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Also, it would be nice to have a feature to add spawnpoints as an exported file or something that make possible to integrate spawnpoints.
Mod is fantastic btw :)
Quick question: Do I need to have this enabled always or can I just enable it when I want to sort through my map mods?
So what does this look like? Any map mod you're subscribed to, Map Mod Manager will read it's files and translate them into cells, so you can select them from your list and show any conflicts on the grid. It also applies to the dependencies, so you won't miss any required tiles or mods.
As always, thank you for all of the support
If I run the game with the .bat file I can launch it with steam but still have it access my local files as a workaround.
So, what's new? Build 42 support! Bunch of cool new features (including mod load order, quick select maps and filter map cell/s), overhaul of the UI and performance improvements. Check out the changelog for more detail.
Why did it take me so long? Couple reasons, I delayed the release for 42 since there weren't too many maps up on the workshop yet. Overhauling the UI and improving the performance also took me a little longer than I expected.
What's next? Continued support and updates of course. Another juicy mod is in the works. If you fancy 3D modelling, reach out to me on discord, I could always use an extra pair of hands!
Thank you all for your support and love, I super-dooper appreciate each and every single one of you!
While I was on the quest to modify one of the buttons to select all maps, I noticed nested loops in render, is that the only way you could do the grid? Is doing 2D array of panels more expensive than numerous nested loops in render?
I mean, theoretically, can adjust the panel settings on demand instead of looping the same unchanged data every tick, each panel can hold their own data. I certainly haven't tried having 3000+ panels on screen and if you too haven't try, maybe something worth experimenting upon but if you did try, you can ignore this. Also, using 2D array of panels might be easier to implement zoom in function as scrollbar can support child elements out of the box.
Hopefully by the time the map tools come we’ll be far enough along that updates won’t be breaking things as much anymore.
As for those new features coming to 41, i don’t play on 41 anymore but I’ll certainly be keeping an eye on this to see what they are and will be exited for the day they finally come to 42 ❤️
Im curious if it’ll be possible to move map mods around using this mod if they’re overlapping with others. But I don’t understand the system well enough to know if that’s even possible so ignore me if I’m bein stupid lmao
Right now, there are 13 maps on the workshop when I grabbed the data last week. It's not enough to go off, and if updates are breaking mods (it happens in unstable), then it gets pretty tricky for me to keep on top of and update the database for you guys (so you're not being linked to broken maps).
I have the update for 42 pretty much ready, aside from some polishing but I'll release it when there is a bit more to go off. As for an update to the 41 version, it should be coming in the next couple of weeks with a bunch of new features.
other than that i wanted to send you big thanksies over for this mod and how active you work on it.
https://steamcommunity.com/sharedfiles/filedetails/?id=3391173474
https://steamcommunity.com/sharedfiles/filedetails/?id=3370241022
https://steamcommunity.com/sharedfiles/filedetails/?id=3159054833
https://steamcommunity.com/sharedfiles/filedetails/?id=3371623716
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