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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)
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")
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
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..
If this works, then I can roll it out on mass to my other crop 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.
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.
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.
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
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
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.