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Ah sorry if that sounded a bit rude, I didn't see it as it was flashing so fast and was confused as to which one you meant, only now that I see what it looks like I can see it :D

I had a quick look, that has nothing to do with our implementation but the way their mod is designed. They added the recipetabs directly to GLOBAL.RECIPETABS and didn't add an owner_tag restriction. Normally, you would add them with AddRecipeTab, this way they go the custom recipe tabs, but like this they are in the normal ones and without owner resctriction. They require a crafting_station, but the game gets apparently a bit strange if you do this this, as it still wants to add the tab...

I would just change the UpdateTabSpacing fn a bit:

		for k, v in pairs(sorttabs) do --we use our table with the modified values to get the tabs that we want
			if v.str ~= "INA" then 
				table.insert(tabnames, v)
				if not v.crafting_station then
					numtabslots = numtabslots + 1
				end
			end
		end

This way you exclude the tab of the mod, but it could with other mods that are doing it like this, then you would manully need to exclude them.

Edited by Monti18
  • Like 1

Alright, thanks! I had to add the check in the actual crafttabs function to prevent gaps that were never used, but everything is perfect now! I did also create a function to check if a value is in a table to make adding other tabs easier in the future. Again, thanks for the help!

  • Like 1

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