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Note that Sim Constructor is a prerequisite for Function Library, not the other way around. Sim Constructor works fine without any other mods.
I worked through the log and found a conflict with the "Programs Extended" workshop item (https://steamcommunity.com/sharedfiles/filedetails/?id=555765765) . After de-subscribing this one and refreshing everything, it works.
The full log is here: https://ctxt.io/2/AACgw1p2Fw
You can see that there is trouble loading the hud at item "workshop-555765765"
I subscribed, refreshed the mods in-game and restarted the game. Starting a new game and after generating the first level, when the gameplay actually starts, the game crashes.
Log says:
### ABORTING: FATAL SCRIPT ERROR ###
game/client/states/state-game.lua:880: attempt to index field 'hud' (a nil value)
There are no other mods tampering with the HUD and I am not sure what to do. Did I miss an additional installation step or such?
Thanks to you!
Added 'change' function to modifiers for convenience.
The 'has' function for modifiers now returns the index of the returned modifier, can be called without a trait parameter to search all traits, and you can pass the modifier itself instead of a name (just for getting the index).
The 'remove' function for modifiers can now be called with a trait parameter to narrow the search, and you can pass the modifier itself instead of a name.
Mods are now listed in alphabetical order on the mod selection screen.
You can now add a modifier of the same name and trait multiple times, and the add function returns the new modifier.
Modifier order now depends on operation, but you can now also specify priority for a certain modifier.
For numerical modifiers, you can now specify min and max values it will modify to.
The game now automatically detects when a mod doesn't have any generation options
Removed the unnecessary generation option.
Fixed a rare infinite loop from the Contingency Plan dlc.
You can now create new screens, not only modify existing ones.
Fixed an issue where you could click on firewalls with no program equipped if you had Neptune installed.
Fixed important story items being put on the ground, becoming unobtainable, if your inventory is full.
Fixed errors when there are generation options for mods that aren't installed (mainly applies if you use Customizable Generation Presets)
Creating screens note: The filename you choose should not have an extension.
Firewalls note: If you have Programs Extended installed, the fix won't apply until wodzu has updated the mod (should not take long after this post) and you've redownloaded Programs Extended.
Made it so that you can make programs that target any unit, also allows you to customize graphics and tooltips for programs that work like Lightning
Fixed a few compability issues with language packs.
Fix for no starting mission when travel times are set too high.
Added the ability to add arbitrary functions to be called whenever campaign time chamges.
Added worldmap modifying features.
Custom stores can now define what type of overlay they have (fixes issues with Auxillary Server Terminals from Programs Extended)
-- 1 Decker
-- 2 Shalem
-- 3 Xu
-- 4 Banks
-- 5 Internationale
-- 6 Nika
-- 7 Sharp
-- 8 Prism
-- 100 Monster
-- 108 Central
-- 1000 Olivia
-- 1001 Derek
-- 1002 Rush
-- 1003 Draco
It's currently not possible to add banter that requires a number of agents different than two, but that's probably a thing that I should get to. I have no plans for adding support for banter at times other than level entry.
And, this might be out of the scope of this mod but is it possible to trigger banter after certain events (turn #s,opening safe, KOing a guard)?
Fixed a potential memory leak cause by cross banter.
Safe loot table are now reset automatically.
Generation options can now be set to default to different values on different difficulties.
Campaign params and Campaign difficulty can be passed to custom apply and retrieve functions.
Edit: Can you confirm if it's working now?
This happened when I loaded already existing save from before the update, returned to main menu and tried to start new campaign.
Edit: Yes, when toggle for new graphic is off or mod is unloaded, I use simdefs again to update to default values.
SimConstructor/state-generation-options.lua:75: attempt to index field '?' (a nil value)
stack traceback:
SimConstructor/state-generation-options.lua:75 in function 'apply'
SimConstructor/state-generation-options.lua:563 in function 'retrieveDLCOptions'
SimConstructor/state-generation-options.lua:283 in function 'launchGame'
SimConstructor/state-generation-options.lua:314 in function <SimConstructor/state-generation-options.lua:313>
(tail call) ?
It happened after I updated my mod with new generation option.
Updating alarm wheel in hud.lua via 'simdefs.SCREEN_CUSTOMS' only works once. If I quit a campaign and start/load another, alarm tracker stays is the state it was in the first game. Weird, because 'modal-alarm-first.lua', popup about alarm when you start your first campaign mission, updates correctly.
util.terase(simdefs.LOOT_TABLES.lab_safe,"W93_item_stim_1A")
looks for a string. Is there a clean way to remove custom entries easily?