afro1967 Posted May 29, 2014 Share Posted May 29, 2014 Hi everyone The mod "Spider Cage" on Steam Playing around with the new feature configure mod, I have options of Normal and Expert.I would love to be able to hide the recipe for none enabled prefabs.When you try to build the none enabled version of the Spider Cage the game won't let you but, it still take your materials.So i would like to just hide it.The reason it needs to be an option is so you can't accidentally build the dangerous cage.And I don't want to make two versions of the mod. Not ideal but except-able option would be no material consumption. Any help would be great! Link to comment Share on other sites More sharing options...
TehSomeLuigi Posted May 29, 2014 Share Posted May 29, 2014 From your modmain.lua:local enabled = (GetModConfigData("Mode")=="on")local disabled = (GetModConfigData("Mode")=="off") if disabled then PrefabFiles = {"silk_farm"} else if enabled then PrefabFiles = {"silk_farm_advanced","spider_baby"} endendAssets = { Asset("ATLAS", "images/inventoryimages/silk_farm.xml"), Asset( "IMAGE", "minimap/silk_farm.tex" ), Asset( "ATLAS", "minimap/silk_farm.xml" ), } AddMinimapAtlas("minimap/silk_farm.xml") STRINGS = GLOBAL.STRINGS RECIPETABS = GLOBAL.RECIPETABS Recipe = GLOBAL.Recipe Ingredient = GLOBAL.Ingredient TECH = GLOBAL.TECH GLOBAL.STRINGS.NAMES.SILK_FARM = "Spider Cage" STRINGS.RECIPE_DESC.SILK_FARM = "Silk collection at it's best" GLOBAL.STRINGS.CHARACTERS.GENERIC.DESCRIBE.SILK_FARM = "Hope it's strong enough!" GLOBAL.STRINGS.NAMES.SILK_FARM_ADVANCED = "Expert Spider Cage" STRINGS.RECIPE_DESC.SILK_FARM_ADVANCED = "Silk collection at it's best" GLOBAL.STRINGS.CHARACTERS.GENERIC.DESCRIBE.SILK_FARM_ADVANCED = "It's no match for me!" local silk_farm = GLOBAL.Recipe("silk_farm", { Ingredient("spidereggsack", GetModConfigData("Spider Eggs")), Ingredient("goldnugget", GetModConfigData("Gold Nuggets")), Ingredient("boards", GetModConfigData("Boards")) }, RECIPETABS.TOWN, TECH.NONE, "silk_farm_placer" ) silk_farm.atlas = "images/inventoryimages/silk_farm.xml" local silk_farm_advanced = GLOBAL.Recipe("silk_farm_advanced", { Ingredient("spidereggsack", GetModConfigData("Spider Eggs")), Ingredient("goldnugget",GetModConfigData("Gold Nuggets")), Ingredient("boards", GetModConfigData("Boards")) }, RECIPETABS.TOWN, TECH.NONE, "silk_farm_placer" ) silk_farm_advanced.atlas = "images/inventoryimages/silk_farm_advanced.xml"TUNING.SILK_AMOUNT = 6Replace local silk_farm_advanced = GLOBAL.Recipe("silk_farm_advanced", { Ingredient("spidereggsack", GetModConfigData("Spider Eggs")), Ingredient("goldnugget",GetModConfigData("Gold Nuggets")), Ingredient("boards", GetModConfigData("Boards")) }, RECIPETABS.TOWN, TECH.NONE, "silk_farm_placer" ) silk_farm_advanced.atlas = "images/inventoryimages/silk_farm_advanced.xml"withif enabled then local silk_farm_advanced = GLOBAL.Recipe("silk_farm_advanced", { Ingredient("spidereggsack", GetModConfigData("Spider Eggs")), Ingredient("goldnugget",GetModConfigData("Gold Nuggets")), Ingredient("boards", GetModConfigData("Boards")) }, RECIPETABS.TOWN, TECH.NONE, "silk_farm_placer" ) silk_farm_advanced.atlas = "images/inventoryimages/silk_farm_advanced.xml"endThen, if the expert mode is not enabled, that "Advanced Silk Farm" recipe will not even be registered.Does that solve your issues? Link to comment Share on other sites More sharing options...
afro1967 Posted May 30, 2014 Author Share Posted May 30, 2014 Here we almost have it but, on the recipe tab if enabled the atlas is the same as the one above it.if not enabled the atlas shows correctly.Only one is showing at this point and recipes can be crafted. if not enabled thenlocal silk_farm = GLOBAL.Recipe("silk_farm",{Ingredient("spidereggsack", GetModConfigData("Spider Eggs")),Ingredient("goldnugget", GetModConfigData("Gold Nuggets")),Ingredient("boards", GetModConfigData("Boards"))},RECIPETABS.TOWN, TECH.NONE, "silk_farm_placer" )silk_farm.atlas = "images/inventoryimages/silk_farm.xml"elseif enabled thenlocal silk_farm_advanced = GLOBAL.Recipe("silk_farm_advanced",{Ingredient("spidereggsack", GetModConfigData("Spider Eggs")),Ingredient("goldnugget",GetModConfigData("Gold Nuggets")),Ingredient("boards", GetModConfigData("Boards"))},RECIPETABS.TOWN, TECH.NONE, "silk_farm_placer" )silk_farm_advanced.atlas = "images/inventoryimages/silk_farm_advanced.xml"endend Link to comment Share on other sites More sharing options...
afro1967 Posted May 30, 2014 Author Share Posted May 30, 2014 Here we almost have it but, on the recipe tab if enabled the atlas is the same as the one above it.if not enabled the atlas shows correctly.Only one is showing at this point and recipes can be crafted. if not enabled thenlocal silk_farm = GLOBAL.Recipe("silk_farm",{Ingredient("spidereggsack", GetModConfigData("Spider Eggs")),Ingredient("goldnugget", GetModConfigData("Gold Nuggets")),Ingredient("boards", GetModConfigData("Boards"))},RECIPETABS.TOWN, TECH.NONE, "silk_farm_placer" )silk_farm.atlas = "images/inventoryimages/silk_farm.xml"elseif enabled thenlocal silk_farm_advanced = GLOBAL.Recipe("silk_farm_advanced",{Ingredient("spidereggsack", GetModConfigData("Spider Eggs")),Ingredient("goldnugget",GetModConfigData("Gold Nuggets")),Ingredient("boards", GetModConfigData("Boards"))},RECIPETABS.TOWN, TECH.NONE, "silk_farm_placer" )silk_farm_advanced.atlas = "images/inventoryimages/silk_farm_advanced.xml"endend FixedAlthough the atlas had showed before i had never added it in as an asset. Thanks for the good starting place! Link to comment Share on other sites More sharing options...
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