Search found 22 matches
- Fri Oct 16, 2020 8:24 pm
- Forum: Modding help
- Topic: [Solved] Multiplayer Events Sequence
- Replies: 2
- Views: 879
Re: Multiplayer Events Sequence
Ok thanks! One day, I will learn not to make assumptions about state.
- Fri Oct 16, 2020 5:01 pm
- Forum: Modding help
- Topic: [Solved] Multiplayer Events Sequence
- Replies: 2
- Views: 879
[Solved] Multiplayer Events Sequence
Sorry - this one's a doozy Ask: Can anyone point me to the minimally required sequence of events I should account for to make multiplayer work for my mod? Between players joining/leaving (and then rejoining), new/save games I'm starting to get brain mush. I haven't even gotten to configuration chang...
- Thu Oct 15, 2020 8:37 am
- Forum: Modding help
- Topic: [Solved] on_player_left_game player_index
- Replies: 2
- Views: 764
Re: on_player_left_game player_index
Ok thank you for the quick reply! Marking solved.
- Thu Oct 15, 2020 8:26 am
- Forum: Modding help
- Topic: [Solved] on_player_left_game player_index
- Replies: 2
- Views: 764
[Solved] on_player_left_game player_index
I'm trying to track player guis in mp with the on_player_left_game player_index parameter which shows as uint in the api. I get this error when running the following code which looks like it's treating player_index as a table not an integer? Didn't see any bugs on this one - with a 2 second glance. ...
- Tue Oct 13, 2020 12:56 pm
- Forum: Ideas and Requests For Mods
- Topic: Human Resources - idea to mod
- Replies: 6
- Views: 2194
Re: Human Resources - idea to mod
Great! Sent you a pm with the link to github and put up a public mp game to test it with.
- Tue Oct 13, 2020 2:14 am
- Forum: Ideas and Requests For Mods
- Topic: Human Resources - idea to mod
- Replies: 6
- Views: 2194
Re: Human Resources - idea to mod
I'm working on something similar although slightly different. Would you be interested in helping me multiplayer test it? It's ready for a play-run test I believe. If you are, let me know, and I'll send you a link to the github for it. Basically, you can build cities/resorts/academies etc and the cit...
- Mon Oct 12, 2020 11:41 pm
- Forum: Modding help
- Topic: [Solved] create_entity behavior - preserving inventory and filters
- Replies: 5
- Views: 1562
Re: create_entity behavior - preserving inventory and filters
Figured it out. I was scripting my cities as non-minable and the replace was putting the new version on the old and leaving the old there. Wasn't aware that was even possible. Thanks all - marking solved.
- Mon Oct 12, 2020 11:16 pm
- Forum: Modding help
- Topic: [Solved] create_entity behavior - preserving inventory and filters
- Replies: 5
- Views: 1562
- Mon Oct 12, 2020 10:49 pm
- Forum: Modding help
- Topic: [Solved] create_entity behavior - preserving inventory and filters
- Replies: 5
- Views: 1562
Re: create_entity behavior - preserving inventory and filters
Did you set the fast_replaceable_group correctly on all entities? Typos? I hadn't explicitly changed it, so it should have copied over as "fast_replaceable_group = "container"," from the original. So I added that in explicitly and left it as container - no change in behavior. Th...
- Mon Oct 12, 2020 5:52 pm
- Forum: Modding help
- Topic: [Solved] create_entity behavior - preserving inventory and filters
- Replies: 5
- Views: 1562
[Solved] create_entity behavior - preserving inventory and filters
Does anyone have any ideas why the surface.create_entity function would preserve inventory and filters on one deep copy, and not on the other? In a script, I am using surface.create_entity to replace an entity with an 'upgraded' version. The upgrade just has double inventory. I'm doing this same pro...
- Sat Oct 10, 2020 7:22 am
- Forum: Modding help
- Topic: [Solved] Item localized desc with startup setting variable
- Replies: 5
- Views: 1600
Re: Item localized desc with startup setting variable
Wow, I feel sheepish. The eyes certainly see what they want to see don't they.
Thanks all. Marking resolved.
Thanks all. Marking resolved.
- Fri Oct 09, 2020 2:40 am
- Forum: Modding help
- Topic: [Solved] Item localized desc with startup setting variable
- Replies: 5
- Views: 1600
Re: Item localized desc with startup setting variable
Isn't that what this line is my data.lua is doing (see original code) - setting the localized_description for the item? I did try it in the item definition directly and in data-final-fixes, but it's still coming back with the __1__ showing instead of the setting value. The setting value must be comi...
- Mon Oct 05, 2020 11:42 pm
- Forum: Modding help
- Topic: [Solved] Item localized desc with startup setting variable
- Replies: 5
- Views: 1600
[Solved] Item localized desc with startup setting variable
I'm trying to put a startup setting in as a variable in my item description. This works fine in the control stage, but I'm not getting it to work in the data stage. The settings tutorial page seems to indicate it can be done (as do other posts) but I be dumb. This is literally the first example from...
- Wed Sep 30, 2020 2:38 am
- Forum: Modding help
- Topic: Item Filters
- Replies: 2
- Views: 1009
Re: Item Filters
Ok thanks. Yea, I definitely don't want to cycle through every item placed, so I'll just leave as is. I got half of it done, the rest isn't ultra critical.
- Wed Sep 30, 2020 2:05 am
- Forum: Modding help
- Topic: Item Filters
- Replies: 2
- Views: 1009
Item Filters
Hi all, Part 1: How can I give a tab focus and make its contents show up on start. I have three tabs and nothing shows up in the content till I click on them. Tried adding .focus() to various parts of the chain but so far hasn't worked. Thanks! Part 2: I've managed to be able to set the item filters...
- Sat Sep 26, 2020 5:15 pm
- Forum: Modding help
- Topic: [Solved] Create New Enemy Force
- Replies: 2
- Views: 894
Re: Create New Enemy Force
Sweet, thanks!
- Sat Sep 26, 2020 9:23 am
- Forum: Modding help
- Topic: [Solved] Create New Enemy Force
- Replies: 2
- Views: 894
[Solved] Create New Enemy Force
Hi all, I would like to create a new enemy force from scratch and haven't found any examples of this yet. 1.) I'm trying to see how they do it in base and a couple mods (BigEnemies for example) but it seems like mods copy existing biters and in base I can't see how they actually implement the force....
- Thu Sep 17, 2020 8:47 pm
- Forum: Modding help
- Topic: [Solved] Insert to Player Inventory
- Replies: 4
- Views: 2830
Re: Insert to Player Inventory
Ok thank you. Marking resolved.
- Thu Sep 17, 2020 5:37 am
- Forum: Modding help
- Topic: [Solved] Insert to Player Inventory
- Replies: 4
- Views: 2830
Re: Insert to Player Inventory
Yep I was seeing the same thing. I've always been able to execute regular inventory inserts in the console.
What's odd is that they player references and everything else works fine - just these two inventory snippets don't work. Not sure what else to check.
Thanks for confirming tho.
What's odd is that they player references and everything else works fine - just these two inventory snippets don't work. Not sure what else to check.
Thanks for confirming tho.
- Thu Sep 17, 2020 1:06 am
- Forum: Modding help
- Topic: [Solved] Insert to Player Inventory
- Replies: 4
- Views: 2830
[Solved] Insert to Player Inventory
I know there are 2582625620620 posts on this subject, but I can't get the inventory logic to work in my mod script which is called from control.lua. I actually took the for loop from Space Exploration. Neither of these snippets work, although the notification to the player works fine as does the res...