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Lol, awesome! Funny enough, I only made this patch after rolling my eyes so hard they almost fell out of my head. I've always thought one-off things like this were just a touch silly when generic solutions like that exist.
The thing is, everyone has different mod lists so you can't really make one patch like this that'll actually please everyone. It's the whole "teach a man to fish" thing.
I'll definitely be checking out Mile's tab mod however (downloading it right now actually) - but I must say - this chat has had an unexpectedly cool outcome for me, having found this other mod.
With RimsQOL, I'm thinking of working on my own 'super patch', for a modpack of all the different buildings, plants, etc from all the mods I use. I love everything I modded in - but now I can make it so everything balances better together so no plant, wall or door is statistically 'always best'
tl;dr, All that to say I appreciate having chatted with you, and that it's had some unexpected positive outcomes
Oh, I've been using Mlie's Tab-Sorting. I used it for a while after it came out, then I used Vanilla UI Expanded which offered much more advanced and comfortable functionality, then VE:UI never got updated for 1.4 and I went back to old reliable lol.
Bit of work to set it up in the first place, but it's pretty reliable, which is nice.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2138635288
Out of curiosity, what are you using to reorganize your architect menu?
May as well. Truth is I don't play with this mod myself, because I use other mods to allow me to reorganize my entire Architect Menu, but I went ahead and made up a patch for this and pushed it in the latest update.
This mod doesn't get updated very often, so anyone who doesn't like it is welcome to delete the relevant patch out of this mods "Patches" folder and can trust that it probably won't be overwritten anytime soon.
Cheers.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2138712589
It doesn't explicitly offer compatibility, which is to say it doesn't patch anything from VE: Architect to be in the Fences tab. It's not incompatible, but it might be a bit redundant depending on how they sort their stuff. I might look into adding compatibility, but to be honest, I only banged this out for the folks who wanted More Vanilla Fences to be sorted. Running that with VE: Architect feels a bit odd to me since they both add a lot of the same exact thing.
Thank you.
Yes, it's really simple. I banged out a patch in a few minutes and did some brief testing. Should be pushed now when it updates.
Can you add this one, please?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1567724907&searchtext=more+fences
Thanks for looking into it and sorry for false alarm. GJ with the fences btw :)
This mod does literally nothing except define a "Fences" architect tab and then patch vanilla fences and gates as well as the base definitions for my Fence and Gate objects in MVF to go there. There's absolutely no way these two mods could be colliding, and this one doesn't even have any Assembly which could be doing something weird with C#, it's like thirty total lines of dead-simple XML patches.
Worst case scenario we both define a DesignationCategoryDef for "Fences" category, in which case there will be an error when you start the game. Deleting one or the other should fix it.
Since they even have the same exact name "Fences" either mod will work with the others category depending on where you want to put it.