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Rapporter et oversættelsesproblem






As far as I can tell you are talking about the tiny "Districts Available" element, which I moved off screen 3 patches ago. You're the second person to be upset about this now so I'll bring it back in the next patch, I guess. Personally I think it's clutter - it's easy to see how many districts you have available anyway.
@WP
(I don't know how to do that at thing - I tried, it might just work out - I will know when I post this)
Hi, I should have been clearer on what I meant. So I am using Irony Mod manger and made a patch. I combined all conflicts for the most part but left out any conflicts with your mods (Last on list) and let it win all conflicts with no edits.
When I mentioned tabs in the manager I meant like Interface\guitypes and hoped you would mention the file that might be the conflicts like planet_district_construction_entry or planet_district_entry_empty as the possible files that might be the issue. It is not those files as they only override Dynamic UI and your mod is the winner. The other is overriding Gigastructures mod See I want to pin point what mod is taking out the UI element.
What is a "district tab"?
That's so odd - I wonder what real space specifically does to moon art that causes that? Very strange.
Yeah I'll play with the transparency in the next update and see if there is a better balance! I was never too sure about the grid in the first place.
Some examples:
https://postimg.cc/vcS0pzRc
https://postimg.cc/ZvbfhsKp
The fact you think it's a "bug" when it's deliberate art makes me feel pretty sad!
Can you show me a screenshot of this behaviour, please?
I think the buildings list, as you mentioned, can be improved. I don't mind shrinking those building icons a little since they appear full-size when constructed anyway (on the various tiles on the main UI).
So that should be a big one!
No it's a perfectly fair things to ask!
The main theme and entire point of this mod is to not sacrifice art detail. It's a flavour UI. So I don't shrink any icons, that's the main rule. After that I've tried to make everything as compact as possible and am happy to take suggestions if you think things can be more so!
The decisions list, for example, each entry has to be Y pixels tall because the art for the decision icon itself is Y pixels tall.
But at the same time I didn't spend so long on the many of the side-bar elements for 4.0 as I did in the original version, so maybe some more space can be saved. If you have specific ideas (with pictures ideally) I'll see what I can be done. But I'm not shrinking art!
(As far as I can see there are many compact GUI mods on the workshop already that do that for you to try.)
Your work on this mod is appreciated either way.
I have a question though.
Would it be possible to create a variant or a sub-mod that uses more compact UI elements? E.g. instead of having 3 items in each row for the building you could have 5 or 6. The new building list and the building queue could also use more vertically compact elements so that we can fit more in the view and not actually having to scroll very far.
My problem is that I use a lot of mods, which add a lot of decisions and a lot of new buildings. So with this UI mod I need to scroll for a long time to find what I need.
I have to use your mod because I use A-Sartek's building compatibility mod.
WP's planet view does support adding more slots because the UI is scrollable, there are mod combinations that work but because I needed a different solution I've created the mod linked below, it gives you 33 buildings by default and goes up to 270 buildings, my mod has a presets folder that you can use to swap capacity depending on your needs.
https://steamcommunity.com/sharedfiles/filedetails/?id=2877750087
soo idk if they all gonna work with your awesome mod here. I wish they do.
How do I bring it back, do you mean, changing the script myself?
Look at the + icons and/or mouse over any district icon (like the city or tractor icons or w.e).
Alternatively you can of course bring the available districts section back in the gui script if you'd like!
Thanks so much!!!
The front panel and resources area are also generally cleaner.
Check the change notes for full details!
I have some feedback posted in the "compatibility / technical / known issues" thread, I don't know if I was supposed to post it there, let me know if I need to move it somewhere else.
Good to hear that result! But as a warning many icons and small elements are not updated for spanish and it will slip further out of date.
Click the giant designation emblem in the bottom left of the city area.
Also a tweak to foreign governor visibility!
Check the change notes.
Check the change notes.
Read the known issues thread here and bump my discussion on the PDX forums.
Shouldn't need to no! Except the weather spawn rates won't have changed but that's very minor. You can modify them yourself anyway with a pretty early game tech.
There is a new feature! You can now build "Reptile Cities" or "Plant Cities" or "Beast Cities". When it rains you'll get "Rainy Farms" and so on. Basically playing with the 4.0 triggered descriptions. It's pretty awesome.
Lots of other loc tweaks to make the planet building experience more exciting.
Adjusted some final stuff in the district layout.
Check the "change notes" tab at the top for details.