Search found 22 matches

by rookhaven
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.
by rookhaven
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...
by rookhaven
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.
by rookhaven
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. ...
by rookhaven
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.
by rookhaven
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...
by rookhaven
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.
by rookhaven
Mon Oct 12, 2020 11:16 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

DaveMcW wrote: ↑Mon Oct 12, 2020 11:03 pm I don't like the hard-coded force. You should use force=old_object.state.entity.force
I changed it. ;)
by rookhaven
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...
by rookhaven
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...
by rookhaven
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.
by rookhaven
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...
by rookhaven
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...
by rookhaven
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.
by rookhaven
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...
by rookhaven
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!
by rookhaven
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....
by rookhaven
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.
by rookhaven
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.
by rookhaven
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...

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