Search found 232 matches
- Tue Sep 20, 2016 4:49 pm
- Forum: Modding
- Topic: First questions (Steam version, and triggering events)
- Replies: 3
- Views: 1127
Re: First questions (Steam version, and triggering events)
Read again, it's all there 
- Mon Sep 19, 2016 10:37 am
- Forum: Modding
- Topic: First questions (Steam version, and triggering events)
- Replies: 3
- Views: 1127
- Sun Sep 18, 2016 10:42 am
- Forum: General
- Topic: I want to play with weather but hate the overcast greyness
- Replies: 2
- Views: 591
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...
- Sat Sep 17, 2016 10:43 am
- Forum: Modding
- Topic: WorkQueue.Request function in lua_function_list.txt
- Replies: 6
- Views: 1901
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...
- Fri Sep 16, 2016 10:09 am
- Forum: Modding
- Topic: [MOD] Customizable Control Booths [V1.40 stable]
- Replies: 35
- Views: 13263
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.
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.
- Wed Sep 14, 2016 12:22 pm
- Forum: Modding
- Topic: [MOD] Customizable Control Booths [V1.40 stable]
- Replies: 35
- Views: 13263
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...
- Tue Sep 13, 2016 8:58 am
- Forum: Modding
- Topic: No experience modding please assist me
- Replies: 1
- Views: 1016
- Tue Sep 13, 2016 8:39 am
- Forum: Modding
- Topic: [MOD] Customizable Control Booths [V1.40 stable]
- Replies: 35
- Views: 13263
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!
- Sun Sep 11, 2016 11:34 pm
- Forum: Modding
- Topic: Modding limitation questions
- Replies: 4
- Views: 1859
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...
- Sat Sep 10, 2016 4:14 pm
- Forum: Modding
- Topic: Cooling Mod
- Replies: 3
- Views: 2415
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...
- Thu Sep 08, 2016 10:49 am
- Forum: Modding
- Topic: Build and install an object with lua scripting
- Replies: 10
- Views: 2593
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.
- Thu Sep 08, 2016 10:23 am
- Forum: Modding
- Topic: Build and install an object with lua scripting
- Replies: 10
- Views: 2593
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
There is already a mod doing this
- Wed Sep 07, 2016 6:16 pm
- Forum: Modding
- Topic: Build and install an object with lua scripting
- Replies: 10
- Views: 2593
Re: Build and install an object with lua scripting
Why not, just spawn the stuff.
- Wed Sep 07, 2016 9:12 am
- Forum: Modding
- Topic: How to detect if object is in use?
- Replies: 5
- Views: 1533
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 
- Tue Sep 06, 2016 10:34 pm
- Forum: Modding
- Topic: How to detect if object is in use?
- Replies: 5
- Views: 1533
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 ...
