Cities: Skylines

Cities: Skylines

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Advanced Asset Editor Panel for Item Class
   
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8 febr. 2023 la 15:15
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Advanced Asset Editor Panel for Item Class

În 1 colecție creată de Still_Claire
Questionably Updated Mods
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Advanced Asset Editor Panel for Item Class, aka Asset ItemClass Changer Revisited
version 0.1.0.1
Update of "Asset ItemClass Changer" by D LueChoy (lynxSnowCat) 2015

This mod adds a panel to the Asset Editor to access the ItemClass asset field.
All due credit to original author who did all the heavy lifting.
Use at your own risk. Always back up your work. Disabling or unsubscribing this mod will not un-break your assets.

Please be advised all I did was edit the original code (available at https://github.com/dluechoy/BuildingAIChanger) according to VS2022. It seems to work now but I can claim no real authorship of this mod nor knowledge of its code. As far as I can tell, it may as well be magic. :)

Since the original mod (found here https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=455068042) worked for seven-plus years without needing an update, hopefully this one will stay functional for at least a few months.

BE SOMEWHAT ADVISED THIS MOD CAN BREAK YOUR ASSETS. Just like the original, it will not stop you from assigning a Class type that is inappropriate and could make the game itself unable to access the asset. This means if you save the asset with a Class type that breaks it, you will not be able to load it again to fix the Class type. BACK UP YOUR WORK. Don't experiment with your only copy of your masterpiece.

Please review all original descriptions, directions and warnings at https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=455068042.

Disabling or unsubscribing this mod will not un-break your assets.

What this mod does:
1. Adds a panel to the Asset Editor to access the ItemClass asset field. The ItemClass field is an existing asset field that is by default hidden in Asset Editor.
2. Adds a field dropdown selection list of available ItemClass types. This list is generated by code and therefore should always be accurate after content updates, but there is no check to keep you from assigning a Class type that breaks your asset. USE AT YOUR OWN RISK. BACK UP YOUR WORK. Disabling or unsubscribing this mod will not un-break your assets.
3. Displays the Class type assigned to the item when loaded in the editor.

Things about what this mod doesn't do:
1. This mod does not create fields or change game behavior; it only affects the Asset Editor (and any assets you break with it).
2. This mod does not require other mods to work. It can be safely disabled at any time and assets modified with it will not revert. (This means if you broke an asset, it stays broken.)
3. This mod does not need to be present to use assets modified with this mod; assets created using this mod will retain their values. Other players do not need to have this mod to use assets created using it.
4. This mod does not cause conflicts with other mods (except the original - be sure to unsubscribe if you haven't already).

Do you need this mod?

Probably not, most players won't.

Changing an item's Class without changing its AI will result in mostly cosmetic changes, unless the placement method is affected; changing the Class for most plopped buildings just changes where you find them in the toolbar. (If you repurpose an asset from the Workshop, respect the creator's rights.)

How to use:
1. Subscribe.
2. BACK UP YOUR WORK.
3. Activate in Content Manager as with any mod.
4. Load Asset Editor, edit or create a new asset.
5. When the Editor loads, the new panel will be in place and displaying the asset's Class type.
6. Click the arrow of the dropdown box and select the Class type you want to assign. This is the step that will break your asset if you aren't careful.
7. In some cases you will get a popup alert regarding placement mode, for example a repurposed residence will require changing the placement method from growing in a zone to being placed by the player. This change is done by magic, you don't have to do anything.
8. The properties panel will refresh with the new set of options for the selected Class. If the previous and new Class share properties, their values will carry over.
9. Continue to modify your asset (or not) and save.

Check out the updated How To Repurpose Assets Guide for detailed instructions.
3 comentarii
pan.czmielu 30 aug. 2024 la 13:21 
Does it work on vehicles? I tried to change a tram into a train. Only the engine changed it's type. What did I do wrong?
Still_Claire  [autor] 5 mart. 2023 la 13:34 
As stated above: "all I did was edit the original code (available at [link]) according to VS2022. It seems to work now but I can claim no real authorship of this mod nor knowledge of its code."
Chamëleon TBN 5 mart. 2023 la 8:38 
What have _you _changed? Mods without published up to date source code will receive a warning in Compatibility Report.