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Many Tabs (1/2)
   
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2017年8月24日 9時09分
2017年10月9日 2時42分
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Many Tabs (1/2)

v6 作成の 1 件のコレクション
Many Tabs - Required
2 アイテム
解説
PLEASE NOTE THAT THIS IS PART 1 OF THE MOD. YOU MUST ALSO INSTALL PART 2
http://sp.zhabite.com/sharedfiles/filedetails/?id=956247051


Adds an easy way for modders to add filter tabs to vanilla crafting stations and race tabs to the codex library without having to worry about compatibility with other mods.

Moves the filter tabs for vanilla crafting tables to the left side and change them to a vertical layout.
Codex library will auto-expand to fit the amount of race tabs that have been added.

Please keep in mind that it is not possible to add an unlimited amount of tabs so you should preferably only use one.

Fully functional with Extended GUI but tabs currently start in the middle of the screen instead of top.


NOTE: Do not put this mod as a include or require in your metadata file or you will break its functionality.


How to add a filter tab to crafting station
Create a transparent 26 x 17 px png with a centered icon.
Create a patch file in the usual location for the specific crafting table.
E.g. interface/windowconfig/xxxxxx.config.patch
[ { "op": "add", "path": "/modTab/-", "value": { "file": "/interface/crafting/tabicon_yourmod.png", "filter": [ "yourfilter" ] }} ]
Please note that adding tabs to crafting.config is not supported as it is shared between plain hands, capturestation, ironcraftingtable, railcraftingtable, heartforge, holidaycraftingtable & spawnerstation.


How to add a race tab to codex window
Add a race button like you normally would and do not change anything else

/interface/windowconfig/codex.config.patch
[ { "op": "add", "path": "/paneLayout/speciesTabs/buttons/-", "value": { "position": [4, 5], "baseImage": "/interface/codex/tab_yourrace.png", "baseImageChecked": "/interface/codex/tab_yourrace_select.png", "pressedOffset": [0, 0], "data": { "species": "yourrace" } } } ]


Check if the mod is loaded (not required to add tabs)
// Mod loaded { "op": "test", "path": "/manytabs", "value": true } // Mod not loaded { "op": "test", "path": "/manytabs", "inverse": true }


Known mods that add tabs
Foraging Table
- Gardenbot2 (2) -- Built-in support
Pixel Printer
- Print Crafting Stations (1) -- Built-in support
Spinning Wheel
- Frackin' Universe (1) -- Built-in support
人気スレッド 全て表示 (1)
3
2018年6月18日 0時20分
ピン留め: Bug reports
v6
42 件のコメント
Bromo Sapien 2023年12月2日 14時05分 
That is why there is not internal naming in several of the more complex of system effecting mods. as well as why many "don't work" they "do" they just can't hook, hooks are gone or renamed or something like this was not designed in pre/init/post type cylcles, or its simply missing tests in the patches and so fails or never applies the mod because well it tried before the thing it effected existed or before another mod then erased the item and replaced it.
many mods work just fine, but some other mod overrides it.
My current collecting is around 1000 mods (Many "obsolete or broken" that I have maintained/repaired/updated) but I have been rewriting them all into about 100 Bromoverse mods ordered into the load order of starbound. so tech all together, blocks together, planets together, this way everything (all 1.85gigs) loads in under 45 seconds, with 3 dup items and 4 broken recipes ;)
Bromo Sapien 2023年12月2日 13時58分 
Parts one and two are explained somewhere in a thread. Part one is setting the basic availability for this mod to effect the list/array of the containers. Part two loads late and does the patching itself. This was to make it ready available to other mods that internally contained resources to apply. This allows mod makers to make the patch themselves. There is an issue with Metadata names and the whole internal external load orders of the game the patches and steam if its in the mix... I am currently working on a rewrite of this mods functions and a GUI refit.
Ninja-454 2023年11月30日 18時13分 
@Corbent -
More often than not, one pack is resources, functions, system files, etc.

Secondary pack is commonly where the Dev adds the last few plug-ins & ensures everything connects properly, as well as provides the 'access point' for other mods to also be included.

Any more after that, & it's typically different files separated for posterity by the mod team(s)
themselves, (coming from being constantly around XCOM 2 mods)
Zombie_W33D 2023年7月17日 21時42分 
from my experience in other modding communities generaly a mod is split up in 2 when you have functions you built in one that may be needed by multiple of your mods without wanting to force you to use all the diff ones at once. (dunno if that is the case here.) (normaly you would call one of them a library or lib.
Corbent 2023年4月1日 18時24分 
Question not directly related to the mod itself. As a modder, I am very curious as to the why does this mod need to be divided in two parts. Can you tell me why would it fail if it was a single pak?
KatanaDrama 2022年11月4日 2時50分 
Any help would be greatly appreciated.
KatanaDrama 2022年11月4日 2時49分 
I am trying to get the module tab to open up in the 'mech parts crafting" in the (mechoverhaul) mod and its not appearing. I do see other tabs for other mech parts crafting. I do see the available expansion slot to add the modules in the "mech assembly station". But have no way to access or craft the modules. I am receiving the module blueprints but don't have a tab to craft them. I'm assuming its cause I am not using (quick bar mini deprecated) and instead using (stardust core lite).

I have mods that require (stardust core lite) to work but in the description of (quick bar mini deprecated) says I cant use both (stardust core lite) and (quick bar mini deprecated). Do you know of anything that I can do? Can I uninstall (stardust core lite) and install (quick bar mini deprecated) without any issues?

I do see a (mech overhaul many tabs patch) and wondering if I can work that in. Can I uninstall (stardust core lite) and install (quick bar mini deprecated) without causing any issues?
Sundering Sober Sonder Sun 2022年8月26日 19時59分 
Any compatibility patch for the FU races? Because I can't find and the read the Codex from FU anymore, even if I had discovered it.

So would this mean I have to manually add a race tab to codex window instead?
Corsair 2022年5月28日 6時06分 
this mod remove upgrade button:winter2019sadbulb:
Davoker 2022年5月15日 18時05分 
Does anyone know what is the limit of tabs you can add with many tabs to the spinning wheel for example?

And another doubt, is it possible to add a tab, that when clicked opens other tabs? for example, the "Custom collection UI" mod does that, is it possible to do that in the spinning wheel for example?