Timberborn

Timberborn

TImprove 4 UI [U7 ✅]
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.
Luke ✞ Jesus Saves ✞  [author] 2 Jun @ 12:46pm 
v7.5.0: Removed Highlight Power Network as it's added to the game. Should work with Jun 2nd update. Please update to the latest TimberUI as well.
Cockadoodledoo 1 Jun @ 3:05am 
Thx, the moveable tooltip is king.
Vas 29 May @ 8:36pm 
Odd, my water sources came back this time. I think there was a glitch in updating one of the mods and I updated it a second time and my water sources came back. Okay then... The mod in question was Dirt. I can't see it being related to me trying to remove Configurable Growth.
Vas 29 May @ 8:28pm 
No, cause nothing has changed since I played yesterday prior to these three updates. I don't understand. I suppose I can use dev tools to put the water sources back in but I have no idea what strength they originally were...

I played last night, I saved the game. I turned off one mod before closing the game (without saving), everything was fine, went to bed. I woke up, started the game, all water sources are gone. I deleted the auto saves to go back to my good save because for some damn reason the game saves on load because stupidity I guess, I restored the mod I deleted, I loaded the good save which shown the mod was no longer missing but shown these three mods as updates, all my water sources still gone. I don't understand the problem.
Luke ✞ Jesus Saves ✞  [author] 29 May @ 7:49pm 
All 3 mods you listed are UI-only and none of them actually affects gameplay. Must be something else. Likely No Build Restriction.
Vas 29 May @ 7:11pm 
Save File destroyed. Somehow when three mods updated, my water sources get deleted on game load. This is one of them. TimberUI is the other, and "Dirt" is the third.
darkdroider 29 May @ 7:49am 
works now, thank you.
Luke ✞ Jesus Saves ✞  [author] 29 May @ 7:27am 
v7.4.2: "Highlight Tubeway path" should™️ work for modded Tubeway Stations and Tubeways (not tested for modded ones yet)
darkdroider 28 May @ 7:35pm 
ok
Luke ✞ Jesus Saves ✞  [author] 28 May @ 7:27pm 
Unfortunately I don't know which name that object uses. My mod can only scan known names, so in game it's the Tubeway, Solid Tubeway and Tubeway Station. Someone can give me the name of the prefab and I can add it.
darkdroider 28 May @ 6:58pm 
Hello... Taking as a basis another mod, the "Tubeway Levee" which solves the problem of flooding when using the Tubeway... However, it blocks the "Highlight Tubeway Path" function... Nothing too inconvenient, but would it be possible to remove this restriction? Thanks
Luke ✞ Jesus Saves ✞  [author] 28 May @ 2:01pm 
Sorry no as the logistic to be compatible with both EXP + stable is too much. I will not update until it's live.
avuremybe 28 May @ 10:56am 
Hello! Are u gonna update ur mod to be compatiable with experimental branch?
Luke ✞ Jesus Saves ✞  [author] 24 May @ 10:50am 
v7.4.1: Fixed "Highlight Tubeway path" not working without "Highlight similar objects". Also moved the color option up.

Sorry I missed that one. Thanks for reporting!
Akinare 24 May @ 3:30am 
Highlight Tubeway path can't work without Highlight similar objects. Is this a bug?
Luke ✞ Jesus Saves ✞  [author] 23 May @ 11:12am 
v7.4.0: Added Highlight Tubeway path. Changed the default color "Highlight similar objects color" to light blue instead of pink.

Thanks to a Discord user for this suggestion.
YosemiteSam 16 May @ 6:56pm 
THANK YOU!!!!!
Luke ✞ Jesus Saves ✞  [author] 12 May @ 1:24pm 
7.3.0: Added 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"
YosemiteSam 12 May @ 9:20am 
This mod has made such an improvement to playing- funny how it's the little things in a UI that make a big difference. Thank you.

One thing I struggle with is finding the same type of building, especially 1x1s like lumber flags and food gatherers. Is there a way to make these behave like power- if you click a type of building, all the same type have a colour hue added so you can see them easily? Same for tools, if I pick a building it would be great if the map showed me where existing ones were already placed. It would be even more amazing if their combined area of affect would also show up.

If you can/when you can... Thank you!
Luke ✞ Jesus Saves ✞  [author] 6 May @ 1:18pm 
v7.2.1: Buildings with range like Lumberjack Flag or Farmhouses no longer get their range disabled when Path Highlight is hidden.
Luke ✞ Jesus Saves ✞  [author] 6 May @ 12:05pm 
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.
Luke ✞ Jesus Saves ✞  [author] 2 May @ 11:47am 
Do not use this mod together with Scrollable Entity Panel, both provide the same feature.
鸡【蛋柿】子 1 May @ 11:54pm 
订阅之后 仓库无法选择对应的物品
YosemiteSam 29 Apr @ 6:50pm 
Darn it- I of course mean top left. The settlement panel. apols for my left/right blindness.
YosemiteSam 29 Apr @ 9:59am 
A-Mazing on the menus, thank you!! The added auto open when building is a great idea too.

Yeah my description was rubbish, sorry. I mean when you press top right to get the panel that has the beavers/workplaces/power/storage etc. It just masks everything behind it that i want to see at the same time. Hope that's a bit clearer...
Luke ✞ Jesus Saves ✞  [author] 28 Apr @ 11:22pm 
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
Luke ✞ Jesus Saves ✞  [author] 28 Apr @ 1:34pm 
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.

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As for your 2nd request, I am not so sure which one are you mentioning. The top-right panel are time/weather info and you can't close them?
YosemiteSam 28 Apr @ 12:13pm 
So happy to be able to move that tool description! Power network highlight is very welcome too.THANK YOU!

Would it be possible to make the top bar menus for materials/ingredients/food auto hide and only pop down when hovered over? They get so long in later game and get right in the way. Open/closed/auto would be amazing options.

Also, the fact you can't see any useful data when using the details panel [top right] and have to keep closing it to see anything is annoying- can that window be movable, or somehow less clunky at all?

Thanks so much for this and all your mods- they really enhance this game. :steamthumbsup: