Search found 245 matches

by SirRichie
Tue Apr 04, 2023 10:41 pm
Forum: Modding help
Topic: shortcut not working but associated custom-input is working
Replies: 0
Views: 348

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...
by SirRichie
Wed Sep 14, 2016 4:00 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 86746

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...
by SirRichie
Thu Aug 04, 2016 8:05 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 86746

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.
by SirRichie
Thu Aug 04, 2016 4:41 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 86746

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...
by SirRichie
Sun Jul 31, 2016 10:34 am
Forum: Modding discussion
Topic: request_to_generate_chunks
Replies: 3
Views: 1444

Re: request_to_generate_chunks

Thanks! This actually helped me
by SirRichie
Sun Jul 31, 2016 8:45 am
Forum: Resolved Problems and Bugs
Topic: API documentation for MapGenSettings [API Docs]
Replies: 5
Views: 2218

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 ...
by SirRichie
Tue Jul 19, 2016 3:55 pm
Forum: Resolved Problems and Bugs
Topic: API documentation for MapGenSettings [API Docs]
Replies: 5
Views: 2218

Re: API documentation for MapGenSettings [API Docs]

What's the fix? Is the API adjusted or the scripting?
by SirRichie
Sat Jul 16, 2016 1:32 pm
Forum: Resolved Problems and Bugs
Topic: API documentation for MapGenSettings [API Docs]
Replies: 5
Views: 2218

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...
by SirRichie
Fri Jul 15, 2016 3:45 pm
Forum: Modding discussion
Topic: map_gen_settings.starting_area
Replies: 0
Views: 792

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...
by SirRichie
Thu Jun 30, 2016 11:47 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 86746

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.
by SirRichie
Fri Jun 17, 2016 9:18 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 86746

Re: [MOD 12.11+] Train Outposts

Hi, I provided the funtion a few posts up.
Also hoping I can resolve this soon
by SirRichie
Sun Jun 12, 2016 9:44 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 86746

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...
by SirRichie
Sun Jun 05, 2016 10:04 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 86746

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...
by SirRichie
Sat Jun 04, 2016 11:36 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 86746

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...
by SirRichie
Sat Jun 04, 2016 4:06 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 86746

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.
by SirRichie
Sat Jun 04, 2016 2:10 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 86746

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...
by SirRichie
Fri Jun 03, 2016 10:54 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 86746

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?
by SirRichie
Wed Jun 01, 2016 9:48 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 86746

Re: [MOD 12.11+] Train Outposts

Can you tell me what you did that produced the error? I have not encountered this myself yet.
by SirRichie
Tue May 31, 2016 9:49 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 86746

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.
by SirRichie
Tue May 31, 2016 5:11 am
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 86746

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 ...

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