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Author Topic: Misc modding questions that are too minor to warrant their own thread  (Read 2277052 times)

SafariJohn

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11520 on: April 24, 2025, 01:57:12 PM »

Does the dynamic stat ACT_AS_COMBAT_SHIP not work anymore? Or is it player-only? I gave it to an NPC Tarsus but the NPC fleet commander would not deploy it.

Is there any way to get the NPC fleet commander to deploy certain CIVILIAN ships as combat ships?
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11521 on: April 24, 2025, 03:17:01 PM »

* Can a custom commodity use crew space instead of cargo space?

I don't think so.

* Is it possible to make a commodity illegal to sell even on black markets (for certain factions, e.g. non-pirate black markets)?

With a custom version of BlackMarketPlugin, I believe so.

* And/or change the price of a commodity depending on the faction?

CommodityOnMarketAPI.getPlayerSupplyPriceMod()
CommodityOnMarketAPI.getPlayerDemandPriceMod()


On the topic of system engines, I'm having this issue:
- I have script-controlled auxiliary engines on my ships
- These auxiliary engines are visible on the campaign map and it looks terrible
- I can't make them invisible there because it uses the primary engine style data for all the engines
- I can't use contrail 128 to fix it because these engines need to render all the time during combat, not just when the system is active

So I'm looking for either a way to hide these engines on the campaign map directly, or to make them a 128 engine that's always on in combat.

Hmm, my suggestion would be to make a different style for them that is idenitcal except for the campaign contrail color etc.


Does the dynamic stat ACT_AS_COMBAT_SHIP not work anymore? Or is it player-only? I gave it to an NPC Tarsus but the NPC fleet commander would not deploy it.

Is there any way to get the NPC fleet commander to deploy certain CIVILIAN ships as combat ships?

That doesn't affect whether the ship gets deployed or not, just the combat behavior. It probably *should*, but it's a ship stat, and ships don't even exist at the point where the decision to deploy or not is being made - at that point, only FleetMemberAPI exists.

And no, I don't think so - if the ship has a CIVILIAN flag, it pretty much overrides everything else as far as the deployment decision is concerned.
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Sorrydough

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11522 on: April 24, 2025, 05:31:46 PM »

On the topic of system engines, I'm having this issue:
- I have script-controlled auxiliary engines on my ships
- These auxiliary engines are visible on the campaign map and it looks terrible
- I can't make them invisible there because it uses the primary engine style data for all the engines
- I can't use contrail 128 to fix it because these engines need to render all the time during combat, not just when the system is active

So I'm looking for either a way to hide these engines on the campaign map directly, or to make them a 128 engine that's always on in combat.

Hmm, my suggestion would be to make a different style for them that is idenitcal except for the campaign contrail color etc.

Yes I tried that, but it doesn't work because it uses the engine style data from engine index 0 for all the engines. Like, I can't mix engines on the campaign map.
All the rest just copy whatever the first one does. This is also an issue that's commonly encountered by people who want to mix engine colors.
« Last Edit: April 24, 2025, 08:53:23 PM by Sorrydough »
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padtrack

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11523 on: April 25, 2025, 06:01:23 AM »

When surveying planets, the cost has a multiplier that depends on the planet's "size" (capped at 5?), but I can't seem to find the relevant statistic in the API reference. Is it some rounded factor of the radius?

Edit: Never mind, found it. For future reference, it's defined in SurveyPluginImpl:

Code
	protected float getSizeMultiplier() {
float radius = planet.getRadius();
float range = MAX_PLANET_RADIUS - MIN_PLANET_RADIUS;
if (range <= 0) return 1f;
if (radius < MIN_PLANET_RADIUS) radius = MIN_PLANET_RADIUS;
if (radius > MAX_PLANET_RADIUS) radius = MAX_PLANET_RADIUS;

float mult = 1f + ((radius - MIN_PLANET_RADIUS) / range) * (MULT_AT_MAX_PLANET_RADIUS - 1f);

mult = (int)(mult * 20) / 20f;

return mult;
}
« Last Edit: April 25, 2025, 03:39:47 PM by padtrack »
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Killer of Fate

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11524 on: April 25, 2025, 12:56:10 PM »

what is affecting the size of that circle?
What did I do that is making the modded ship so big?
Spoiler
[close]

edit: I think I figured it out...
It's the ship class.
If a ship is large but is described as Frigate, it'll get shrunk as an icon, but the ship will have to remain large. So the circle gets big to inform the player how large the ship is? Something like that?
« Last Edit: April 25, 2025, 02:00:41 PM by Killer of Fate »
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NikoTheGuyDude

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11525 on: April 25, 2025, 08:43:38 PM »


Is there any way to hide a star from the planet view? As it stands, one of my secret systems is being exposed by the fact you can open the star viewer and see, down in the abyss, is a literal magnetar. I'd really like for this secret to remain a secret.

I'm not sure what you mean - could you be more specific about which screen you're talking about?

Sorry for the late response. I mean the planet list - since it lists ALL stars, it exposes my secret star.
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Killer of Fate

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11526 on: April 27, 2025, 05:16:44 AM »

in dev mode there is alt + n and ctrl + n, and normal n

As in to summon various kinds of test fleets, I'm having a ton of fun pitching those against other NPCs

Is there a specific one for

SPOILER
Spoiler
Threat?
[close]
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volt

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11527 on: April 27, 2025, 11:00:43 AM »

I'd like to make my commodity right mouse button clickable (like when you click on blueprints), what should I look for in the code to do that? (and is it possible after the clicking on it, to tell how many items were in the clicked stack - in case of having multiple stacks of the same commodity)? Cheers
[edit]
I tried to create `class CommodityPlugin extends BaseSpecialItemPlugin` and use it in `plugin` column of `commodities.csv` file, but it doesn't work. I tried changing it to special_items.csv and it works, but I was hoping to have a commodity that I can right click, open dialog, choose some options and convert it into another commodity, but I start to think it is not possible with commodity items and need to find another way of doing conversion?

I found this nice tutorial on commodities https://fractalsoftworks.com/forum/index.php?topic=29612.0 which explains how to change icon but I was wondering how can you change it with quantity using a single (the same) sprite, like vanilla is doing when we stack more of the same commodity?
« Last Edit: April 27, 2025, 05:51:58 PM by volt »
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lmglrfmlrfsefwelkksdfrdsf

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Division By Zero CTD
« Reply #11528 on: April 28, 2025, 05:24:13 AM »

Hi folks currently my save is bricket because something (mod?) is inadvertent dividing by 0. Any tipps from looking at my log?

76208 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArithmeticException: / by zero
java.lang.ArithmeticException: / by zero

Spoiler
76024 [Thread-2] INFO  exerelin.campaign.ColonyManager  - Market Cruor adding 2.00 profit margin (27315 profit, 13365 cost)
76025 [Thread-2] INFO  exerelin.campaign.ColonyManager  - This will be worth 2400 XP at month end (about 24000/month)
76026 [Thread-2] INFO  exerelin.campaign.intel.groundbattle.GBUtils  - Setting garrison damage for Salamanca: 0.283
76026 [Thread-2] INFO  exerelin.campaign.ColonyManager  - Salamanca (size 5) expending 0.3 ground pool points to recover garrison health by 0.033
76027 [Thread-2] INFO  exerelin.campaign.intel.groundbattle.GBUtils  - Setting garrison damage for Cilix: 0.264
76027 [Thread-2] INFO  exerelin.campaign.ColonyManager  - Cilix (size 6) expending 0.7 ground pool points to recover garrison health by 0.033
76027 [Thread-2] INFO  exerelin.campaign.ColonyManager  - Market Dumur adding 0.02 profit margin (2723 profit, 159638 cost)
76027 [Thread-2] INFO  exerelin.campaign.ColonyManager  - This will be worth 27 XP at month end (about 273/month)
76042 [Thread-6] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
76208 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArithmeticException: / by zero
java.lang.ArithmeticException: / by zero
   at kaysaar.aotd_question_of_loyalty.data.intel.secession.eventfactors.HoldoutEvent Factor.getProgress(HoldoutEventFactor.java:44)
   at com.fs.starfarer.api.impl.campaign.intel.events.BaseEventIntel.getMonthlyProgre ss(BaseEventIntel.java:855)
   at com.fs.starfarer.api.impl.campaign.intel.events.BaseEventIntel.reportEconomyTic k(BaseEventIntel.java:872)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:122)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.base/java.lang.Thread.run(Unknown Source)
76435 [Thread-8] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [campaign_music_part_2_v28.ogg]
76436 [Thread-8] INFO  sound.H  - Playing music with id [campaign_music_part_2_v28.ogg]
[close]

In the campaign this is a few seconds after Person League asked for a ceasefire from me waging an indepence war against them.

Is it possible to set breakpoint at "java.lang.ArithmeticException" and use the debugger to find out?
« Last Edit: April 28, 2025, 05:28:36 AM by lmglrfmlrfsefwelkksdfrdsf »
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volt

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Re: Division By Zero CTD
« Reply #11529 on: April 28, 2025, 07:58:10 AM »

Hi folks currently my save is bricket because something (mod?) is inadvertent dividing by 0. Any tipps from looking at my log?

76208 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArithmeticException: / by zero
java.lang.ArithmeticException: / by zero

Spoiler
76024 [Thread-2] INFO  exerelin.campaign.ColonyManager  - Market Cruor adding 2.00 profit margin (27315 profit, 13365 cost)
76025 [Thread-2] INFO  exerelin.campaign.ColonyManager  - This will be worth 2400 XP at month end (about 24000/month)
76026 [Thread-2] INFO  exerelin.campaign.intel.groundbattle.GBUtils  - Setting garrison damage for Salamanca: 0.283
76026 [Thread-2] INFO  exerelin.campaign.ColonyManager  - Salamanca (size 5) expending 0.3 ground pool points to recover garrison health by 0.033
76027 [Thread-2] INFO  exerelin.campaign.intel.groundbattle.GBUtils  - Setting garrison damage for Cilix: 0.264
76027 [Thread-2] INFO  exerelin.campaign.ColonyManager  - Cilix (size 6) expending 0.7 ground pool points to recover garrison health by 0.033
76027 [Thread-2] INFO  exerelin.campaign.ColonyManager  - Market Dumur adding 0.02 profit margin (2723 profit, 159638 cost)
76027 [Thread-2] INFO  exerelin.campaign.ColonyManager  - This will be worth 27 XP at month end (about 273/month)
76042 [Thread-6] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
76208 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArithmeticException: / by zero
java.lang.ArithmeticException: / by zero
   at kaysaar.aotd_question_of_loyalty.data.intel.secession.eventfactors.HoldoutEvent Factor.getProgress(HoldoutEventFactor.java:44)
   at com.fs.starfarer.api.impl.campaign.intel.events.BaseEventIntel.getMonthlyProgre ss(BaseEventIntel.java:855)
   at com.fs.starfarer.api.impl.campaign.intel.events.BaseEventIntel.reportEconomyTic k(BaseEventIntel.java:872)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:122)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.base/java.lang.Thread.run(Unknown Source)
76435 [Thread-8] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [campaign_music_part_2_v28.ogg]
76436 [Thread-8] INFO  sound.H  - Playing music with id [campaign_music_part_2_v28.ogg]
[close]

In the campaign this is a few seconds after Person League asked for a ceasefire from me waging an indepence war against them.

Is it possible to set breakpoint at "java.lang.ArithmeticException" and use the debugger to find out?

You need to report this problem to the mod maintaner, the problem is here: https://github.com/Kaysaar/AoTD-Question-of-Loyalty/blob/fb22a5c4a84281066541e1661857e0efb1e04266/src/kaysaar/aotd_question_of_loyalty/data/intel/secession/eventfactors/HoldoutEventFactor.java#L44

Code
(float)AoTDSecessionManager.get().getOriginalMarkets().size()
(float)AoTDSecessionManager.get().getMarketsStillOwned()

One of the two above returns 0, that line needs check for 0 before dividing.
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lmglrfmlrfsefwelkksdfrdsf

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11530 on: April 28, 2025, 08:33:14 AM »

Holy crab thank you. If you wouldn't mind: are those rough steps so I can improve in the future?

1. look @first line after error, regognize (a) modauthor and (b) mod name
2. look @ mod folder > no src > look @ github
3. follow path: "data.intel.secession.eventfactors.HoldoutEventFactor" and look @method "getProgress"
4. error is divide by 0 -> find no 0 check present

You need to report this problem to the mod maintaner, the problem is here: https://github.com/Kaysaar/AoTD-Question-of-Loyalty/blob/fb22a5c4a84281066541e1661857e0efb1e04266/src/kaysaar/aotd_question_of_loyalty/data/intel/secession/eventfactors/HoldoutEventFactor.java#L44

Code
(float)AoTDSecessionManager.get().getOriginalMarkets().size()
(float)AoTDSecessionManager.get().getMarketsStillOwned()

One of the two above returns 0, that line needs check for 0 before dividing.

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volt

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11531 on: April 28, 2025, 10:45:46 AM »

Holy crab thank you. If you wouldn't mind: are those rough steps so I can improve in the future?

1. look @first line after error, regognize (a) modauthor and (b) mod name
2. look @ mod folder > no src > look @ github
3. follow path: "data.intel.secession.eventfactors.HoldoutEventFactor" and look @method "getProgress"
4. error is divide by 0 -> find no 0 check present

You need to report this problem to the mod maintaner, the problem is here: https://github.com/Kaysaar/AoTD-Question-of-Loyalty/blob/fb22a5c4a84281066541e1661857e0efb1e04266/src/kaysaar/aotd_question_of_loyalty/data/intel/secession/eventfactors/HoldoutEventFactor.java#L44

Code
(float)AoTDSecessionManager.get().getOriginalMarkets().size()
(float)AoTDSecessionManager.get().getMarketsStillOwned()

One of the two above returns 0, that line needs check for 0 before dividing.

1. Doesn't have to be in the first line, check the whole error stack trace `76208 [Thread-2] ERROR [..]    at java.base/java.lang.Thread.run(Unknown Source)`, sometimes it can have multiple mods or none.
2. This can be tricky sometimes, there are few mods I found that are without online version control, in the worst case scenario if you can't find source you might try to decompile mod's jar file.
3. Yeap, the stack trace sometimes do say the source in parentheses - the file name and line where error come from (`getProgress(HoldoutEventFactor.java:44)`).

PS If name of class/method/variable is unique enough, you can try to go to GitHub and search for it in the top search bar, that's how I found this mod on GH - https://github.com/search?q=HoldoutEventFactor&type=code
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lmglrfmlrfsefwelkksdfrdsf

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11532 on: April 28, 2025, 11:03:48 AM »

Thank you very much!
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11533 on: April 28, 2025, 11:58:02 AM »

Yes I tried that, but it doesn't work because it uses the engine style data from engine index 0 for all the engines. Like, I can't mix engines on the campaign map.
All the rest just copy whatever the first one does. This is also an issue that's commonly encountered by people who want to mix engine colors.

Ah - in this case, you could reorder the engines in the .ship file, no?


what is affecting the size of that circle?
What did I do that is making the modded ship so big?
Spoiler
[close]

edit: I think I figured it out...
It's the ship class.
If a ship is large but is described as Frigate, it'll get shrunk as an icon, but the ship will have to remain large. So the circle gets big to inform the player how large the ship is? Something like that?

Yeah, something like that - IIRC the scaling depends on the collision radius (or perhaps the size of the sprite, I don't remember) but *also* with an additional scaling factor based on the ship size.



Sorry for the late response. I mean the planet list - since it lists ALL stars, it exposes my secret star.

Ahh, thank you, that makes sense. The only way right now is to make it a nebula center. Every other type of star system whose getStar() returns non-null gets added.

Added the following tag for the future:
star_hidden_in_planet_list


in dev mode there is alt + n and ctrl + n, and normal n

As in to summon various kinds of test fleets, I'm having a ton of fun pitching those against other NPCs

Is there a specific one for

SPOILER
Spoiler
Threat?
[close]

There isn't, sorry! Those shortcuts are set to spawn whatever is required at the time so what it ends up spawning in devMode at release time is kind of random.


I'd like to make my commodity right mouse button clickable (like when you click on blueprints), what should I look for in the code to do that? (and is it possible after the clicking on it, to tell how many items were in the clicked stack - in case of having multiple stacks of the same commodity)? Cheers
[edit]
I tried to create `class CommodityPlugin extends BaseSpecialItemPlugin` and use it in `plugin` column of `commodities.csv` file, but it doesn't work. I tried changing it to special_items.csv and it works, but I was hoping to have a commodity that I can right click, open dialog, choose some options and convert it into another commodity, but I start to think it is not possible with commodity items and need to find another way of doing conversion?

I *think* that it has to be a special item, yeah, not a regular commodity.

I found this nice tutorial on commodities https://fractalsoftworks.com/forum/index.php?topic=29612.0 which explains how to change icon but I was wondering how can you change it with quantity using a single (the same) sprite, like vanilla is doing when we stack more of the same commodity?

Ahh - that is super hardcoded for crew and weapons, if I'm correctly understanding what you're asking about.
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volt

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11534 on: April 28, 2025, 01:18:40 PM »

Thank you for finding time to reply to our questions Alex :) I think I found how blueprints are using sprites to overlay parts on each other, I suppose something similar is done with commodity quantity, I will try look into that.

* I have some hard times making price behave as I'd like to in case of my custom commodity, since I can't use RMB on it as well, would it be possible to make special item have commodity drag custom quantities functionality?

* I'm considering adding custom ability to open a dialog to "convert my commodity" as plan B, is there anything I can look for to get an idea how to (in a dialog, or in some other way) choose a number in a flexible way (an input someone could type a value in or a slider)? Instead of having many dialog options with hardcoded values like "convert 1 commodity", "convert 10 commodities", "convert 100 commodities", etc.)?
« Last Edit: April 28, 2025, 01:20:45 PM by volt »
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