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My OCD goes crazy when playing default ONI because of (what I view as) the many inconsistent and nonsensical placement of things in the build menus. This mod saves me from that.
For someone without the driving need to have things categorized and sorted just so, this mod may be just a nice QoL feature, but for someone like me it, quite literally, is better than sliced bread.
- Updated for Prehistoric DLC pack
- Default config now moves Fossil Scluptures to Decor menu
Can i move a whole cateogory OnListBeginning?
For exemple, in the Plumbing menu, i want the all the Pipes category a the top.
Do i have to move each building at the top individually or can i just move the whole category up?
please make sure your mod is updated correctly, use "Mod Updater" if you need to force update. if you see any issues on the most recent mod version, please let me know
It's less inconvenient than not having the mod, but it's mildly annoying.
most probably you forgot about some comma
if you can't find it, please send me your config file on my github
I struggle a lot with making GUI and it never worked for me correctly, so please don't expect custom screen in the nearest future
But recently I bought a DLC and noticed that how many mods have already been adapted and decided to play again.
I did some categories, but either I did something wrong, or I messed something up. But I didn't get anything right.
The mod is good, but for me it is absolutely not suitable. because here you have to suffer with the files. Can the Author of this mod do the same as in the Mod "Customize Building Categories!" There, as I understand it, there is no need to suffer with files.
I have a lot of mods to add different buildings and scrolling is not so easy in the menu.
Thanks a lot Pether, again! what an amazing mod!
From my testing, seems to work fine as of latest public build (with Spaced DLC enabled).
Nice mod!
Btw that operation reduction looks confusing on the second thought, I might update the mod to refresh the file each time. Thx for pointing that out
kley keeps failing in doing build menus to a point, where they need a full text search filter.
https://aki-art.github.io/oni-ids/all_ids/Buildings/
Thank you for your authorization.
We will comply with your request.
We also know that game updates always invalidate the mod, so we will check whether the mod author has updated after each game update.
I have no issue to have my mods moved to WeGame by you as long no law is being broken and on following conditions:
- you must provide original author credit
- you must inform your users that the mod was prepared on Steam and I didn't test it on other platforms
- you must provide link to steam workshop page with related mod
There are many excellent mod authors on steam, but there are not many excellent mod works on our platform, so we urgently hope to provide our players with a better game experience. We will regularly check whether mod is updated. If so, we will immediately replace it with the latest version. Can I get your authorization?
I really hope to get your consent.
I thought a lot about it and I must say I don't feel comfortable about it. I provide ongoing support for my mods on steam to fix issues, release new content to existing mods and react to users' feedback. I feel that mods outside the steam won't have this kind of support they deserve. Any mod copied from steam would require link to original steam workshop page so anybody using it could check for updates and provide feedback
"Oxygen Not Included" launched on WeGame. We are looking for distinguished mod creaters for long-term subscriptions.I would like to reupload your work to the "Oxygen Not Included" WeGame version.
Your name will be credited as the creator.
I hope I can get your authorization.
You don't need to publish mod on WeGame.Just agree to the authorization.
Looking forward to your favorable reply.
- Added code to load custom icons
- Added instruction to config file for easier access
- Updated default config file: Park Sign no longer is moved to Decor menu, buildings are no longer removed in the example (it is still possible to remove unwanted buildings)
I will release the update later next week.
{
"BuildingId": "BuildableNaturalTile",
"MoveToMenu": null,
"JustAfter": null,
"OnListBeginning": true
}
i hope this icon from a mode to top, is possible?
The only way I got the mod to work was to unsubscribe. Start and exit the game. Manually edit the mods.json to remove the mod from there. Manually delete the mod from bot the game mods/steam folder and the steamapps\workshop\content\457140\ folder. Then manually download the mod and install it as a local mod.
https://paste-bin.xyz/20606
can't install nor completely uninstall.
{
"BuildingId": "GasConduitElementSensor",
"MoveToMenu": "Automation",
"JustAfter": "LogicTemperatureSensor",
"OnListBeginning": false
},
{
"BuildingId": "GasConduitDiseaseSensor",
"MoveToMenu": "Automation",
"JustAfter": "GasConduitElementSensor",
"OnListBeginning": false
},
{
"BuildingId": "GasConduitTemperatureSensor",
"MoveToMenu": "Automation",
"JustAfter": "GasConduitDiseaseSensor",
"OnListBeginning": false
}<--missing comma
{
"BuildingId": "LiquidConduitElementSensor",
"MoveToMenu": "Automation",
"JustAfter": "GasConduitTemperatureSensor",
"OnListBeginning": false
},
Repeat for each type of conduit
Also is it possible to have things in more than one menu?