Search found 1651 matches
- Sat Jul 02, 2022 12:40 pm
- Forum: Modding help
- Topic: Shortcut localised_description unused?
- Replies: 1
- Views: 838
Re: Shortcut localised_description unused?
Just stumbled across the same problem: I've defined a Prototype/Shortcut with both localised_name and localised_description: shortcut.png However, the only thing I see used in the game is localised_name: keys_2.png Quite a dilemma: I feel I need a description because selecting an area will do someth...
- Sun Jun 26, 2022 4:05 pm
- Forum: Translations
- Topic: German localization discussion
- Replies: 203
- Views: 117684
Re: German localization discussion
Fahrzeug wäre das 'modernere' Wort für Vehikel vehicle heißt auch nur Fahrzeug. - selbst das Spiel Flugzeug und Boot sind halt Luft- und Wasserfahrzeuge LEO gibt für "vehicle" u.a. "Auto", "Fahrzeug", "Vehikel", "Fuhrwerk" (ganz altmodisch!) oder &q...
- Sun Jun 26, 2022 6:00 am
- Forum: Translations
- Topic: German localization discussion
- Replies: 203
- Views: 117684
Re: German localization discussion
Ich habe ein kleines Problem bei der Lokalisierung für einen Mod: Wenn man mit GCKI auf den Prototypen "car" und "spider-vehicle" basierende … (Tja, wie nennt man die Dinger bloß?!) … in Besitz nimmt, kann man sie "abschließen" oder zu sich kommen lassen. Mir fehlt ein ...
- Thu Jun 23, 2022 6:49 pm
- Forum: Releases
- Topic: Version 1.1.61
- Replies: 9
- Views: 15390
Re: Version 1.1.61
`When joining modded games mods and settings are synced at the same time reducing the number of restarts needed.` Does this fix the issue with conditional require () calls breaking multiplayer? No, it shouldn't. As I understand it, this will save a restart after you've changed startup settings, whi...
- Thu Jun 23, 2022 1:12 pm
- Forum: Releases
- Topic: Version 1.1.61
- Replies: 9
- Views: 15390
Re: Version 1.1.61
`When joining modded games mods and settings are synced at the same time reducing the number of restarts needed.` Does this fix the issue with conditional require () calls breaking multiplayer? No, it shouldn't. As I understand it, this will save a restart after you've changed startup settings, whi...
- Thu Jun 23, 2022 12:25 pm
- Forum: Releases
- Topic: Version 1.1.61
- Replies: 9
- Views: 15390
Re: Version 1.1.61
Changes When joining modded games mods and settings are synced at the same time reducing the number of restarts needed. Thanks, that will be useful! :-) Modding The mod settings GUI will now show the 'tooltip' icon for any settings that have tooltips. Added a reset button to each mod setting in the...
- Thu Jun 23, 2022 8:58 am
- Forum: Modding help
- Topic: GUI and textfield focus
- Replies: 3
- Views: 1067
GUI and textfield focus
I've made a GUI containing a table with textfields. In response to on_gui_click and on_gui_text_changed, I change the textfield's style to highlighting mode, and when on_gui_confirmed fires, I reset the style again. This works great, but … If the player is typing into one textfield and presses <TAB>...
- Mon Jun 20, 2022 8:54 am
- Forum: Modding help
- Topic: Unlocking shortcuts by research
- Replies: 2
- Views: 1106
Re: Unlocking shortcuts by research
It's definitely odd that shortcuts put the technology reference in the shortcut prototype rather than the technology unlock list. That could be a mod interface request. OK, I'll do that. I'd also be content if technology_to_unlock could be either a string or an array of strings. To get around it, I...
- Mon Jun 20, 2022 8:23 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 85023
Re: Small documentation improvement requests
Unless it was changed within the last day, they're all there for me, the next "Inherited from" below "Prototype/Vehicle". It's also at the top after "Prototype/EntityWithHealth". Where are you looking? I meant at the top. This seems to have been changed for "car&q...
- Sun Jun 19, 2022 10:54 pm
- Forum: Modding help
- Topic: Unlocking shortcuts by research
- Replies: 2
- Views: 1106
Unlocking shortcuts by research
GCKI used to work with a "car key" item. The recipe for this item would be unlocked when "automobilism" or "cargo-ships" was researched. Now I've changed the prototype of the keys from Prototype/Item to Prototype/Shortcut , and I've got a problem: technology.effects[&q...
- Sun Jun 19, 2022 5:28 pm
- Forum: Implemented mod requests
- Topic: reverse_entity_type_filters please
- Replies: 10
- Views: 2526
Re: reverse_entity_type_filters please
"reverse" can't help it they are a little bit backward - they still deserve some filter love? please? Some love was added for the next version :) I thought they already were implemented. At least the prototype browser shows fields for reverse filters: reverse_filters.png Alas, they don't ...
- Sun Jun 19, 2022 4:16 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 85023
Re: Small documentation improvement requests
I've been wondering why my selection tool would find car prototypes although selection_mode was set to {"entity-with-owner"}. Turns out there is a bug in the prototype descriptions. According to Prototype/Vehicle , vehicle prototypes are Prototype/EntityWithOwner: Prototype definitions » ...
- Thu Jun 16, 2022 1:18 pm
- Forum: Modding interface requests
- Topic: Filtering on_player_selected_area and friends
- Replies: 0
- Views: 482
Filtering on_player_selected_area and friends
What? I'd like to be able to filter the following events: on_player_selected_area on_player_alt_selected_area on_player_reverse_selected_area Why? There are several selection-tool prototypes created by different mods. I've made one myself now for one of my mods, and I only care about events trigger...
- Wed Jun 15, 2022 7:47 pm
- Forum: Won't implement
- Topic: Return nil if key does not exist in object
- Replies: 19
- Views: 3757
Re: Return nil if key does not exist in object
Why do you want such a function in the first place when tile and entity prototypes, as you have noted, don't have in common what you care about? It may also make sense if you have no direct control about what arguments are passed on to your function: think of remote calls from other mods that pass ...
- Wed Jun 15, 2022 6:30 am
- Forum: Won't implement
- Topic: Return nil if key does not exist in object
- Replies: 19
- Views: 3757
Re: Return nil if key does not exist in object
I have a function in control.lua that can take as inputs either LuaTilePrototype or LuaEntityPrototype, but what I'm finding is that I can't tell which I've been passed within the function because .type does not exist in LuaTilePrototype and, rather than returning nil, it errors the game. How about...
- Fri Jun 10, 2022 9:34 pm
- Forum: Balancing
- Topic: Please make trains able to run over evolved aliens
- Replies: 81
- Views: 33920
- Fri Jun 10, 2022 11:05 am
- Forum: Modding help
- Topic: Can you help me see what's wrong with it?
- Replies: 7
- Views: 1760
Re: Can you help me see what's wrong with it?
Even simpler:jodokus31 wrote: ↑Fri Jun 10, 2022 11:02 am
Then you have to check that e.crafting_categories is not nil
Code: Select all
if e.crafting_categories then for c,_ in pairs(e.crafting_categories) do .. end end
Code: Select all
for c,_ in pairs(e.crafting_categories or {}) do
..
end
- Fri Jun 10, 2022 8:42 am
- Forum: Modding help
- Topic: Can you help me see what's wrong with it?
- Replies: 7
- Views: 1760
Re: Can you help me see what's wrong with it?
local g = game.recipe_prototypes[item_name] for _,e in pairs(game.entity_prototypes) do for _,c in pairs(e.crafting_categories) do if c == g.category then 。。。。。。。。 end end end I want to find out all the production machines of this formula, but it always reports errors. Where is the error? Thank you...
- Tue Jun 07, 2022 3:46 pm
- Forum: Mods
- Topic: [MOD 1.1] "minime" is now "miniMAXIme"
- Replies: 8
- Views: 2981
Re: [MOD 1.1] "minime" is now "miniMAXIme"
Bob's Character classes has been updated yesterday. The new version (1.1.5) is compatible with miniMAXIme, so you can now have, for example, a Miner class character looking like Shrek, or a Builder class character looking like Gear Girl. Have a lot of fun with combining the mods!
- Mon Jun 06, 2022 8:54 am
- Forum: Modding help
- Topic: Problems with my first szenario
- Replies: 6
- Views: 1765
Re: Problems with my first szenario
now i have 2 problems 1. every time i edit my szenario and press "save and play", the image for the szenario gets deleted. why? I've never made a scenario, so I can't say anything about this. 2. is there an easy way to block placing entities on any ground? when my player runs out of money...