Teardown

Teardown

130 ratings
Spawn Revisited V1.10
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Type: Global
Category: Gameplay
File Size
Posted
Updated
99.356 KB
Feb 17, 2022 @ 7:09pm
Jul 21, 2024 @ 3:50pm
14 Change Notes ( view )

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Spawn Revisited V1.10

Description
Revisited version of game Spawn Menu
Compatible with Creative Mode


Features
  • More rotation options (vanilla improvement)
  • Abort spawning back to spawn menu, instead of quit back to game (vanilla improvement)
  • Fixed when mouse is not inside list area but still showing listed information (vanilla improvement)
  • Fixed key binding issue
  • Fixed exclude list not functioning issue
  • Fixed map view glitch when placing spawned objects
  • Fixed grabbing glitch when placing spawned objects
  • Added external connector option
  • Added 'Favourite Mods' option
  • Added 'Sorting' options (alphabetical, update, subscribe)
  • Added 'Vertical Offset' adjustments for convenience when placing tall objects
  • Several tweaks on UI design


Plans
  • Improve object rotation operations
  • Option menu
  • Grouping categories
  • Maybe more :D


External Connector
You can add following registries when your script is running init() function*
spawnRE.ext.xxx.category - (string, same as the category of the spawnable object) spawnRE.ext.xxx.activate - (string, registry string to activate your mod, MUST be accessible by other mods) spawnRE.ext.xxx.name - (string, optional, name used when displaying, default is category) xxx represents the id of your mod, this can be anything, used to distinguish with other mods (Use SetString() function, the highlighted link is bug of steam, links to nowhere)
*May NOT work for spawned scripts

In current version, when a spawnable object is named as 'DUMMY', it would trigger this function.
This mod would search for the corresponding mod, when found, replace the name as 'Customizable Spawning' and add a green text which indicates it uses connector.
When player clicks on it, instead of spawning a new object, it would activate your mod (using the registry you provided) and close spawning panel.


Localization project on crowdin[crowdin.com]
145 Comments
YuLun  [author] Nov 13 @ 4:14pm 
Yes their scripts are doing some additional configuration at initialization stage which would execute immediately upon spawn as a result of how the game handles entity spawning and they also didn't update their script to include the event system to resolve this issue thus tabs content can only be spawned via their own spawn menu. There's nothing I could do to solve it.
frostynick180 Nov 13 @ 2:20pm 
tabs does not seem to work, because the weapons goes bananas when i spawn them.
Smar Oct 13 @ 6:50am 
I'm lowk blind and didn't see it
Sorry gang🙏😔
YuLun  [author] Oct 12 @ 3:39pm 
I forgot if i added an option menu for that but just as that from vanilla spawn menu, it's located at bottom and click on it to change keybind
YuLun  [author] Oct 12 @ 3:38pm 
what u mean no keybind it's not even something I added afterwards it's from original vanilla spawn menu
Smar Oct 12 @ 6:53am 
This mod was last updated in 2024 and it still has no keybind🙏😔
Smar Oct 11 @ 8:14am 
Gang how do I add a keybind so I can quickly open the spawn menu
Camozol Sep 27 @ 12:01am 
using the keybind to open the spawn menu freezes the game more than using the pause menu button. i do have over 300 spawnable mods with possibly 10000+ different items to spawn but i have no idea why the keybind freezes the game but the pause menu one doesn't
YuLun  [author] Sep 12 @ 1:35pm 
it's not clear how game order pause menu buttons and there's nothing I could do to make it pop to front.
Robbonabbo Sep 12 @ 1:11pm 
So, In order to have this mod on the first place when entering the Pause menu, I need to reload all my global mods?