Cities: Skylines

Cities: Skylines

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33 Comments
codewitch 19 Nov, 2023 @ 5:39pm 
@Witchberry

Yeah it was a rabbithole trying to add that in CS1. Basically anywhere in code an add a binding, and there's very to little to know where that code was from programmatically until it is actually...fired. So unless you want to hit all your bindings every time you want this menu, or some static code analysis of your mods, this was many hours of time wasted on "holy hell this is a complete mess". They're not added to a central store of event trackers or a publish/subscribe model that is accessible to mods. Only somewhere in unity knows it's listening for a key. And we know it's listening for a key, sure, but..not which key. And not which mod. Not until the event is triggered. 🙃:steamfacepalm:
335250070 15 Nov, 2022 @ 7:07pm 
This mod is nice.
Why are the subscriber so less?
Sea Land Air 11 Mar, 2022 @ 6:30pm 
Just a quick tip - to remove vanilla key bindings, press backspace in the settings. It took me way longer than I'd like to admit to figure that out.
Witchberry 9 Mar, 2022 @ 10:51pm 
@asterisk11231 : that's not the point smh. I needed a mod that allows me to manage the shortcuts from all of the enabled mods, it's getting tiresome to manage them manually when you have so many active mods. Even the game itself doesn't warn us if said shortcut is already used by another. We can only check it either manually from the menu, or play a city to see which shortcut opens/activates how many mods. For example, the default shortcut for both Radio and Move It! are the same button.
codewitch 6 Dec, 2021 @ 7:19pm 
@Witchberry - you can generally bind an additional key if there is a button available. You cannot rebind a key or remove a binding, out of the box...tho the offending mod author should really make it configurable; not this mod.
Witchberry 30 Nov, 2021 @ 5:54pm 
hi, will this mod also allow us to manage the already existing hotkeys from mods? If it didn't, I really hope for it to be updated.
Shindosi 12 Nov, 2020 @ 6:26pm 
This is one of those mods that just work
It is most useful
Thank you
codewitch 27 May, 2020 @ 12:09pm 
As for the network types - I can try it again but since the original reason was merely a workaround in which the original mod has a fix, there's no issue here.
codewitch 27 May, 2020 @ 12:08pm 
1) I want to be able to configure the ability to go into, say, a Small Road, directly. I have this working but if it doesn't open a toolbar, sometimes it can "orphan" toolbars and their option panes. Sometimes I just have to close them in reverse order, so I don't agree with "Trigger Only If Visible" in this scenario. If it was required, then why is it an option to disable it?
2) I only was able to repro this in an edge case where I accidentally hit Overlayer 2's hotkey, F3, in the option menu for this mod when changing another hotkey (likely my TM:PE hotkey, F2?). This then caused the "remove hotkey" (which is also "UI Button") to be registered to F3. It appears these are both in "root", since Overlayer 2 is always shown, and the mod configuration screen must have a special property.The solution is not to accidentally hit that key there -- and if you do remove BOTH hotkeys and restart - I'm not sure it's repro-able anywhere else.
stmSantana 26 May, 2020 @ 8:10pm 
@asterisk11231
The options in the "New Shortcut" window are important.
Always Enable "Trigger only if visible".

The "Use button's full path" option is a bit more complicated.
First select one of the networks (eg road) and assign the four keys to the four buttons. In that case, disable the option.
https://imgur.com/kyNEUQB
The shortcut keys now work for all network types (water pipes, paths, park area paths, train tracks).
All share the "Shift + 1" and "Shift + 4" keys.

Then it's time to assign the same key to the buttons other than the network.
You will be asked "override" when assigning the "Shift + 1" key to "fill". Select "NO". The "New shortcut" window is still open.
Press the "Shift + 1" key, then enable the "Use button's full path" option. "OK".
https://imgur.com/mDRLm0c

Then, make all the settings with the buttons you want to assign the "Shift + 1" key to.
Always don't override, Always enable "Use button's full path".
https://imgur.com/1uUBZwU

It works for me:47_thumb_up:
codewitch 25 May, 2020 @ 8:08pm 
I initially discovered & subbed to the mod out due to "Prop & Tree Anarchy" breaking toolmode buttons. Unfortunately each of the toolbar buttons are independently their own button, so using this mod to fix that would otherwise require configuring separate keys; thankfully that mod's "No UI" option was the fix, but regardless this mod is awesome on its own.

Two things I noticed:
1. The option for "full path" doesn't seem to be sufficiently selective. For example two buttons named "UI Button", can overlap. In this edge case the solution was to exit the game and delete all shortcuts, but it could make certain configurations where buttons weren't given names or were generated by declarative code impossible
2. If there was an option given a certain tool, particularly for net types, to open the appropriate toolbar tabbed and scrolled to the position, I think this would be even more useful. With toggleable whiteness for example, my setup can "leave" the old toolbar up inappropriately
陀弥流「ダミール」Jackalope 26 Jan, 2020 @ 7:23pm 
@stmSantana Lol that was why I found this mod - prop and tree anarchy breaks toolmode keys!
MythTrip 22 May, 2019 @ 7:59am 
My man, its not Muhammed Ali, but you who are the greatest. Thanks a million!!
oyshiu 13 May, 2019 @ 9:32am 
For a mac player this is heaven! Thank you!!
Strad 31 Jan, 2019 @ 11:43am 
This is the most underrated mod in the workshop. Works just fine, only the close icon in the popup window doesn't appear for some reason. I learned so much from reading the source code - thank you!
stmSantana 3 Mar, 2018 @ 5:38pm 
Because now 'prop and tree anarchy mod' conflicts with game option shortcut 'Toolmode Button1-4', This is very helpful.
And it is useful for MoveIt sub buttons, PLT sub buttons and panel buttons(+/-) !!:47_thumb_up:
baxton29 5 Jan, 2017 @ 2:29pm 
Thank you very much for pointing that out.
SamsamTS  [author] 2 Jan, 2017 @ 11:49am 
@baxton29 Done. You now have a choice of the desired combination in the mod options.
baxton29 2 Jan, 2017 @ 9:55am 
Is there a way I can switch it from having to use "ALT" to using "CTRL or CTRL+SHIFT"? I asked because I am disabled and I have to talk to my computer using Dragon NaturalySpeaking and it doesn't have an "ALT+Left Click comand." So it's Very hard to get it to do the necesary key combination.
OWL 29 Oct, 2016 @ 4:00am 
Amazing! Thanks mate. Is it possible to save a brush setting to a hotkey? [i.e: Size: 80 Strenght: 0.02] I spend most of my time in map editor so if its possible, can you make that happen? It will help so much. Cheers!
Katalepsis 20 Sep, 2016 @ 8:40am 
Hmm, cool mod, hadn't seen it til now, surprised it has so few subs. Nice work.
Crunchberry947 30 Jul, 2016 @ 10:17am 
I seem to be having an issue with this mod and loading a save game. If I create a new game, the city loads, the mod is useful, all good. But if I try to load a save game, my game crashes as soon as I click "Load Game" from the main menu...doesnt even get to the listing of save games. Any ideas on how to get around this? Also, im positive this mod is leading to the crash, because if i unsubscribe, then load game becomes usable again. Thank you for any help you can offer.
SamsamTS  [author] 30 May, 2016 @ 4:31am 
@ryohpops Yeah I need to improve this message. Not critically important.
ryohpops 30 May, 2016 @ 1:54am 
Brilliant! I was mistaken that the message was asking me ok or cancel. Thank you very much.
SamsamTS  [author] 29 May, 2016 @ 6:11am 
@ryohpops You can do that already, just say no when you are asked if you want to override. I also recommend you check the Trigger only if visible option.
ryohpops 29 May, 2016 @ 2:36am 
Great mod. I have one issue/suggestion though: would you allow me to assign one key to multiple buttons? I want to use keys 1 to 4 for corresponding buttons in road types, zone-brushing modes and district-brushing modes.
girlfromverona 25 May, 2016 @ 11:56pm 
Ok, thanks. Just wanted to let you know what I have observed. When I take out one or the other, the game works fine.
Macronomicus 25 May, 2016 @ 9:12pm 
nice! cant wait to test this out, thanks for sharing :)
SamsamTS  [author] 25 May, 2016 @ 7:45am 
@gfv74 Mods don't cause the game to crash.
girlfromverona 25 May, 2016 @ 1:56am 
Just wanted to let you know, this mod and Roads United didn't play nicely together for me. When I had them both installed, my game crashed while loading. On their own, they both seem fine.
SamsamTS  [author] 17 May, 2016 @ 11:37pm 
@Joebie Kong Not that I know of. As long has you don't allocate already used key combination, it should be fine.
Jeebs 17 May, 2016 @ 8:48pm 
any conflicts known?
[SSU]yenyang 16 May, 2016 @ 9:51am 
Ooh I was hoping you would finish this. Thanks this should make what I wanted from Fine Road Tool possible.