Search found 32 matches

by Phakx
Mon Oct 06, 2014 10:03 am
Forum: Modding help
Topic: Recipe categories
Replies: 12
Views: 5519

Re: Recipe categories

FreeER this is the error message i got after i remove the upper line and the last end

Image
by Phakx
Sun Oct 05, 2014 4:00 pm
Forum: Modding help
Topic: Recipe categories
Replies: 12
Views: 5519

Re: Recipe categories

Oh i didn't think of this :(
my bad. Worked perfectly now.
Many many many thanks to the best support on this forum ;)
by Phakx
Sun Oct 05, 2014 10:53 am
Forum: Modding help
Topic: Recipe categories
Replies: 12
Views: 5519

Re: Recipe categories

Okay. this is what i add in a new .lua file i called "builder": data:extend( { { type = "assembling-machine", name = "MilitaryBuilder", icon = "__TrueBuildings__/graphics/icons/militarybuilder.png", flags = {"placeable-neutral", "placeable-playe...
by Phakx
Sun Oct 05, 2014 10:22 am
Forum: Modding help
Topic: Recipe categories
Replies: 12
Views: 5519

Re: Recipe categories

So if i create a control.lua and add the code inside of it it won't work?
I mean this could be the reason. I try this out and give you later response
by Phakx
Sat Oct 04, 2014 8:32 pm
Forum: Modding help
Topic: Recipe categories
Replies: 12
Views: 5519

Re: Recipe categories

I does this. Everything works fine. I create a technology but what my problem is for example the radar. I added the "military-crafting" in my category.lua In this case if i added category = "military-crafting" node to the radar it should be only be craftable at assembling machine...
by Phakx
Thu Oct 02, 2014 2:34 pm
Forum: Modding help
Topic: Recipe categories
Replies: 12
Views: 5519

Re: Recipe categories

I tried but it didn't show up in my militaryBuilder
by Phakx
Wed Oct 01, 2014 10:56 am
Forum: Modding help
Topic: Recipe categories
Replies: 12
Views: 5519

Re: Recipe categories

So it was false to add my crafting categories in recipe-category.lua? So i create a new .lua file called "crafting-categories" and leave it blank. So now everything loads but nothing changed. I really don't know what i'm doing wrong :( Only to understand this right: This code you posted in...
by Phakx
Tue Sep 30, 2014 1:47 pm
Forum: Modding help
Topic: Recipe categories
Replies: 12
Views: 5519

Recipe categories

Hey people. I run into some wierd thing in my opinion. If i coded a recipe like for a sub machine gun there is enabled = false for default. If i add a new crafting category for it to be build in one of my new factories it isn't shown up. This is with every item i do this category. Otherwise if there...
by Phakx
Mon Sep 29, 2014 4:16 pm
Forum: Modding help
Topic: lua code inventory tabs
Replies: 7
Views: 3639

Re: lua code inventory tabs

Okay but then there could be the problem that if i drop a item inside the second page for example that it didnt save the data. So the item just vanish.
Also i have to figure out how gui code works and how i design a frame :D
by Phakx
Mon Sep 29, 2014 1:25 pm
Forum: Modding help
Topic: lua code inventory tabs
Replies: 7
Views: 3639

Re: lua code inventory tabs

I coded my shelter. Works fine except the gui. Thats my big problem and which i need the tabs for.

Image
by Phakx
Mon Sep 29, 2014 11:15 am
Forum: Modding help
Topic: lua code inventory tabs
Replies: 7
Views: 3639

Re: lua code inventory tabs

Any other solution except hard coding in lua?
Because i wanted a storage building.
by Phakx
Sun Sep 28, 2014 10:20 pm
Forum: Modding help
Topic: lua code inventory tabs
Replies: 7
Views: 3639

Re: lua code inventory tabs

Is there a maximum of slots defined in a container? So could i expand them to like 1000?
by Phakx
Sun Sep 28, 2014 11:11 am
Forum: Modding help
Topic: lua code inventory tabs
Replies: 7
Views: 3639

lua code inventory tabs

Hey i'm looking for the lua code for the inventory tabs but i didn't finde anything :( Could someone give me this code line or better: i need code to define a parameter called "tabs" which defines the count of inventory tabs in a container. I'm not good in hard coding so i need really big ...
by Phakx
Sat Sep 27, 2014 9:17 pm
Forum: Mods
Topic: [MOD 0.10.X] Cartmen Industries [v0.2 WIP]
Replies: 4
Views: 8142

Re: [MOD 0.10.X] Cartmen Industries [v0.1.1 WIP]

Thanks for them. :)
by Phakx
Sat Sep 27, 2014 5:56 pm
Forum: Mods
Topic: [MOD 0.10.X] Cartmen Industries [v0.2 WIP]
Replies: 4
Views: 8142

Re: [MOD 0.10.X] Cartmen Industries [v0.1.1 WIP]

Some screenshots would be nice :o
by Phakx
Sat Sep 13, 2014 9:25 am
Forum: Modding help
Topic: Bridges coding
Replies: 9
Views: 3834

Re: Bridges coding

So you can avoidg this by don't delete bridge parts while you stinding on it.
or could you just add some protection by prenting deleting some bridge parts who you are standing on or add some neighbours in the tiles.lua?
by Phakx
Fri Sep 12, 2014 11:26 am
Forum: Modding help
Topic: Multiple research with multiple buildings
Replies: 3
Views: 3582

Re: Multiple research with multiple buildings

[quote="SilverWarior"]But if you are a good LUA coder I bet you can make a building which will compleetly replace default research labs and alow that each building is doing research on its own topic. How? 1. You need a new building which can take input of desired research requirements 2. Y...
by Phakx
Fri Sep 12, 2014 11:23 am
Forum: Modding help
Topic: Multiple research with multiple buildings
Replies: 3
Views: 3582

Re: Multiple research with multiple buildings

I soved my problen to make 2 diffrent labs and added some new materials like science cores. I just changed some recipe of the technology and everything should be fine. In this case you have to maintain 2 diffrent buildings with items to get serveral reseach instead of just do one reasearch after res...
by Phakx
Fri Sep 12, 2014 11:21 am
Forum: Modding help
Topic: Bridges coding
Replies: 9
Views: 3834

Re: Bridges coding

hitzu wrote: Try to remove the bridge while standing on top of it. :D
Save first :!:
Game crash?
by Phakx
Fri Sep 12, 2014 11:20 am
Forum: Modding help
Topic: Tab container for storage
Replies: 2
Views: 1432

Re: Tab container for storage

That was my though too. The problem will be the entity who doesn't know in which container they put their items.
I thought that this storage should only be used by the player itself. I try to do some coding and hope it works. I let you know, if i got something ;)

Go to advanced search