A full replacement for the object details menu, making it more useful and informative
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Changelogs
Version 1.11
2018-04-22
- Improve compatibility with other mods that change the object menu (particularly xsalvation)
Version 1.1
2018-04-10
- Add `save="false"` to content.xml, can be safely removed from save games
- Change the way the vanilla object menu is replaced, improving compatibility
- Add headers to turret/weapon/missile display
- Fix bug where cargo wouldn't be displayed if it was only empty resources (e.g. immediately after station construction)
- Fix bug where returning to map from the menu wouldn't carry the history over
Version 1.0
2018-04-01
- Boarding resistance also shows the Skunk's boarding strength in grey, if applicable, for comparison
- Subordinate ships have an appropriate icon like the one from the map -- if the object being viewed is a ship, you also see an icon for that next to the name
- Subordinate ships are grouped by the NPC they work for
- Reduced font size on menu title (since it is only half as wide now)
- Fixed when viewing a CV, the architect could show the operational range warning
- Fixed some unnecessary debuglog output
The object details menu is one you use almost all the time in XR, for a multitude of different types of objects. I felt it could do with a re-work, and so I decided to create a new version from scratch. You use this just like you would the vanilla menu, but it uses space more efficiently and uses colours to convey more information. Hopefully, it's a bit nicer to use!
Features:
Two columns! Make use of that screen space!
Extra information on many rows, and more use of colour for readability/to catch your eye on any warnings (see images!)
Smaller font if the menu thinks it's running in a high resolution
Many things update in quasi-realtime - ware amounts, production status, crew commands, location, etc...
Most categories are expanded by default (now we have the luxury of double the rows)
C hotkey is enabled - if you have an NPC selected it comms that NPC, otherwise it comms the object normally
Shipyards have their build modules displayed (mostly for fun, but maybe this is useful if you have a player shipyard mod? let me know...)