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But it isn't really so hard.
I've searched anywhere and found no sufficient or satisfactory answers.
yep that's found here
https://steamproxy.com/sharedfiles/filedetails/?id=882899648
That IMO would look kinda ugly. I also think other people besides myself would object to the interface suddenly changing. But if you want to make a reskin, go ahead. There is at least one out there already that I can think of.
I wish I could hotkey those instead, but the engine surprisingly doesn't support it at all. I hope they can correct this oversight next time there is an update to the game itself. And if they do, the mod is already ready to take advantage of it.
I can but... other action bar mods exist so there really isn't a need. I decided to do this because I felt the top was a bit crowded. My bar overlapping with the quest indicator etc (since I still use a 4:3 monitor). I also ended up liking the look of it being on the side, but that's my personal taste.
But if you want a larger bar up top, just search other action bar mods that already have you covered.
We actually did end up going with the exact file you've linked, but I was really hoping that I could use the side bar, even while others used the top bar. I think that the server has to know where everyone will see their action bar items, though. One of the files you edit is more than just cosmetic, and the server knows.
... the server aaaaaalways knows....
But keep in mind that mod has the same issues mine does.
Requiring a new character (if not manually editing player files).
No hotkeys work > bar 6.
I don't play multiplayer, so I can only guess it probably works with "allow asset mismatch" enabled for everyone. But if that isn't the case, then it is probably the bar/slot count difference - though I'm guessing without the logs. If that was the case, then any mod that makes it 10 bars (20 slots). I believe one exists.
As it stands, the player without this mod is throwing an exception when they join the server. They adamantly refuse to use the mod, but would be willing to use a mod that modified the top bar as long as it stays on top. So, I'm trying to find a way to use this and the top bar in one server (on different players).
Weapon vending machines. There would be 5 of them. I mostly put the current vending list together as proof of concept. It isn't really a finished/polished mod (which is why I haven't released it here), but it is functional.
You can get boss drop weapons from one, some are for a selection of random generated weapons with the same seed. Basically reopen the interface to reroll the seed, and get new generated weapons.
As for the weapon level, machine 1 it matches the threat level of the planet you place it on so it isn't really cheaty. It could save you a lot of time grinding/searching for something you really like, though the cost in pixels is elevated in exchange. Machine 4 is locked to level 10, so they're going to be really strong random gens that wouldn't drop in vanilla.
Clearly I need to make a new UI for it, but it works. So while the mod isn't in "release ready" shape, good enough to play around with. I figured it would be a decent discord extra?
what mod? what does it do?
Well that works around 1 hard-coded problem. It doesn't solve the part where hotkeys are ignored (the part that actually bugs me). I personally like how it looks now as compared to having the MM in the middle. The scroll wheel order doesn't bother me and it is quick to get used to it anyhow.
But as for asking why I don't put out another version? The answer is that I really don't feel like it. Messing around with all the UI element placement, testing, supporting for a mod I myself don't even feel like using? Modding is a hobby, but I just don't have the motivation to do all that for a mod I won't use myself. But if you feel like making a different version of this, hey go for it.
I'm more likely to put out a larger version though, since I myself would use it. I only built the 10 slot version instead of 12 or more - under the assumption the hotkeys would work...
Yes it is compatible with FU. I think any interface mod would be. It is compatible with anything that doesn't change the side bar itself. Though this is compatible with mods that give you more groups to flip though - such as Frackin Action Bars.
Thanks for the answer, and even if some might check the comments I advice to add it to the OP like you did it at the other mod's one (though you would have to point out that others just have to add the according number of (double) slots (i.e. 6->10=>4 more) instead of what the inventory mod needs.
You are correct that manual adjustment is possible if you want to convert to JSON, edit, and back. I believe I was discussing this in the thread for the inventory mod "why your character doesn't work" etc, and there should be the copy/paste code you need there. Not on the first page though.
Does this disable the old characters so they can't be used?
For the inventory mod it was possible to use the old character if you adjusted the .player file to have the according number of slots, but shouldn't it be possible for this mod as well?
It has been a while since I tried, but if my memory serves me correctly and if this behavior hasn't changed in 1.4, then those characters won't even appear on the character selection screen.
Unfortunately the scroll order is hard-coded in the game - basically to match the vanilla bar. On a similar note, I added the the hotkeys for the slots additional 4 bars, and yet the game engine ignores them (even though you can change keys for them in-game). They didn't implement this in a robust way, but rather only to match up with the vanilla bars...
Maybe we'll be lucky on the upcoming update and they'll roll back some hard-coded behaviors such as this. I haven't unpacked the current unstable to check it out yet, but we can only hope.
If you want to make an alternative based on this, I don't have a problem with it.
Damn, that sux? A suggestion maybe as an alternative? Split the sidebar and put the tools in the correct (scroll) order, so it's not so odd?
Unfortunately the scroll order suffers from the same problem as the hotkey binding does - it relies on hardcoded engine functions. There is no way for a modder to fix this.
I mean it is funny that they made it where you could put out an alternate bar, and yet the hard coding restricts it to being used mostly like the vanilla bar as if though you couldn't possibly want anything else.
IE: instead of 1 - 3, then tools, then the rest... have it do tools, then 1 - x, then loop back to tools.
When I first installed the vanilla version a few days ago, it was very confusing to be on slot 3, and when I tried to scroll to slot 4, it jumped up to tools, then back down to 4.
Thanks!
The 6 bar (vanilla size) version probably works without the server needing it... Still like all mods the server in that case must accept asset mismatch.