Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Glad to help, @Pareleo. Feel free to ask other questions, perhaps in the Workshop discussions where they can benefit more users.
I do have a request too...could add the "Giant's Tree" (from Saltu)?
I freaking love those trees and if there is one near my initial landing/crash site, I always build my base around it to make it a centerpiece (i.e. I don't cut them down). It'd be awesome to be able to add the big freaking tree as a decoration even when there isn't one around (or when playing on a map other than Saltu).
OnMsg.PostLoadGame = function()
if IsResearched("MetalAlloys", UIPlayer) then
RemovePresetLockStateReason("BuildingCompositeDef", "Devices", "Furnace_Stone", "hidden")
end
end
- The `PostLoadGame` message occurs whenever the player loads a saved game.
- `IsResearched(tech_id, player)` checks whether the player has researched the technology with the given ID.
- `RemovePresetLockStateReason(preset_type, group, preset_id, state)` removes the hidden state of the preset. `preset_type` can be "BuildingCompositeDef" (building), "Tech", "Recipe", or any other type of preset you have created and marked as hidden. `group` refers to the group property of the building, tech, recipe or whatever preset that you are unhiding.
By the way decorations are quite easy to make just make sure the item you are using as a base can be built in rooms and on floors and just change the entity to whatever you want, change the descriptions also ofc and sometimes you need to auto reset the hitbox of the item to adapt it to the new entity size.
One example you can make a dog blanket out of the hay sleeping spots by picking one of the carpet entities.In this case u need to auto adjust to the new size of the item. I actually modded for myself some Gujo nests in as additional animal sleeping spots.
Long thread, I'll keep my posts shorter if any :).
a mod adds some new stuff let's say to the power category, a player adds the mod in the middle of a playthrough but he already has that research done so the item from the mod stays locked. If you set it to be always unlocked it ruins the immersion and no reason to tie that to a research.
My point is we need an example on how to make the game check at start or on loading if new items have been added to already done research. Maybe injo4tka can make something like that as an example. I am posting stuff related to coding on your threads since you seem to be more talkative :P. But I ll tone it down
P.S. congratz for the new changes.
Furthermore, I believe that modders would benefit from having more examples of how things work.
We conduct such experiments which help us gain a better understanding of what is and isn't feasible. I just think that sharing them could be advantageous for players.