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October 17, 2019, 09:15:49 AM

Author Topic: FS 17 Scripting Documentation?  (Read 1387 times)

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Offline JimmytheGeek (OP)

FS 17 Scripting Documentation?
« on: November 01, 2016, 10:51:41 AM »
A descendant of farmers, I'm the entire IT department for a small, rural-town library.
 

Offline AlbertL

Re: FS 17 Scripting Documentation?
« Reply #1 on: November 01, 2016, 12:37:16 PM »
Could this possibly be it? https://gdn.giants-software.com/documentation_scripting.php

Well from 2011 0n into 2015, the documentation was a WHOLE lot easier to understand.
Example,
The would actually post the completed, core .lua file for EVERY specialization.
Documentation for 2015
http://www.ls-mods.de/scriptDocumentation.php

Then my understanding our errors in the log,
%%**^ line 365 Foldable.lua got nile.... Or what ever.

We could go an read that lone in order to see what our mod was missing, or locate the conflicting scripts/code in converted lua files from the perverse game release.

So I kind of hat say yes, maybe, not sure..... LOL.. There is defiantly a TON of information there to give us old farts a headache from *.

"I asked Jesus, "How much do you love me?" Jesus replied, "This much" and stretch






 

Offline alfalfa6945

Re: FS 17 Scripting Documentation?
« Reply #2 on: November 01, 2016, 05:54:31 PM »
Could this possibly be it? https://gdn.giants-software.com/documentation_scripting.php
I think people confuse "script documentation" and "actual scripts used". What you've found is the _actual_ script documentation (which is always found at the URL you posted). What AlbertL is referring to is the _actual_ scripts (which is always posted external of Giant's at ls-mods.de). Both are incredibly useful, and though ls-mods.de lists it as being "script documentation", it's really not, it's 99% straight scripts, with a small section called "Class overview" which gives examples (documentation, if you will..) for a couple of the more major commands within FS (though no code for them). This section is likely getting added to this go-around ;)

That said, Giant's seem to have compiled their lua's into separate 32bit and 64bit versions (the lua code itself, of course, isn't 32 or 64bit), which I haven't seen them do before. Not sure if it's been mentioned elsewhere, but it would appear that max fillTypes is now 256 (up from the max 64 fillTypes/FruitTypes from previous versions). Should make a lot of people happy.
 

 

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