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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] Grand.Colonies 2.0.e - More Building Slots - Scrollbar Edition  (Read 312891 times)

n3xuiz

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Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
« Reply #60 on: December 22, 2021, 09:03:55 AM »

any chance for a third page? in the beginning you said you might add one eventually if the mod is stable.
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SirHartley

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Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
« Reply #61 on: December 22, 2021, 12:46:44 PM »

any chance for a third page? in the beginning you said you might add one eventually if the mod is stable.
extremely unlikely - I've checked a good amount of screenshots and asked people, none of them ever came close to filling out two entire pages even without the penalty.

Considering the amount of time I'd have to put into that (it would need a full re-write of the mod), it is not worth it for 95% of use cases.
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Junius Lux

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Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
« Reply #63 on: December 23, 2021, 08:26:38 AM »

Greetings. Can't switch to the second page while docked on the planet. The first and last building on the second page was the AI battle station. What could be the problem?
Easiest way to figure that out is if you post a screenshot of the condition tooltip :)
There was the usual display with a prompt to press a hotkey. But at the moment it worked when I tried to switch the page after three months in inventory mode. If the error suddenly reproduces itself, I will report and send a screenshot :)
P.S. Thank you for your efforts
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EdisonTrent

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Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
« Reply #64 on: January 06, 2022, 05:43:55 PM »

It's been quite a few months since I last played and this was actually one of the big reasons why (industrial revolution was a must have). I had planets that I really wanted more stuff on and just could properly use/install/access the industries because they would get shoved off screen and I couldn't reorder them or find any mods that let me see them.

So thank you very much for this.
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Sunnyko

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Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
« Reply #65 on: April 06, 2022, 09:33:21 PM »

Quote
A building keeps showing up on both tabs?
This can happen if the building does not use the latest vanilla code for the "isHidden" method. Report it to the mod author and tell them to update their industries to the latest API implementation.

Sorry to bother you but I am going to have to update one myself, I know how to do java-script and compiling and the like so I need no help there...

But what is the latest API implementation for "isHidden" any way, I tried taking a look at the source code for other mods to figure it out, but I can't seem to find it, sorry.
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SirHartley

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Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
« Reply #66 on: April 07, 2022, 04:01:10 AM »

Code: java
protected Boolean hiddenOverride = null;
public boolean isHidden() {
if (hiddenOverride != null) return hiddenOverride;
return false;
}

If the industry class contains something like
Code
public boolean isHidden() {
return false;
}
just delete the entire method, recompile and it will work.
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Sunnyko

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Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
« Reply #67 on: April 07, 2022, 04:12:42 AM »

Worked perfectly, thankyou for the help.
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Fakalljakall

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Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
« Reply #68 on: June 11, 2022, 03:44:25 AM »

"Return to colony" is the same button as the "switch page" (Q). Is there any way for me to change the button you use for this mod?

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SirHartley

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Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
« Reply #69 on: June 11, 2022, 04:07:48 AM »

"Return to colony" is the same button as the "switch page" (Q). Is there any way for me to change the button you use for this mod?
All of that is explained in very readable letters on the mod page, under the FAQ section.
You can only use the mod to switch pages when you are directly docked at the colony. It doesn't work with the remote UI.
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Fakalljakall

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Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
« Reply #70 on: June 11, 2022, 04:23:55 AM »

I'm a lazy dumb*ss. Thanks for the info and sorry for wasting time. Great mod, love it.  ;D
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SirHartley

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Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
« Reply #71 on: June 11, 2022, 06:31:13 AM »

you are not alone, everyone is :P
thanks!
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aurafort

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Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
« Reply #72 on: June 12, 2022, 09:03:20 PM »

Thank you for this Mod, after the Industrial Mod & Terraform Mod this addition makes things just heavenly!

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speeder

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Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
« Reply #73 on: June 25, 2022, 06:59:10 AM »

I need a feature here:

my mod has a "superhabitable" planet, it is a planet that is much larger than Earth but with only slightly higher gravity, making it extremely fertile and have ludicrous amounts of space and construction materials...


Is there a way:
1. make that planet an exception for "cramped conditions" ?
2. (very optional this one) add third page?
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Aldazar

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Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
« Reply #74 on: August 19, 2022, 11:26:52 PM »

Really nice actually. Two pages is enough for all the interactive buildings. And if you fancy doing a super op colony with commands you only need to fiddle with the index number for placement.
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