Well the colour option was more to keep it inline with the other lights, such as bulkhead and street lights which I'm sure have this option without having to paint them.
Posts by yahwho
A small new update is available now!
Update: The standalone should now be available! Sorry for the delay!
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Opening with animation and blocked by obstacles would be ideal for what I have in mind

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Torch just means light in the API krazmuze.
The wall mounted iron torch also has the Type.Torch and isn't portable, so too is the same for static standing wooden garden torches.
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I think it would be nice if the rotating beacon light players could;
1. change the colour
2. change the speed
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I believe;
Lantern should be Type.Torch (currently Type.Default)
Small tent should be Type.Bed (currently Type.Default)
Primitive Shelter should be Type.Bed (currently Type.Default)
will edit if I find more
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Hi Red,
We could do with a few more PlayerEvent classes, I will update this post as and when to keep them all together.
PlayerPlaceOreEvent - player is placing ore in a furnace
PlayerPlaceUncookedFoodEvent (probably with a better name) - event listener for placing food in an oven, on cooking grate etc
PlayerSheerSheepEvent (or similar)
PlayerPlacePeltEvent (or similar) - I know picking up a pelt from a drying rack triggers the OnPlayerRemoveObjectEvent event, so maybe placing pelts need to triggered on the OnPlayerPlaceObjectEvent
PlayerPlacePaintObjectEvent - both for painting and paint removal
Addition:PlayerDestroyTerrainEvent - not the event itself (already exists) moreso the getTerrainID always returns 1. So there are no means to determine what has been hit.
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Just to be clear, my objective to use the API to open and close a door (and chests) that
isare locked, not remove the lock. -
Argh, looks like even if you set a status of a door to open via the API, if it's locked you still can't open it.

Console states "Door <long id> is locked..."EDIT: Wait a minute... not 1 its 100
let me try that...
EDIT2: Nope, setting to 100 still doesn't override the lock. -
Hi Red,
Is there a way with the API to get whether a door/chest is locked or not?
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There's one dubbed the hole to hell
Sounds like my bank balance..
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Blame that on lack of caffeine
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That should do the job nicely 👌
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Hi red51
One last question (or two) here regarding modals...
Is it possible to override the text that is displayed on the buttons?
And, is it possible to change the alignment of text so it's, for example, aligned to the left? -
But we could add a method to the Internals class which enables you to apply custom StyleSheets to any UI element (this way you would be able to override the hover style of built-in elements)
That would be awesome Red

As a result, you can only load custom StyleSheets from AssetBundles atm
Annoyance yes I agree, but If I wrapped it in a loader this would hopefully only be an annoyanceonce

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So is it possible override the hover background colour on modal windows like the Accept_Decline one?
I see that the Style is based on IStyle in Unity, and that uses USS for this, I am assuming USS is Unity's version of CSS?
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I'm almost certain I did mention this a while back... but now you have me thinking 🤔😅
If I understand correctly you want to be able to change the default cursor as well as set custom cursors when hovering API-created UI elements?
Exactly this.
I think this could be done by a new onMouseMove method and moving a image x y pos, but then again, this may trigger too many events and may not be feasible and may end up being clunky.
It's more a "would be nice" API access, it's certainly not a show stopper
