Surviving Mars

Surviving Mars

Gold Leaf
eddy.dyer 2019 年 4 月 6 日 下午 2:18
update crops_leaf.tga
Can't seem to figure out how to send a file to you. Or update the package to include a revised image. The way it is now the crops_empty.tga is used (I think because crops_leaf.tga is not found) again this may be me but the UI/Icons/Buildings/crops_xxx is missing. It may try to pull from the default folder but the image that is there, I can't even open to look at.

Q: How to send, upload, share or make available a sample tga?
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正在显示第 1 - 15 条,共 15 条留言
enzovirus  [开发者] 2019 年 5 月 16 日 下午 10:11 
Wow sorry for the delay i didn't get any notifications..
You can try sending a message on discord?
I've heard the mod editor doesn't sort out the icons properly, i know ChoGGi made a guide on how to fix so will check that out (although when i checked it last it didn't cover crops) and see if i can update everything on a wknd.
(assuming its still an issue after latest update)
eddy.dyer 2019 年 5 月 17 日 下午 1:21 
I made a mod buttons that I hope has a bunch of buttons your leaf one too. It should be in a sub folder if you want to swipe it for your gold leaf you are welcome to use the .tga files. So far the mods seem compatible with the green planet release. I need to make some more single hex mods but want to get back in game.
enzovirus  [开发者] 2019 年 5 月 25 日 上午 11:53 
Thanks for the offer, I've been making a few of my own icons, I will update in a sec, let me know if it all shows properly please? (made it nice and simple, the rare metals icon so its clear what it grows)
eddy.dyer 2019 年 5 月 26 日 上午 8:48 
Hey Enzo, Good work. I pulled up the new icon for gold leaf. Surprise! ha see through button. Looks good but not like one of the original buttons with blue star background. I think the example synthetic meat has an excellent quality example with layers in Sketchbook. You could swap in your $ icon and it would look like OEM. This stuff is for us so do it your way.

I am trying to put Kerbal work together. I have several mods and want to put a Kerbal_menu button under -research- then when people get my mods they build a menu of contracts under one button. Problem is the the code needs to check if the button exists -add new menu items if not make the Kerbal_menu button and add whatever features are in the package.

I added a code button to the mod and am trying to conditionally build the menu. I am not so good with the code. the print statements should show in the log. It is fun to work on.

local function KSP_menu_check()
print("***** Kerbal_Menu *****")
if not BuildMenuSubcategories.KSP_Menu then
-- make the subcategory because it does not exist
print("***** make the subcategory KSP_Menu from kiosks")
PlaceObj('ModItemBuildMenuSubcategory', {
category = "Habitats",
category_name = "KSP_Menu",
comment = "Kerbal Menu",
description = T(386922906507, --[[ModItemBuildMenuSubcategory KSP_Menu description]] "These are Kerbal projects for Star Seed, Franken Factories, SS - Single Square - Small Space Kerbal Kiosks."),
display_name = T(321709786051, --[[ModItemBuildMenuSubcategory KSP_Menu display_name]] "KSP SS Kiosk"),
group = "Default",
icon = "C:/Users/Ed/AppData/Roaming/Surviving Mars/Mods/Kerbalism/KSP_Research.tga",
id = "KSP_Menu",
})
end
end ,

KSP_menu_check("start")
eddy.dyer 2019 年 5 月 26 日 上午 8:52 
I took a pic of your new icon in game but can't seem to figure out how to post it here. Steam challenged. Ha --- that is why I like to call this " Surviving Mods"
enzovirus  [开发者] 2019 年 5 月 27 日 上午 1:48 
Add me as a friend on steam or discord, should be able to send files that way (i don't use steam chat much so will be equally interested to learn!)
Does this mean my icons work for crops?
Or are they still totally invisible?
I made them with a black border and an obvious icon, but intentionally removed the background in them as i felt the icons were (very) bright already. That was intentional on my part, with tags files you can make parts invisible and figures it would make them different. The game actually accepts square files but the selection box still shows as a hexagon XD
enzovirus  [开发者] 2019 年 5 月 27 日 上午 2:00 
I'm not brilliant with the coding, learning as i go.
Not tried submenu yet, but as it has a custom icon you might bump into the same issues I've had, check ChoGGi's discussion on the workshop for fixing icon issues from the modder side, otherwise it'll probably be invisible because the game doesn't look in the right place..
enzovirus  [开发者] 2019 年 5 月 27 日 上午 5:32 
Can you see if the latest version shows icons correctly?
If this works, then I can roll it out on mass to my other crop mods :)
eddy.dyer 2019 年 5 月 28 日 上午 8:29 
Yes it works fine. The button/icon you made has the background see through, yes with black border and rare metal icon.. It looks good, Ha ha not what I thought Gold Leaf was. In my world they grow and exchange the crop at the PX - Pot Exchange but I called it Bot exchange for the game. I think it is in the Franken Factory set with the genesis torpedo - Robots are trying to do without humans. Successfully terraformed Mars with the Kerbal Contract - Mods.

It is funny how the robots didn't want humans so got Kerbals to program the single space mods so the robots are doing the work. They grow a modified automated version of your Gold Leaf - great mod.
eddy.dyer 2019 年 5 月 28 日 上午 8:35 
I am new to Discord. New to mods ... noob as it were. There is so much more to this than I thought. I tried making Utube videos using obs (studio) but don't know what I am doing, it shows. I am getting better and the editor has improved. Code is fun but a steep learning curve .lua is interesting. Choggi is really helpful in pointing the was but I still have syntax and coding challenges. I tried Blender to make an object from scratch but the HG tools needed more info thank I could provide. Sometimes I try something, set it down and come back to it later. You know learn something new like - gethub or reddit. Oh, what happened to Alice in Wonderland - Ah yea - down the rabbit hole.
eddy.dyer 2019 年 5 月 28 日 上午 8:47 
Ha! a small Victory. I read the clues in your message - not friend on Discord - are you on discord it is interesting and I think they want your help sometimes. Anyhow, Steam - got it. Hey that is where we are now. You point out the obvious, I'll take care of the rest.

Submenu works fine. I wanted to make several single space mods and then as the user gets a mod check if the Kerbal_menu is up, add the new feature, if not create (PlcObject) the entry point. The idea is one could tell a story and bring on menu items as they are created, when paid for icon_Funding or even just to put all my Kerbal stuff in one place, as it is mods are sprinkled throughout the game making some menu bars kind of long. Mods are so simple once it is figured out.

You know we can all be playing the same game but you have way different look, and game play in a way, than I do. Neat idea. Very few know about Mods but it has potential.
eddy.dyer 2019 年 5 月 28 日 上午 8:58 
Oh yea the .tga file has two sides left and right (on click) I have been using something like 442 x 200 enough to fit two hexes. Have MaRS - Purple Gear, a circle button for Kerbals and many hexes rolled over on the side (as if original game release) I think these can be bigger so long as the proportions are right - the Mission Logo is very particular) square and multiple 256,512, 1024 - my guess is it fits better in memory, resizes and loads predictably.

We could make a Mod - Lucky Charms - hearts, moons, stars, clovers

ps. they mentioned EnzoVirus's Cybernetic Tree and REsource Mode mods on discord. I did a search looking for you then realized you said steam - duh

There is not enough time. I am trying to get to three gold star in Overwatch, beat They are Billions, and make Mods. Mr. Prepper comes out at the end of the month. Humm, what to do next? Get the Kerbals to build a rocket. Each time they do it disappears - doesn't take off, just builds and pop - gone. It is always something.
eddy.dyer 2019 年 5 月 28 日 上午 8:59 
So far with help the KSP_Menu.lua looks like:

function OnMsg.ClassesBuilt()
-- print("***** Kerbal_Menu check *****")
if BuildMenuSubcategories.KSP_Menu then
print("Thank you for using Kerbal products, menu button already exists!")
else
-- make the subcategory because it does not exist
print("***** NEW subcategory KSP_Menu from Kerbal Kiosk Mod")

PlaceObj('ModItemBuildMenuSubcategory', {
category = "Habitats",
category_name = "KSP_Menu",
comment = "Kerbal Menu",
description = T(576915637803, "These are Kerbal projects for Star Seed, Franken Factories, SS - Single Square - Small Space Kerbal Kiosks."),
display_name = T(833173281659, "KSP SS Kiosk"),
group = "Default",
icon = "C:/Users/Ed/AppData/Roaming/Surviving Mars/Mods/Kerbal Keosks/KSP_Space.tga",
id = "KSP_Menu",
})
end
end
eddy.dyer 2019 年 5 月 28 日 上午 9:05 
My Kerbalism and Kerbal Kiosk menu is a little better. I use notepadd++ for the .lua code editor. Trying to run this from two mods to share an entry point to the menu for Kerbal Contracts. notice the path for the icon - it will change /Mods/*** and reaching into the other mod to get icons is a no no. Mods should bring what they need (everything needed to run independently) and install the menu items conditionally. Testing is a b---

Why the place object doesn't have a switch to allow shared/overlay - if not exist submenu add otherwise we have the resource already defined - continue. As it is two mods, two sub menu buttons. But i get all the selections underneith both - it's all good - call it Kerbal Backup okay enough blah blah blah - back in game
enzovirus  [开发者] 2019 年 5 月 28 日 上午 9:13 
I know ChoGGi and Silva use mods that interact in some way, I don't really understand how, but their stuff won't work withut their libraries, so you might be able to do the same with yours?

I figured Gold Leaf is used for really fancy decorations, it's literally flakes of gold which is stuck or glued to things (high end cars, art work etc) so figured it had a nice rare metal theme to it.
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