Cities: Skylines

Cities: Skylines

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33.280 KB
16 May, 2016 @ 7:35am
2 Jan, 2017 @ 11:48am
4 Change Notes ( view )

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More Shortcuts

Description
Compatible with Cities Skylines 1.9.0-f5 (Green Cities)

This mod allows you set key bindings to any buttons of the game.

How to use
- Make sure to enable the mod in the content manager
- While holding the capture key (default Alt), hover the button you wish to add a shortcut. It should be highlighted in green.
- Keep holding the capture key and left click. A window should popup.
- Perform the desired key combination and hit OK.

How it works
When the key combination is pressed, a click event is send to all the buttons matching the shortcut's button name.

Shortcut options
- Use button's full path: If checked, the full path to the button is used rather than the name alone. This ensure the button is unique. Only this one will be triggered.
- Trigger only if visible: If checked, the button is only triggered if visible. Useful for buttons with the same name but only one visible at a time.

Mod options
- Disable capture key: If checked, you will not be able to add new shortcuts. The capture key will no longer highlight buttons.
- Capture key: Select the desired capture key combination.
- Shortcuts: Edit the shortcuts you created

Source Code
GitHub: https://github.com/SamsamTS/CS-MoreShortcuts

Thank you for:
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☞ supporting me with a donation[www.samsamts.com]
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: