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Re: [3.83] Duplicated hide with pausable crafting
And now it's found and fixed. Duplication occurs if the task gets cancelled right at the item requirements dialog. So in this case it happened when Plotinus tried if the tanning could be proceeded without the working log being present. The requirements dialog appeared and got cancelled due to missing log, and at that phase the duplication occurs. Fixed - persists in 3.83 April 25, 2024, 06:41:26 PM |
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Re: Make Menu only for Modded items = saving BAC and other large mods
After that, I continue along happily with using the mod.
May 07, 2024, 06:54:08 AM |
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Re: Make Menu only for Modded items = saving BAC and other large mods
Just wanted to post on this- i think an additional key for modded menus is a good idea. I implemented my own version in my old mod extender project, using the ~ key would bring up an external menu with mods and their designated key. then, when one of the keys gets activated, it would get the menu def information and write it into the games menu def files, save, and then macro the keys into that menu, so you dont need to manually open up the crafting menu and all that, allows for infinite menus, as you're able to exchange mod menus with a single key (i used Z) Could probably be done with a simple keyboard/autohotkey interface if you want to avoid UI, which is the way i had mine setup. Idk if this is useful to anyone, but to give you an idea of how it works in code: Code: [Select] private void ModManager_KeyDown(object sender, KeyEventArgs e) // Hide/Show extended menus
May 08, 2024, 06:10:37 AM |
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Re: Antlers and bones
Tried that out and I am satisfied with this. Thanks alot dude.I recently got a fine pair of Reindeer antlers and was wondering if there was any way to hang them to the walls of my cabin. May 26, 2024, 06:37:43 PM |
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