chef keyser's ui mods recipe

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Re: chef keyser's ui mods recipe

Postby ____ » 23 May 2020, 22:40

Nice post, just as a disclaimer idle engies, or more accurately the linked version of the mod (and also some other versions) can cause MASSIVE fps problems in late game scenarios, especially when there are a lot of engies on the field.

Don’t get me wrong it is still a great mod and I personally use a very similar version myself, but it can really mess up your late game fps to the point where it can get pretty unplayable.

I played around with newer versions of the mod (idleEngineersReloaded for instance) and they don’t have this problem to nearly the same extent. Sadly, they also don’t have nearly as many signs over the engies and therefore also less functionality in my opinion. It would be cool if it were possible to include a simple on and off switch for the mod like with selection deprioritizer, because then you could simply turn it off once it starts lagging your game.
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Re: chef keyser's ui mods recipe

Postby keyser » 23 May 2020, 22:52

thanks for adding that clarification. I'm working on improving the mods and making them compliant with the scaling; i will add that later to the thread.
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Re: chef keyser's ui mods recipe

Postby keyser » 24 Jun 2020, 00:58

Here are some updated UI mods for UI scaling.
I only modified some of UI mods that macdeffy posted.

I fixed supreme score board UI scaling (ping name are well placed now in comparison to macdeffy version)
I fixed BetterReclaimView (keep the UI scaling) and add more colors differentiation
I fixed my version of IdleEngineers for the UI scaling.

Also edited the main post, to warn about UI party / Ecomanager & Idle engineer conflicts.
Attachments
mods.zip
(879.46 KiB) Downloaded 31 times
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Re: chef keyser's ui mods recipe

Postby Northern-Newbie » 30 Jul 2020, 20:03

Can we get Mod Recommendations specifically made to work with 2 Screens?
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