 @ 7:28am 
Better for those that want a working alternative:"UI Overhaul Dynamic" Plus "UI Overhaul Dynamic - Extended Topbar". Similar result - All Strategic Ressources overview.
BladeRnr Apr 25, 2021 @ 6:23am 
I'd love to see this mod updated to 3.0.x
Creat Apr 22, 2021 @ 7:58pm 
For those that want a working alternative: just grab "UI Overhaul Dynamic". The strategic resources aren't a tooltip, but a pop-out sorta thing. Click them once, they stay visible. Same result, really. And generally a better UI anyway.
Kataz Apr 16, 2021 @ 5:42am 
Breaks game sadly. One of my favorite mods... will never understand why a drop down was the route they went.
Joker Apr 15, 2021 @ 7:06pm 
This crashes the game (unsurprisingly) with 3.0+

Just a heads up.
Deviant Feb 22, 2021 @ 2:07am 
2.8.1 - works. Compatible with "Dynamic UI"
mister_lobos Dec 24, 2019 @ 10:00pm 
despite it saying in game that it is out of date, it still works fine, i just played with this working with the current (test) version of stellaris.
Andreas the Lobster Dec 8, 2019 @ 3:35pm 
Any chance this can be updated? The vanilla condensed science/resources are inferior to this mod.
dan5tr4n63r Aug 26, 2019 @ 10:57am 
@Krinsch Thank you...that was my next guess...what i did is this
size = { width = 84 height = 35 }
position = { x = 250 y = 0 }
and maxWidth = 80

It worked with no problems...of course i entered into a saved file with lots of navy capacity...i only needed to build ships to test to see if 4 digits display in both parts ...0000/0000
I think you should integrate this into your mod...UNLESS it was meant for something else...BTW...i looked into the vanilla code...guess you only need to change the width and maxWidth...Thank you
Krinsch  [author] Aug 26, 2019 @ 6:46am 
@dan5tr4n63r
I dont think so. Youd have to change the size of the Container containing them, then increase the width of the container you posted and then move the container halve the size you increased the larger container.

In this case if you increase the Large container by 10 you have to change the width like that
size = { width = 74 height = 35 }
position = { x = 255 y = 0 }
dan5tr4n63r Aug 25, 2019 @ 12:13pm 
If i change this ...from 250 to 249...will this extend the navy fleet view?...
name = "navy_group"
size = { width = 64 height = 35 }
position = { x = 250 y = 0 }
Plerion Aug 16, 2019 @ 1:36pm 
@bebe2803 - You mean like this [i.ibb.co]?
bebe2803 Aug 16, 2019 @ 10:31am 
I agree with sherlock, can you make a version that only expand research, mote/gas/crystal but still group other rares into one icon (like vanilla) so it is friendly to other mods that add new rare/resources. The other mod you made that only expand research icon is closer to this and very nice, but it needs to always hover to topbar to monitor the balance of those three rares
dan5tr4n63r Jun 11, 2019 @ 12:44pm 
Problem appears the same as in 2.2...that is "after the 3 digit the capacity navy numbers just disappear"...Please can you fix that?...thank you
Krinsch  [author] Jun 6, 2019 @ 9:50am 
Updated should work again.
Syfe Jun 4, 2019 @ 6:10pm 
Please update for 2.3

Thanks.
najterek Jun 4, 2019 @ 2:28pm 
not compatible with 2.3 wolfe;(;(;(
dan5tr4n63r Apr 19, 2019 @ 12:55am 
Thank you man...this looks great now
Krinsch  [author] Apr 18, 2019 @ 11:19pm 
@dan5tr4n63r Problem should be fixed in this update.
dan5tr4n63r Apr 18, 2019 @ 5:58pm 
I have the same problem as @Sherlock mentioned...after the 3 digit the capacity navy numbers just disappear...would be nice to make it wider for 4 digit numbers...i am sure no one will have 10101 navy...but over 1010 is most common...4 digits i mean...i see a lot of space between unity and physics...both of them are being converted to 1K...so maybe reduce that gap to make more room for navy cap...
Cap'n Professional Mar 30, 2019 @ 12:27pm 
(I mean, Improved Topbar. Yikes, too early for me.)
Cap'n Professional Mar 30, 2019 @ 12:26pm 
Sherlock: You might be looking for Yamori Yuki's "Improved Toolbar." I don't know if that will solve your other problem, but it shows the fewer resources.
Schlock Mar 28, 2019 @ 8:37am 
Is there a Version that only shows research, motes, gases and crystals? The other even rarer resources aren't that important and the mog causes a glitch where high fleet capacity makes the numbers dissappear.
akeean Mar 27, 2019 @ 6:47pm 
Any chance for a compatability patch with Zenith Of the Fallen Empires / Anchient Cache of Technology ( https://steamcommunity.com/sharedfiles/filedetails/?id=1419304439 )? It has Dark Energy in addition to Dark Matter. With OverUI the Dark Energy income/storage is simply not visible ingame :-/
Krinsch  [author] Feb 9, 2019 @ 12:59pm 
@Plerion I can't tell how it will work, but It will not show all data in the Top Row. Sadly it is not possible to adjust it to diffrent additional ressources.
Plerion Feb 9, 2019 @ 4:11am 
Somehow related to @Spirit question; what happens if you combine this with "Universal Resource Patch"?
Longprao Feb 1, 2019 @ 9:19am 
Can you please make clicking on any resource icon open the market with that resource selected? so faster to trade.
I do that all the time realize that I need to click one again to choose the resource.
Vaeringjar Jan 27, 2019 @ 12:55am 
this is great, but now I "need" a version only for resources ^_^
Spirit Jan 13, 2019 @ 5:06am 
how does this mod work with another mod that add more strategic ressources ? what if there is not enough space to show it , especially for ppl who dont have a widescreen ?
mister_lobos Jan 12, 2019 @ 9:13am 
wow thank you.. so much better. i didn't so much mind the research categories being a drop down, but those strategic resources really need to always be visible.
realguhigh Dec 30, 2018 @ 10:43am 
I don't know if it's possible to leave the scroll down as it is and add "new" button that only show ressource info. So they will be show at 2 place, the original scroll button and the extra one in the overUI. That way if other ppl use mod that add ressource they will simply be added into the original scroll icon.

On an other note, i'm using a regular hd screen and not an utra wide screen and all the extra icon go past the pause icon and i can't see info for fleet capacity and star base. in my case only showing the pre 2.1 research and the 3 most used staegic ressource (mote, crystal and rrare gas) and skipping/leaving inside the uncommon one (zro, nanite, darkmatter, living metal) would fix the issue
Stick Rick Dec 25, 2018 @ 11:43pm 
i think compatability with planet modifiers would be much apreciated since it's one of the most used mods?
he uses one new resource i think.
BeefStranger Dec 19, 2018 @ 10:57pm 
Im using extra ship components
BRamz Dec 19, 2018 @ 4:44pm 
ty <3
Krinsch  [author] Dec 18, 2018 @ 9:29pm 
@Tzeentch Feel free to do so :)
DreadHedgehog Dec 18, 2018 @ 1:09pm 
@WoodenLamp if you give me permission to use your mod as a basis, I can play around and create for/with you submod/alternate mod, for use with Extra Ship Components 3.0, Ultimate Technologies and any other mod I'd play from more major ones.
Krinsch  [author] Dec 18, 2018 @ 3:53am 
@Tzeentch
UI modding seems pretty terrible as I can't script anytihng, all Icons have a fixed position. I would have to create another mod that adds another section so these mod ressources can be viewed as a dropdown.
Or, if you want them in the top Bar, I would have to create a mod for every Ressource Mod. And even then I would have to create a Mod for every Ressource Mod combination as the shit UI cant handle Scripted positioning.
@SirBeef this Solition might work, but I would have to create a separate Mod, can you tell me what Mod you use?
BeefStranger Dec 17, 2018 @ 7:47pm 
could you re add the drop down list at the begging or end so we can view modded resources?
DreadHedgehog Dec 17, 2018 @ 3:51pm 
How does it handle additional modded resources?
Fulci Dec 15, 2018 @ 3:08pm 
Thanks for the mod. It helps a lot! Works well with the test version 2.2.2.
Zosh Dec 15, 2018 @ 9:58am 
Thank you very much, it is exactly what i was looking for, great work!
mettpawwz Dec 13, 2018 @ 11:32am 
Heya @WoodenLamp, thanks a bunch. That seems to have fixed it! :D
Krinsch  [author] Dec 13, 2018 @ 6:16am 
Updated the Mod, it should work for the next few Versions.
If you notice any Problems please report them here.
@mettpawwz I am not sure if this fixes your Problem, but for me it's OK again.
Krinsch  [author] Dec 13, 2018 @ 2:08am 
@mettpawwz
Sorry I am not in any Betas, I will have a look as soon as I am home.
mettpawwz Dec 12, 2018 @ 3:55pm 
So weirdly enough, running this mod on the test branch (2.2.2) causes the following error to occur. I've tested it with all other mods disabled and can confirm it's this one causing it. It's fine on live though.

https://imgur.com/a/j3OKYw0

Just letting you know for when 2.2.2 becomes the live version.

That said, is there any chance you could look at whatever's causing this issue ahead of time and release a temporary version that's compatible with 2.2.2 in the meantime?

It's kind of painful to play on the live version, the performance is about 100 times worse and there are so many rampant bugs still crawling around that have already been fixed in 2.2.2.

Either way, thanks a bunch for the awesome mod!
Southern_Hel Dec 11, 2018 @ 2:57am 
I wanted this from the very first day. Thanks so much!
귤귤귤귤 Dec 11, 2018 @ 12:12am 
This is my favorite thanks :)
Krinsch  [author] Dec 10, 2018 @ 12:49pm 
@BlueNightfury Just checked again, still works for me, are you sure it's not another Mod?
Bluetail Dec 10, 2018 @ 12:29pm 
I checked this mod and on new game with ironman checked it said incompatible so I don't know.