Search found 232 matches

by murgh
Tue Sep 20, 2016 4:49 pm
Forum: Modding
Topic: First questions (Steam version, and triggering events)
Replies: 3
Views: 634

Re: First questions (Steam version, and triggering events)

Read again, it's all there :)
by murgh
Sun Sep 18, 2016 10:42 am
Forum: General
Topic: I want to play with weather but hate the overcast greyness
Replies: 2
Views: 391

Re: I want to play with weather but hate the overcast greyne

Well the greyness is part of the weather - when it's rainy outside the day ain't bright in real life as well, no? So I guess there is no other way to either live with it, or disable weather if you don't like the dark grey rainy days of autumn and winter...
by murgh
Sat Sep 17, 2016 10:43 am
Forum: Modding
Topic: WorkQueue.Request function in lua_function_list.txt
Replies: 6
Views: 980

Re: WorkQueue.Request function in lua_function_list.txt

Tried to mess with WorkQueue as well but it spits out this error: ScriptSystem Error : RUNTIME ERROR : [string "..."]:1559: attempt to index global 'WorkQueue' (a nil value) No idea what I'm doing wrong, lol. Apparently WorkQueue.Request("SearchObject", this) doesn't work, nor wi...
by murgh
Fri Sep 16, 2016 10:09 am
Forum: Modding
Topic: [MOD] Customizable Control Booths [V1.40 stable]
Replies: 35
Views: 8127

Re: [MOD] Customizable Control Booths [V1.34 stable]

Yup, some things are just...strange... Just have to deal with it.

V1.34 update is out, fixing a few small issues and adding a flashing light on evac alarms together with a test alarm button on the evac booths.
by murgh
Wed Sep 14, 2016 12:22 pm
Forum: Modding
Topic: [MOD] Customizable Control Booths [V1.40 stable]
Replies: 35
Views: 8127

Re: [MOD] Customizable Control Booths [V1.33 stable]

Pfff, of course there are some minor issues I didn't notice before upon release... A little bug fix update will follow soon: - when range is shown for an evac alarm or a booth, and the alarm/booth is deleted, the range indicators will stay and can't be removed. I'll make them them sellable to fix th...
by murgh
Tue Sep 13, 2016 8:39 am
Forum: Modding
Topic: [MOD] Customizable Control Booths [V1.40 stable]
Replies: 35
Views: 8127

Re: [MOD] Customizable Control Booths [V1.33 stable]

V1.33 is out, finally supporting two gang sorters in one booth. See screenshots on first page. Have fun!
by murgh
Sun Sep 11, 2016 11:34 pm
Forum: Modding
Topic: Modding limitation questions
Replies: 4
Views: 1005

Re: Modding limitation questions

1) Nope 2) Too stupid :) 3) Nope 4) Just set it again? What's the problem? Also see the tooltips topic about setting them with variables inside 5) Depends on what you want to do I guess. Could create a job taking hours to complete. 6) Nope 7) Nope 8) Did I say nope yet? 9) There is also World.TimeIn...
by murgh
Sat Sep 10, 2016 4:14 pm
Forum: Modding
Topic: Cooling Mod
Replies: 3
Views: 1451

Re: Cooling Mod

Forget it. Heating up everything works fine (sauna mod) but cooling down doesn't. Temperature system really needs some tweaks before that can happen...
by murgh
Thu Sep 08, 2016 10:49 am
Forum: Modding
Topic: Build and install an object with lua scripting
Replies: 10
Views: 1072

Re: Build and install an object with lua scripting

Yeah, that one can have a complete overhaul, it's too complicated to use as it is now. That's why I checked it out only once and then never bothered with it again due to it's unfriendly way of user interaction.
by murgh
Thu Sep 08, 2016 10:23 am
Forum: Modding
Topic: Build and install an object with lua scripting
Replies: 10
Views: 1072

Re: Build and install an object with lua scripting

Looks like you're trying to invent the wheel twice: https://steamcommunity.com/sharedfiles/ ... =540380855
There is already a mod doing this :D
by murgh
Wed Sep 07, 2016 6:16 pm
Forum: Modding
Topic: Build and install an object with lua scripting
Replies: 10
Views: 1072

Re: Build and install an object with lua scripting

Why not, just spawn the stuff.
by murgh
Wed Sep 07, 2016 9:12 am
Forum: Modding
Topic: How to detect if object is in use?
Replies: 5
Views: 603

Re: How to detect if object is in use?

Nice, when checking Slot0 you won't need the getnearbyobjects scan at all, saves some cpu usage :D
by murgh
Tue Sep 06, 2016 10:34 pm
Forum: Modding
Topic: How to detect if object is in use?
Replies: 5
Views: 603

Re: How to detect if object is in use?

function GetObjectsInSquare(theObject,theRange) -- returns target objects in a square around this object, theRange should be an odd number Xmin=math.floor(this.Pos.x-theRange/2) Xmax=math.ceil(this.Pos.x+theRange/2) Ymin=math.ceil(this.Pos.y-theRange/2) Ymax=math.floor(this.Pos.y+theRange/2) local ...

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