Timberborn

Timberborn

Not enough ratings
TImprove 4 UI [U7 ✅]
   
Award
Favorite
Favorited
Unfavorite
Mod
File Size
Posted
Updated
99.464 KB
28 Apr @ 12:01pm
11 Jul @ 2:59am
18 Change Notes ( view )

Subscribe to download
TImprove 4 UI [U7 ✅]

In 3 collections by Luke ✞ Jesus Saves ✞
U7 Compatible Mods (My mods only)
75 items
Non-gameplay mods
21 items
TImprove
5 items
Description
Another TImprove mod and this time it's for your Timberborn UI! If you don't know yet, TImprove enhances your Timberborn experience by providing various quality-of-life improvements without altering any game mechanics. This mod focuses on the UI/UX aspect of the game with many features requested by the community.

The only feature the is enabled by default is Scrollable Entity Panel which will replace that mod. You can enable or disable features in the Mod Settings: Menu (Esc) or Main Menu -> Mods -> Setting button next to the mod name.

Note: you can see the features in the screenshots.

- Scrollable Entity Panel: When you have many mods that add stuff to the entity panel (the panel on the right), you can't see all of them anymore. This mods add a scroll to that panel. Do not use with the Scrollable Entity Panel mod. Can only be modified in the Main Menu. Works in Map Editor.
- Remove Path Highlight: Paths are no longer highlighted when you select a building. You can still see it when selecting a path.
- Highlight Power Network: When you select a building, the power network it is connected to will be highlighted (instead of just the immediate building neighbors).
- Tool description location: Choose a location for the tool description panel (the one in the middle when you are building). Game default: center. Someone requested it because it takes too much space in the middle of the screen while building. Works in Map Editor.
- Auto-expand material counters: Close all material counters (top-left corner) on start. Automatically expand any counter when you hover over them.
- Never hide unlocked counters: Never hide unlocked material counters even when you have 0 of that material.
- Highlight similar objects: When you select an object, all objects of the same type will be highlighted. You can also select "Highlight similar objects color"
- Highlight Tubeway path: Highlight the whole tubeway path connected to the selecting one when you select a Tubeway Station, normal/solid Tubeway. Use the same color from the "Highlight similar objects color" option.
- Highlight & Select Material Buildings: Hover over a material counter to highlight all buildings that are containing that material. Clicking it will cycle through those buildings. Holding Alternate key (default: Shift) to cycle through them in selecting district only. Note: only works for buildings that actually contain the material (> 0).
- Disable Shadows: no more shadow. May improve performance.
- Add buildings' debuff info (for example, Injury or Bee Sting chance.). See screenshot for demonstration.

Management Panel

From v7.2.0, this mod adds features to the management panel (top-left button or pressing F1 to F8). See screenshot for demo.
- Add a Swap location button to move it to the right. Saved with your game. Click again to move it back.
- Workplaces tab (F3): added Beavers and Bots filter for workplaces.

Please suggest any features you would like in the comments or on the official Timberborn Discord server: https://discord.com/channels/558398674389172225/1366490328785489960

===
Mod source code and donation: https://github.com/datvm/TimberbornMods

Credits:
- YosemiteSam for many suggestions.
- Queen Isabralda of Irondam for Highlight Tubeway path feature idea.
- Akinare: bug report and I18n.
- RogueVector (Reddit): Highlight & Select Material Buildings.

7.8.2: Added a scrollbar to the recipe list (for my incoming mod).
v7.8.1: "Add buildings' debuff info" is now a setting option that is enabled by default, you can disable it in the settings. Also fixed tooltip issue when moving "Tool description location" to the right.
v7.8.0: Show building's negative effect (like Injury or Beesting chance). See screenshot for demonstration.
v7.7.1: Fixed a crash when loading Map Editor with this mod.
v7.7.0: Added "Highlight & Select Material Buildings" option.
v7.6.0: Added Disable Shadows option.
v7.5.0: Removed Highlight Power Network as it's added to the game. Should work with Jun 2nd update.
v7.4.2: "Highlight Tubeway path" should™️ work for modded Tubeway Stations and Tubeways (not tested for modded ones yet)
v7.4.1: Fixed "Highlight Tubeway path" not working without "Highlight similar objects". Also moved the color option up.
v7.4.0: Added Highlight Tubeway path. Changed the default color "Highlight similar objects color" to light blue instead of pink.
v7.3.0: Added Highlight similar objects.
v7.2.1: Buildings with range like Lumberjack Flag or Farmhouses no longer get their range disabled when Path Highlight is hidden.
v7.2.0: Added improvements for Management panel.
v7.1.2: Auto-expand material counters nows automatically expands when you try to build stuff as well so you can see the materials needed (it also auto closes). You can now also click on a material counters panel to keep it open.
v7.1.1: Added Never hide unlocked counters, suggested by AlwaysMetal
v7.1.0:
- Added Auto-expand material counters.
- Added District Centers to the exception of "Remove Path Highlight" so you can see the Builder Range.
38 Comments
Luke ✞ Jesus Saves ✞  [author] 30 Jun @ 7:35am 
v7.8.1: "Add buildings' debuff info" is now a setting option that is enabled by default, you can disable it in the settings. Also fixed tooltip issue when moving "Tool description location" to the right.
Luke ✞ Jesus Saves ✞  [author] 28 Jun @ 10:59pm 
v7.8.0: Show building's negative effect (like Injury or Beesting chance). See screenshot for demonstration.
OldGamer 11 Jun @ 6:51am 
Hi Luke,

Would it be possible to include an option to relocate workers to the nearest housing to their workplace? In many games, I have workers who live on the other side of the map and waste a lot of time commuting when there are houses built practically next to their workplace.
Luke ✞ Jesus Saves ✞  [author] 9 Jun @ 11:25am 
Ahh that sounds right. It's true I use the PublicOutputInventories part of code only :P I can probably add Input inventory as well but I wonder if it's actually useful (for example, a quirk would be it highlights Logs if you are building a building with Logs because it's technically Inventory in the game as well).
Akinare 9 Jun @ 10:13am 
Something interesting. If a material is the output of a workplace, that workplace will also be highlighted, but input not. Is this feature implemented based on some game's internal interfaces?
Luke ✞ Jesus Saves ✞  [author] 6 Jun @ 11:58am 
v7.7.0: Added "Highlight & Select Material Buildings" option: Hover over a material counter to highlight all buildings that are containing that material. Clicking it will cycle through those buildings. Holding Alternate key (default: Shift) to cycle through them in selecting district only.

Credit: https://www.reddit.com/r/Timberborn/comments/1l3vwew/qol_idea_clicking_on_the_icon_of_a_resource_in/
Luke ✞ Jesus Saves ✞  [author] 4 Jun @ 10:43am 
Sorry I may need a visual explanation here. I am not really sure what you are asking about.
YosemiteSam 4 Jun @ 10:37am 
Is it at all possible to have your fabulous overlays toggle with a UI switch- in the way that water, grid and storage can be toggled?
Luke ✞ Jesus Saves ✞  [author] 3 Jun @ 12:14pm 
v7.6.0: Added Disable Shadows option.