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But there is no good way to quick check that level.
Is it possible to make a widget for it like the weather or time one? Would fit there great.
And as i know no one did something like that right now.
The fact that they shift around a lot with letters (Which I have a bad habit of not closing) makes it very irritating, and easy to lose track of and ignore.
If we could pin them to a corner, maybe the top-right so they stop moving around all the time, I would appreciate it immensely. It would make it easier to focus on them and acknowledge them, because as it stands I've basically tuned them out entirely, which I know is bad for the game.
Could you add YYYY/MM/DD format to time widget?
"Character Editor tab works in a non-standard way, so it can't be saved and it will be restarted on every startup."
to move it back every time. Did I do anything wrong?
@hello_moto2901: Just use the 'Numbers' mod and my 'Numbers Addon'. You can create your own custom tab with whatever info you want in Numbers, and then use the Numbers Widget to add it as its own button..
It may be a hassle (I know, I use the Menu button on the top right) but not a big enough one.
And, the position in relation to numbers doesn't matter, if you have the numbers addon, the addon itself will tell you to load it after this mod and after numbers.
Also if also using numbers does it matter if this is before or after?
Looking at the assemblies I think you need to patch "GroupFrameRect" too to accommodate the top bar.
The wind info... I think that's from Combat Extended?
About the Speed control buttons, there is not much I can do. Most of the shortcuts in the game are tied to it's UI element... If you hide the UI element, then the game does not catches the shortcut. That option exist in case you wanted to use the time speed widget on the bar, to not have two bars. Theoretically, I could separate the Button detection from the UI, and move it somewhere else so it's always detecting if you press the speed buttons... but I prefer to not mess with that.
Would be great to have more "hiding" options.
At the moment there are "Mouse readsouts, Weather, Date and Speed" elements to hide.
For example, your have an option to Show Play Settings on Top.
But would be nice to hide it at all to not mess with other things I put on right-top corner.
Same with Stockpile numerics in left-top corner.
Same with wind info.
Also, when you hide Speed Control buttons, it disables me to change speed with hotkeys.
So it is unusable option, and again I can't hide Speed buttons even tho I'd like to.
Can I break it down in layman's and see if I understand? When the UI button is clicked InterfaceTryActivation checks to see if everything will be good to go when the menu opens. But because of the error with Fluffy's Relations, everything is not good to go and InterfaceTryActivation doesn't like that, and that is the extent of UINI's involvement and why it is mentioned in the error message.
Hey there. I'm running into an error that pops up when I open Fluffy's Relations Tab, but it mentions UI Not Included in the stack trace. I love your mod; I'll never play without it. I just wanted to share this link to the HugsLib log from that error and see if you had any ideas about what's happening.
https://pastebin.com/bUACenFp
@fallenscion: yes, every mod that makes use of Harmony does have an impact on performance, and UI mods are on the heavy side because it triggers the Harmony patch on every screen update. However, if you hide some buttons and use, for example, the drop down widget to get access to them, then the impact should be negligible, since draw images on the UI (buttons backgrounds and icons) is expensive in terms of performance, so the less buttons there are on screen, the better.
I run a very heavy modlist, which makes UI customization extremely appealing, but I'm also sensitive to anything that would drop my already-low tick rate.
Yeah it would be nice if you could, that's the main thing I noticed from your mod that I couldn't get to feel vanilla.
Is it also possible to resize the history/factions/ideology buttons? Noticed they're smaller with your mod on compared to default, couldn't find the option, maybe I'm just blind though.
@Dath: Sorry, there is no config for that (maybe should I add it? I'll think about it on the weekend). I don't remember why I made that change, probably to avoid some kind of conflict with another mod.
@Ascythian: For Re-Ordered, yes. However, the main utility of the "Tab-Sorting" mod is to sort the architect menu, a thing this mod does not touch.