Search found 245 matches
- Tue Apr 04, 2023 10:41 pm
- Forum: Modding help
- Topic: shortcut not working but associated custom-input is working
- Replies: 0
- Views: 471
shortcut not working but associated custom-input is working
Hi, I am puzzled how to get a shortcut to work. I created a custom selection tool and that is working fine and is perfectly selectable/spawnable with a custom-input. The button also appears on the quickbar but when clicked does nothing. Can anyone tell me why this is happening? Here are the relevant...
- Wed Sep 14, 2016 4:00 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 92054
Re: [MOD 12.11+] Train Outposts
I appreciate the request for a 0.14 version. It shows that people still like my mod. Good news is: it will come; bad news is, I don't know when. I really have little spare time at the moment, and coding after a day of work is usually not the thing you like to do. Anyway, it should not require too ma...
- Thu Aug 04, 2016 8:05 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 92054
Re: [MOD 12.11+] Train Outposts
Thanks for letting me know. I use 0.13.13 for testing and get the bug. I checked RSO's code and saw no magic. Guess I will have to look a little deeper.
- Thu Aug 04, 2016 4:41 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 92054
Re: [MOD 12.11+] Train Outposts
Hello everyone and thanks for the patience. Starting today, I will upload a 0.13-ready version of the mod to the mod portal. This also means that I will remove the download from the forum. For legacy versions, please use the GitHub website, which I now have setup. I also appreciate any help/addition...
- Sun Jul 31, 2016 10:34 am
- Forum: Modding discussion
- Topic: request_to_generate_chunks
- Replies: 3
- Views: 1629
Re: request_to_generate_chunks
Thanks! This actually helped me
- Sun Jul 31, 2016 8:45 am
- Forum: Resolved Problems and Bugs
- Topic: API documentation for MapGenSettings [API Docs]
- Replies: 5
- Views: 2431
Re: API documentation for MapGenSettings [API Docs]
Thanks for the fix. I do, however, think that this may be confusing. Ultimately, said command outputs only one of the strings and I think for modding knowing what the string is, is highly useful. For example, if a mod wants to do something depending on the setting of resource richness. Then it does ...
- Tue Jul 19, 2016 3:55 pm
- Forum: Resolved Problems and Bugs
- Topic: API documentation for MapGenSettings [API Docs]
- Replies: 5
- Views: 2431
Re: API documentation for MapGenSettings [API Docs]
What's the fix? Is the API adjusted or the scripting?
- Sat Jul 16, 2016 1:32 pm
- Forum: Resolved Problems and Bugs
- Topic: API documentation for MapGenSettings [API Docs]
- Replies: 5
- Views: 2431
API documentation for MapGenSettings [API Docs]
Hi, the API documentation seems to be inconsistent with the in-game values: MapGenSize: API says values are: "none", "very-small", "small", "medium", "big", "very-big" in-game values are (obtained via: "/c game.player.print(tostring(ga...
- Fri Jul 15, 2016 3:45 pm
- Forum: Modding discussion
- Topic: map_gen_settings.starting_area
- Replies: 0
- Views: 880
map_gen_settings.starting_area
Hi, I have two questions regarding the starting_area property of map_gen_settings. I am referring to 0.13.8 1) it seems that the value for a "medium" size starting area got renamed to "normal" 2) trying to lookup the values in the API does not work, since according to the API, su...
- Thu Jun 30, 2016 11:47 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 92054
Re: [MOD 12.11+] Train Outposts
There will definitely be 0.13 support. I looked at the changes and I do not think that there I will have to make any major adjustments.
As usual, my time is limited by real life though.
As usual, my time is limited by real life though.
- Fri Jun 17, 2016 9:18 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 92054
Re: [MOD 12.11+] Train Outposts
Hi, I provided the funtion a few posts up.
Also hoping I can resolve this soon
Also hoping I can resolve this soon
- Sun Jun 12, 2016 9:44 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 92054
Re: [MOD 12.11+] Train Outposts
Would it be possible to add a dependency for the Uranium Power mod, and turn off infinite ores for uranium and fluoride? There simply isn't any need for all those eternal ore patches and building over them messes with us OCD players :lol: Why would a dependency be necessary? As for the infinite res...
- Sun Jun 05, 2016 10:04 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 92054
Re: [MOD 12.11+] Train Outposts
Mod compatibility bug report: Starting a new game with Train Outposts and Bob's Ores results in the expected behavior. Starting a new game with Train Outposts then later loading that save after enabling Bob's Ores results in none of the new ores appearing. Even using the "Regenerate" remo...
- Sat Jun 04, 2016 11:36 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 92054
Re: [MOD 12.11+] Train Outposts
I fully agree that finding many patches in one place is quite lucky. Unlike RSO, I do not restrict the number of resources per region. In the plays I had though, this never happened. I probably still would not have torn down my factory, but that is because I like using trains. If you expand early, t...
- Sat Jun 04, 2016 4:06 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 92054
Re: [MOD 12.11+] Train Outposts
Yeah, thanks for the advice, but I quite know how to program.
In fact, hooking up to on_load does not work as we established above.
It is what on_configuration_changed and migration scripts are for.
Have not had the time yet to get them to work.
In fact, hooking up to on_load does not work as we established above.
It is what on_configuration_changed and migration scripts are for.
Have not had the time yet to get them to work.
- Sat Jun 04, 2016 2:10 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 92054
Re: [MOD 12.11+] Train Outposts
I think I figured it out. The problem was with an old game state, which did not initialize everything as in the current version. I uploaded a new version with a remote interface, use /c remote.call("TR", "reinit") and you should not hit the error. At least this worked in my littl...
- Fri Jun 03, 2016 10:54 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 92054
Re: [MOD 12.11+] Train Outposts
It cannot be game time.
But I would guess that around this time, there is a chunk generated which then causes this error.
Would you mind providing me with the savefile that is close to the point of error?
But I would guess that around this time, there is a chunk generated which then causes this error.
Would you mind providing me with the savefile that is close to the point of error?
- Wed Jun 01, 2016 9:48 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 92054
Re: [MOD 12.11+] Train Outposts
Can you tell me what you did that produced the error? I have not encountered this myself yet.
- Tue May 31, 2016 9:49 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 92054
Re: [MOD 12.11+] Train Outposts
And here is the fix.
It turned out that I had already thought about this problem but then in the long run of development forgot about that.
Just removing the on_load event was enough.
Happy to hear more feedback and bugs.
It turned out that I had already thought about this problem but then in the long run of development forgot about that.
Just removing the on_load event was enough.
Happy to hear more feedback and bugs.
- Tue May 31, 2016 5:11 am
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 92054
Re: [MOD 12.11+] Train Outposts
Look one comment further up. My patch doesn't remove on_load, it's a bit less hack-y than that. Sorry, that somehow slipped past my attention. Of course checking for the existence of game will remove the error, but deprives you of any custom settings for bob's. Due to the new design, it will still ...