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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 ;)
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)
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?
So would this mean I have to manually add a race tab to codex window instead?
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?
This mod removed the upgrade button from Inventor's Table!
You know there's patches for Frackin' Universe and this mod, right?
@Jokiu:
I just uploaded a patch that fixes the FU Mech UI. As for the Lab Directory, that does not even remotely seem to have a conflict with this mod.
I hope there will be a patch for that in the future since I NEED this mod for the codex menu to not be a mess...
I tested a few things in the craftingfurnace.config.patch in Many Tabs 2/2 and managed to get the tabs on top while using Extended GUI (keeping all as it was otherwise, of course, and adding the couple additional modtabs that the this allows):
Before:
Default
Extended
After:
Extended
With all possible modtabs
Not Extended, all modtabs
Here's how the file looks: https://pastebin.com/S538yTjg (parts added by me marked with "ADDED")
Would it be an interesting idea to make this addition?
Problem is it, for some reason I cant think of, conflicts with Tails for Novaskin. (http://steamoss.com/sharedfiles/filedetails/?id=1232803783) As in it removes the tail and body decals added by it. Not sure how many people would use them together but I do and it's odd that it conflicts like that.
That's because I've instructed the game to properly read the subscribed folder from within mods, so i don't need it subbed. ... so In the event steam still screams bloody murder for having more than 100 subscribed items - I remain unaffected, plus, I can simply run the game, with or without steam and it'll load them.
*facepalm*
This is great, thanks for making a my modding job easy!
Mod has been split into 2 mods.
Many Tabs 1 will load before all mods and add /manytabs:true to all .config files that Many Tabs modify.
This will make it possible for modders to detect if the mod is present inside their own patch files.
Many Tabs 2 still does all of the replacing but relies on that part 1 has loaded.