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sharktgv

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I am also curios if we can:



01. Enable each icon placeholder to show the number of subcategories/assets it has.


02. Creat some tick/untick boxes in the ui of the menu to block the loading of the icons in a category and freeze it till it is checked back.


03. Create a dynamic search function in the WB menu to search for keywords (wood wall, workbenches) and load only those items.


04. Know the limit of objects in the WB menu. Is it a fixed number for the workbench, or is there a total fixed number for both the workbench and the crafting menu. Or maybe there is a subcategory cap or a main category cap ( the subcategory with most items has 208 objects right now ).


05. Can a model with different texture be built similar to the 7 turret models so it can spawn different variations of the same texture/model. It can solve 2 problems


a. models that have texture variaton - black wood, panel wood etc. on the same model can be combined in one slot


b. it can also spawn different types of the same texture/model so you can have more variation ( like the variations of the small shack floor)



SK menus will soon need some ingame filtering and optimisation to acomodate all the mods that add so much to the game and not compromise performance (eg thanks to these mods now I can make a vertibird patrol in settlemets and also build a hangar full of static jets and vertibirds as the main base ). With the upcoming updates and new building mods there will be somewhere around 5-6000 objects in the menu in february. Granted all the subcategories icons will be fixed icons (now the menu selects whatever object is first in a subcategory so it takes more time then it should), there still is the issue of object/asset icons that are loaded in the menu (almost 3500 now in all categories).

Edited by sharktgv
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