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The mod is running fine for me on the latest version of the game (674842).
If the mod is crashing for you, copy your client_log.txt file from a session where a crash occurs onto pastebin.com , then reply with the link here. This will allow me to debug.
I tried to play with the new crafting tab but it just sucks so bad with modded items
Thanks for the suggestions. I'll take these into consideration if/when I decide to add more features to the mod.
With respect to the old Crafting Menu size, this isn't exactly what you suggested, but the menu size can already be scaled up by adjusting the Crafting Menu Size in Game Options. The default size is 5 and the largest size is 10. However, this will also increase the size of the default Crafting UI.
1. Is it possible to have the new craft menu side bar, which has pinned craft, while RT + LT to bring up the whole old craft menu. I found RT + LT only work when I have old craft menu side bar.
2. Can you speed up the navigation speed , moving from one craft to another, in old craft menu? It would be better if there is option to wider the old craft menu, which let the menu show more craft.
The Tackle Receptacle is a crafting station. It'll be located near the bottom of the old Crafting Menu. However, its tab may be overlapped by another crafting station. In such a scenario, use the mouse scroll wheel or your controller up and down buttons to access it.
As noted in the Limitations section above, the March 2022 QoL update allowed recipes from the Terra Firma Tamper and Tackle Receptacle to be prototyped. And the latest Depths of Duplicity Beta turned the Sawhorse into a Crafting Station with prototypable recipes. As all Crafting Stations share a singular location in the old Crafting Menu, if your character has learned recipes from more than one of these crafting stations, then those tabs will become overlapped.
I agree with previous comments on reversing LT for old craft and LT+RT new craft. Although its also easy to bind LT to V as previously stated.
No, the mod currently doesn't support inverting the [LT] and [LT] + [RT] inputs for the default Crafting UI and the old Crafting Menu toggle keys.
However, I may consider adding more controller input options in the future. Thanks for the suggestion.
I would like to change to LT for old craft menu and LT + RT for new craft menu, since I am using controller.
This mod does not interact with character selection in any way. And the mod is also working fine on my end.
If you have other mods enabled, it's likely one of those other mods is causing your issue. To check, disable all mods. Then, enable only this Hybrid Crafting Menu UI mod, and see if your issue still happens. If it doesn't, then it's one of your other mods that is causing your issue.
If your issue still persists with only this mod enabled, then copy your client_log.txt file (from a session where a crash occurs) to pastebin.com and reply with the pastebin link here.
И при выборе персонажа всегда вилсон получается.
Невозможно пользоватся.
All buttons on the controller already have a pre-assigned function/action in the base game, so I purposely used a button combination (instead of changing a default button) to toggle controller crafting in the old Crafting Menu.
I am open to adding configurable options for the controller crafting toggle key (including potentially your idea of inverting the [LT] & [RT](Hold) + [LT] inputs) in the future, but no guarantees. Thanks for the suggestion.
This works really well.
See the Version 1.2.0 Change Notes or the Usage section above for more information.
the old one is very weird
Changing the size of the default Crafting UI will also change the size of the old Crafting Menu (of this mod).
To do so, from the main menu or pause menu, go to "Options" > "Settings" > "Crafting Menu Size", then change the size as desired. The default size is 5 and can be increased to 10 (largest) or decreased to 0 (smallest).
The author of Status Announcements removed compatibility with the old Crafting Menu when the March 2022 QoL update launched. So, that is something they'll have to add back in.
However, if you use an old version of Status Announcement (from before March 2022, such as Version 2.8.3), then it will work with the old Crafting Menu. But, you'll lose any features added since then. The author of Status Announcement has a Github repo with old versions: https://github.com/rezecib/Status-Announcements/releases
Upon further testing, I was able to replicate your skin arrow closing issue when the "Crafting Menu Size" in "Settings" is set to "8", "9", or "10".
I've just pushed out Version 1.1.25 to fix the issue. Thanks for the report.
Are you using any other mods that alters/modifies the size or scaling of the crafting menu (either new or old menu)? If so, please try turning off those mods to see if it fixes your issue.
The hitbox of the skin arrows are unchanged from before the March 2022 QoL Crafting update. The right/left arrows are within the old Crafting Menu UI region and clicking near or on the arrows should not be closing the menu at all.
The Caps Lock key opening up the menu is actually part of controller crafting in the Old Crafting Menu. As this mod currently does not support controllers, that functionality won't be added at this time.
At least minecraft allows you to toggle the system BY DEFAULT, it's like Klei... com'on.
Do you mean swapping between the default Crating UI and the old Crafting Menu? If so, then you can change the key to swap between the two in the Mod Configuration options. By default, this is set to the "F1" key.
There are no current plans to alter the tab categories of the old Crafting Menu.
Yes, mod added recipes (via AddRecipe2) will show up in the old Crafting Menu (either in the Uncategorized Items tab or, if auto-sort is enabled in options, in a best-fit tab).
In this case, it appears to be a mod loading order issue. The mod you mentioned is being loaded after this one, so its changes to the pre-existing Basic and Improved farm recipes (they still exist in the game as deconstruction recipes) weren't being registered in the old Crafting Menu.
I've just updated this mod to Version 1.1.18 and reduced its mod loading priority, so that this mod will load after most other mods (unless another mod reduced its priority even lower than this one). This should resolve the issue you were having.