FreeER this is the error message i got after i remove the upper line and the last end
Search found 32 matches
- Mon Oct 06, 2014 10:03 am
- Forum: Modding help
- Topic: Recipe categories
- Replies: 12
- Views: 5519
- 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
my bad. Worked perfectly now.
Many many many thanks to the best support on this forum
- 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...
- 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
I mean this could be the reason. I try this out and give you later response
- 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...
- 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
- 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...
- 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...
- 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
Also i have to figure out how gui code works and how i design a frame
- Mon Sep 29, 2014 1:25 pm
- Forum: Modding help
- Topic: lua code inventory tabs
- Replies: 7
- Views: 3639
- 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.
Because i wanted a storage building.
- 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?
- 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 ...
- 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.
- 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
- 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?
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?
- 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...
- 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...
- Fri Sep 12, 2014 11:21 am
- Forum: Modding help
- Topic: Bridges coding
- Replies: 9
- Views: 3834
Re: Bridges coding
Game crash?hitzu wrote: Try to remove the bridge while standing on top of it.
Save first
- 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
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