Search found 1651 matches

by Pi-C
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...
by Pi-C
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...
by Pi-C
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 ...
by Pi-C
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...
by Pi-C
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...
by Pi-C
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...
by Pi-C
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>...
by Pi-C
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...
by Pi-C
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...
by Pi-C
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...
by Pi-C
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 ...
by Pi-C
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 » ...
by Pi-C
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...
by Pi-C
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 ...
by Pi-C
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...
by Pi-C
Fri Jun 10, 2022 9:34 pm
Forum: Balancing
Topic: Please make trains able to run over evolved aliens
Replies: 81
Views: 33920

Re: Please make trains able to run over evolved aliens

Nosferatu wrote:
Fri Jun 10, 2022 1:12 pm
PS: The attached save game is my Alien kill test track
Thanks for the save file! Loading it, I've found a bug in the mod I'm currently working on. However, due to the bug I couldn't try out crashing the train through the biters yet … :mrgreen:
by Pi-C
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?

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
Even simpler:

Code: Select all

 
  for c,_ in pairs(e.crafting_categories or {}) do
    ..
  end
by Pi-C
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...
by Pi-C
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! :D
by Pi-C
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...

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